Matrimelee/Hikaru

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Hikaru Jomon
Colors

Introduction

Hikaru was born in a family where most of the members are men. Because of this, Hikaru wanted to be different from her brothers. She always searches for opportunities to demonstrate her skill to prove she is not inferior to her brothers. Hikaru is invited to the Matrimelee tournament and decides to participate to show her power to the world.

Overview

Strengths Weaknesses
  • Very simple combos. Most consist of hitconfirms.
  • Plenty of low/high mix-ups to keep the opponent guessing.
  • Extremely good 66.A/C. Great for punishes.
  • Invincibility on her 6.A command roll.
  • Her command roll, 6.A, can be canceled out of any normal. Good for baiting guard cancels.
  • 63214.B/D is extremely hard to punish on block.
  • Has access to an air super, j.214-1236.AC, that can be confirmed off of any air normal.
  • Grounded throw has guaranteed damage if the opponent techs late.
  • 63214.A/C can easily be beaten out by quicker moves.
  • Air throw can be punished if done too high.
  • Everyone can fall out of her 623.A/C, 214-1236.AC, and j.214-1236.AC easily if not positioned correctly.
  • 623.A/C has large amounts of recovery and can be easily punished on block/whiff.
  • Both regular counter and super counter do not counter low attacks.
  • Both her regular and super counter can be triggered by a cross-up and whiff.
  • Her 6.B overhead is easy to react to and can be beaten out by faster normals.
  • Divekick, j.214.B/D is incredibly unsafe on block and whiff.
  • Divekick, j.214.B/D, has recovery frames like a hop.
  • Command roll can be grabbed like a regular roll.
  • Her approach and pressure can be completely negated by back dashing at the right time.

Strategy

Building...

Normals

Far Standing Normals

5.A
MM Hikaru 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 3 Self
Special
Super
Mid 5 - - - - -

Air Unblockable.


5.B
MM Hikaru 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
9 5 Special
Super
Mid 5 - - - - -

Moves Hikaru forward during it's start-up. Hits mid even though it looks like a low.


5.C
MM Hikaru 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
Mid 9 - - - - -

Air Unblockable.
Hikaru's 2nd best normal. Extremly good range that can connect into most specials and her Stress Shot Super.


5.D
MM Hikaru 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 9 Special
Super
Mid 11 - - - - -

Air Unblockable.



Close Standing Normals

cl.5A
MM Hikaru 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 3 Self
Special
Super
Mid 5 - - - - -

Air Unblockable.


cl.5B
MM Hikaru 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
9 5 Special
Super
Low 5 - - - - -

One of Hikaru's many mix-up tools. It's a very fast standing low that can be canceled into most specials or Stress Shot Super.


cl.5C
MM Hikaru cl5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Special
Super
Mid 7 - - - - -

Air Unblockable.
Natrually chains into 5.C on hit or block.


cl.5D
MM Hikaru cl5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
Mid 9 - - - - -

Air Unblockable.
Natrually ch ains into 5.D on hit or block.


Crouching Normals

2.A
MM Hikaru 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Self
Special
Super
Mid 6 - - - - -

Extremely fast crouching jab that can link into itself, 623.P or Stress Shot Super.


2.B
MM Hikaru 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Special
Super
Low 7 - - - - -

Natrually chains into 2.C on hit or block.


2.C
MM Hikaru 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
Mid 9 - - - - -

Very long crouching normal that can be used to confirm most specials and Stress Shot Super.


2.D
MM Hikaru 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 9 Special
Super
Low 11 - - - - -

Knockdown on hit. Slightly slides Hikaru forward in it's start-up.

Jumping Normals

8.A
MM Hikaru 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 (7 per hit) 11 Air Special
Air Super
high 21 - - - - -

Hits 3 times. Damage is totaled to all 3 hits. Once active 8.A stays active till Hikaru lands.


8.B
MM Hikaru 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
9 4 Air Special
Air Super
High 7 - - - - -

Not as much hitstun as the rest of the jump normals but can be used as an instant overhead if timed right.


8.C
MM Hikaru 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Air Special
Air Super
High 11 - - - - -

Has better horizontal range compared to 9.D. Has enough hitstun to confirm j.214.B/D.


8.D
MM Hikaru 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Air Special
Air Super
High 9 - - - - -

Better vertical range than 8.C and can cross-up. Has enough hitstun to confirm into j.214.B/D


Command Normals

3.A
MM Hikaru CMD 3A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
0 0 N/A N/A 0 - - - - -

Command roll. Has invincibility, shorter than a normal forward roll and can be canceled out of any grounded normal. However it can also be grabbed like a normal roll.


