|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
Chaos Code/MG Hikaru
Hikaru waited in line for a limited edition
sculpt of an underage girl who's underwear is falling off totally normal anime figure so long that he went insane. Upon staring into the figure's pantsu Hikaru learned the secrets of the universe. No longer was just regular Hikaru, now he is MG Hikaru aka Master Grade Hikaru aka Monster Girl Hikaru aka Moe Guardian Hikaru aka Mother Goose Hikaru aka My Guy Hikaru.
Health: 29000 Stun: 85
MG lacks a fireball, a DP, and a fast forward moving special, what he has instead is a command grab, lots of stun, and a suite of feints to keep his pressure unpredictable. He tends to suffer a bit in neutral, but once he gets in he's a force to be reckoned with.
Run vs Step
MG's run isn't really special he gets the same mobility everyone else does, and like everyone else he can use it for microdash combos to make stuff a bit easier.
MG doesn't get much out of step canceling compared to other characters since he has so many feints that he can cancel into that move him forward.
5A > 5B > 5C > 5D > 6D > 41236A/C
Basic combo. Using the A version of 41236+P leaves your opponent standing for a reset.
5A > 5B > 5C > 5D > 6D > 236B
Same as above, only with the 236B special move. At some spacings you'll get a wall bounce and can continue the combo
5A > 5B > 5C > 5D > 6D > 623AC > see below
Same as the above 2, but uses half a bar to extend. Do the combo below after getting the command grab.
623P > (iad > jB > jD) or (microdash 5A) > cl.C > sjc > j.B > j.C > j.D > land > j.B > j.C > j.D > (j.236236D) or (j.214B)
Midscreen combo off command throw. Delay the super jump chain as much as you can. It's tough at first but it's not that hard once you learn the timing. If you don't want to learn the rejump you can just cut that out and go straight into super, but you'll miss out on corner carry. You can also avoid the super jump cancel if you immediately jump and catch the opponent with j.B, but that can screw up your height and cause the super to miss.
5A > 5B > 5C > 5D > 6D > 41236A > exceed > 41236A > 236236A(1) > chaos shift > 41236A > 236236A(1) > chaos shift > 41236A > 236236A > chaos shift > cl.B > cl.C > sjc > j.B > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.214B
Midscreen exceed route, you can let the next few hits of the suepr connect if you want, but if you accidentally launch the opponent then it'll screw up the route. Let the last super get all the hits before chaos shifting so you can get the rejump.
In addition to the above, MG can use the wall bounces off of 236K and 41236AC to extend combos that are close to the corner, they require specific spacings to give enough time to properly follow up. example
5A > 5B > cl.C > 214A > 5A > 5B > 5C > 6B > j.214BD > j.B > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.214B
214A > 5A will only work if you're very close, if you're not confident in the spacing you can go straight from cl.C into 6B.
5A > 5B > cl.C > 214A > 5A > 5B > 5C > 6D > 214AC > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.214B
This route is better for stun, but does less damage.
5A > 5B > cl.C > 214A > 5A > 5B > 5C > 6D > 41236C > 5B > 5C > 6B > j.214BD > j.A > j.C > double jump > j.B > j.C > j.D > j.214B
This route does less damage than either of the above, but it's better damage if you don't want to do the rejump.
5A > 5B > cl.C > 214A > 5A > 5B > 5C > 6D > 236236P > chaos shift > cl.B > cl.C > sjc > j.B > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.214B
2 bar combo, doesn't do that much more damage, but useful for when you need the kill.
5A > 5B > cl.C > 214A > 5A > 5B > 5C > 5D > 6D > 41236A > exceed > 41236A > 236236A(1) > chaos shift > 41236A > 236236A(1) > chaos shift > 41236A > 236236A > chaos shift > cl.B > cl.C > sjc > j.B > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.214B
corner exceed, it's basically the same as the midscreen one, but with a 214A extension.
| 5A - Mid. Cancelable.
Pretty standard 5A, range is a bit short. Good as an anti-IAD button or for beating out slow moves like guardbreaks. Links off of 214A at close range.
| 2A - Mid. Cancelable.
| cl.B - Low. Cancelable.
| 5B - Mid. Cancelable.
Great reach, quite useful in neutral. Links off of 214A even at max range.
| 2B - Low. Cancelable.
Low hitting light normal. Links into 2A and itself on hit.
| cl.C - Mid. Cancelable.
Great combo filler, combos off any light normal if close enough.
| 5C - Mid. Cancelable.
Also good combo filler, will combo off light normals just like cl.C.
| 2C - Mid. Cancelable.
