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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 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.
Mobility (Run vs Step)
Run: 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.
Step: 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.
Extra Move Selection
- Whirlwind Slice Kick (Shippuu Sokutou Kyaku) 236B/D:
Whirlwind Slice Kick is a multi purpose tool for MG Hikaru, though it is mostly used as a combo extender. The B version can be safe on block during a string due to push back but the D version wont due to how far forward MG hops before performing the kick. The D version being feintable allows you to reset combos. It is not recommended to reset block pressure with the feint as you don't recover fast enough to stop the opponent from reacting with a fast enough button. Both versions force a knockdown allowing for some oki setups.
- God Speed Punch (Kami Jinken) 214B/D Can be held:
God Speed Punch is the closest thing MG Hikaru has to a meterless reversal. Has armor against highs and mids making this a solid tool when dealing with characters with fast approaching high/mids on the ground and air to ground approaches. It will lose to lows and throws so any fast approaching low moves on the ground and any throws will still hit, making usage of this move very match up dependent.
- Shin! Meteor Tiger Assault Kick (Shin Ryuusei Koshuu Kyaku) 21414236B/D:
A fast approaching super that starts with a low that travels a little under half screen. The super itself is solid for punishing whiffed buttons in midrange if you have the reaction speed for it, and opening up some new combo routes on the ground for MG.This is not something MG was previously lacking however, making this super not as useful as one would think when compared to the alternatives.
- Electrical Phoenix Thunderstrike Kick (Denou Raida Kyaku) j.236236B/D:
- Whirlwind Slice Kick and Electrical Phoenix Thunderstrike Kick:
This set gives Mg a multitude of options for pressure and combos, both on the ground and in the air. Whirlwind Slice Kick gives MG a few more combo routes and a solid ender for both ground combos and block strings thanks to the B verion and the D version gives him another feint to vary his resets and pressure. Thunderstrike Kick on the other hand gives MG his best air combo ender, filling a slot that the rest of his kit and other extra move options cant really perform.
- God Speed Punch and Electrical Phoenix Thunderstrike Kick:
Effectively the same as the above set however the change into God Speed Punch gives MG another defensive option to utilize, albeit a situation one. Besides that this set doesn't drop Thunderstriker Kick so MG still has solid enders for all of his combos, though he know lacks the meterless knockdown that Whirlwind Slice Kick provided.
Click on a header to expand that section of the movelist
Congregation Awakening -End of the Great Providence- (Shinto Kakusei -Ooinaru Kago no Shuuen-)
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.
- 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.