Great anti-air normal, super jump cancel into an air combo on hit. Throw it out as early as possible. Be careful to avoid using it during ground combos, as it has terrible horizontal range and might get you killed.
| cl.D - Mid. Cancelable.
Use in combos after cl.C if you're not too far.
| 5D - Mid. Not cancelable.
| 2D - Low. Not cancelable.
| j.A - Overhead. Cancelable.
His highest hitting air normal, used mostly in air-to-air situations.
| j.B - Overhead. Cancelable.
MG stole this move from regular Hikaru who stole it from Kyo and it's just as good for MG as it is for them. Fast, chains into j.C or j.D to make comboing off it easy, and it will cross-up if you space it right.
| j.C - Overhead. Cancelable.
Not a bad jump-in, beware of long startup though.
| j.D - Overhead. Cancelable.
One of MG Hikaru's best normals. Has uses in air-to-air, as a jump-in, for crossing up, pretty much anything. Just like j.C this move has long startup, and comparatively it does not hit as deep.
| Turned Drop Kick - 6B
A jumping overhead kick, only actually hits overhead if done raw, otherwise it hits mid. Can cancel into air moves.
| Flash Assault Kick - 6D
A step kick that moves forward, which helps a lot with combos. If you hold down D MG will feint
| Houzankou - 41236+P
Spinning backfist. A version leaves them standing, C version knocks them away & can lead to combos in the corner. EX version is invincible and will give both good corner carry and wall slam. If you do the C version and hold the button down MG will do the startup and then stop before the active frames would come out, you can use this feint to setup tic throws or just for mindgames in general.
| Bright Star Triple Attack (Kisei Sanrengeki) - 623+P
No difference between A and C versions. EX version is the same, but you can combo into it. All versions launch for a combo and lead to good corner carry.
| Blue Sphere Break (Soukyuuha) [Retsu] - j.214+K
B version is faster, D will stop your aerial momentum, which makes repeatedly doing tk j.214D great for building meter. D version, however, is too slow to combo off anything besides raw 6B grounded hit. B version is fast enough to combo off air normals. EX version stops your momentum like the D version, but has B's startup, hits three times, and juggles.
| Fast Press Slap (Sououshou) - 214+P
Overhead chop. A version will combo from heavy normals and force them into a standing position. C version won't combo naturally from anything, but can be charged to guard crush. Charged C version will also cause a stagger state on hit. EX version is as fast as the A version and causes an OTGable knockdown. All versions do a lot of stun.
| Whirlwind Slice Kick (Shippuu Sokutou Kyaku) - 236+K (Hold D for feint)
Step kick. Both versions wall slam, B version is faster, D version steps forward. Can be used as a situational anti-air, but mostly used for wall bounce combos.
| God Speed Punch (Kami Jinken) - 214+K (Can be held)
Has super armor until you release the punch. If you press both kicks you can cancel the stance and feint. Good for calling out mash, but will lose to lows and throws.
| Burst God Fist (Bakunetsu Shinken) - 236236+P
A combination of Hikaru's Quake Crushing Fist (623+P) and High-Grade Knuckle (236+P). The High-Grade Knuckle only happens if the Quake Crushing Fist hits and also has wall slamming properties.
| Lightning Blue Sphere Break (Inazuma Soukyuuha) - 236236+K
MG Hikaru kicks a wave of Soukyuuha at his target. 9 hits.
Extra Ultimate Chaos
| Shin! Meteor Tiger Assault Kick (Shin Ryuusei Koshuu Kyaku) - 2141236+K
Three kicks. The first is a slide that must be blocked low. The second is a roundhouse with air unblockable properties. The final kick only happens if the second successfully hits.
| Electrical Phoenix Thunderstrike Kick (Denou Raida Kyaku) - j.236236+K
Divekick that hits 4 times. An easy to use yet effective air combo ender which gives a hard knockdown.
| Congregation Awakening -End of the Great Providence- (Shinto Kakusei -Ooinaru Kago no Shuuen-) - 2363214+PP
MG Hikaru starts off with an one-inch punch. He then knocks the opponent in the air, turns gold and finishes the job with a flurry of punches. Final hit ends in an explosion. 25 hits.
This move resets combo scaling, meaning it'll always add a lot of damage to combos, but since it's 3 bars opportunities to use it are kind of slim, but if you ever get a stun or something after a long combo and have 3 bars to burn this is a good option to keep in mind.
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- Hikaru and MG Hikaru can not choose the same color when fighting each other. If the same color is chosen, the player who chose second will be automatically given the next color in the lineup.