6.B
MM Hikaru 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Air Special
Air Super
High 10 - - - - -

Command overhead that can be canceled into any air special or super. 6.B can be canceled out of any grounded normal.


Dash Normals

66.A or 66.C
MM Hikaru 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Miid 10 - - - - -

Air Unblockable.
Hikaru's best punish tool. Has extremely good reach and can link into most specials or Stress Shot Super.


66.B or 66.D
MM Hikaru 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 12 Special
Super
Mid 10 - - - - -

Air Unblockable.
Knocks down on hit. Has about the same range as dashing punch but has more damage.

Great Attacks

5.CD
MM Hikaru 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 23 Special
Super
Mid 12 - - - - -

Air Unblockable.
Just a little longer than 5.C but has more recovery frames, better damage and a Hard Wall Slam.


2.CD
MM Hikaru 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Low 12 - - - - -

Air Unblockable.
Hikaru's best normal. Great anti-air that has a huge vertical and horizontal hitbox.

Rage Explosion, Guard Cancel & Throws

Rage Explosion
MM Hikaru RageExpolsion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 N/A Mid 0 - - - - -

Air Unblockable.
On hit the opponent is put into a juggle state. Can only be done if you build one Stress Meter.


Guard Cancel
MM Hikaru 5CD.png
5.CD (On block)
5.CD (On block)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 8 Special
Super
Mid 24 - - - - -

Air Unblockable.
Requires 1 Stress meter to use. Cannot kill. On hit, causes a Hard Wall Slam.


Grounded Throw
MM Hikaru cl5C.png
4/6.C
4/6.C
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
32 16 N/A Throw 0 - - - - -

Hits twice. The second hit can be teched out of but the first hit is guaranteed damage.


Air Throw
MM Hikaru AThrow.png
j.6.C
j.6.C
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A N/A 0 - - - - -

Punishable if not done close to the ground. The opponent recovers before Hikaru can land.

Special Moves

Chronograph

623.A or 623.C
MM Hikaru 632P 1.png
First hit.
First hit.
MM Hikaru 632P 2.png
Final hit.
Final hit.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid 13 - - - - -

Both 623.A and 623.C do the exact same damage but differ in vertical reach and hits. All grounded hits are air unblockable and share the same hitbox across all versions.

  • 623.A hits twice and has the least vertical reach. Only the 1st hit is air unblockable.
  • 623.C hits three times and has the most vertical reach. The 1st and 2nd hits are air unblockable.


Dash 623.A or 623.C
MM Hikaru Dash 623P 1.png
First hit.
First hit.
MM Hikaru Dash 623P 2.png
Final hit.
Final hit.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 12 N/A Mid 14 - - - - -

Air Unblockable.
Hits four times and has the most vertical reach compared to the non-dashing versions. Can only be done while dashing or when canceled out of a dashing normal.

Address Impulse

63214.A or 63214.C
MM Hikaru 63214P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A High 10 - - - - -

Both versions do the same amount of damage but have different jump arcs. Both versions can be difficult to use in combos due to the move going over most character's heads.

  • 63214.A has a more vertical jump with less horizontal range. Hard to combo into.
  • 63214.C has more horizontal range with less vertical range. The easiest to combo into but can whiff on crouching characters.


Dash 63214.A or 63214.C
MM Hikaru Dash 63214P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A High 10 - - - - -

Combines both jump arcs of 63214.A and 63214.C but has the same exact damage as both versions. Struggles to hit opponents midscreen and should only be done in the corner so you don't fly over their heads.


Bâche Raid

63214.B
MM Hikaru 63214B.png
First hit.
First hit.
MM Hikaru 2CD.png
Second hit.
Second hit.
Bâche Raid (Beating Raid)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 N/A Low (both hits) 10 - - - - -

2nd hit is Air Unblockable.
Hikaru runs forward then hits low and then launches the opponent into the air.


63214.D
MM Hikaru 63214D.png
First hit.
First hit.
MM Hikaru 2CD.png
Second hit.
Second hit.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 N/A Low (both hits) 10 - - - - -

2nd hit is Air Unblockable.
Same as 63214.B but instead of running forward, Hikaru rolls backwards and then charges forward into both low hits. Impossible to combo into thanks to the backroll but can be used to trick or mix-up opponents.


Incubus

623.B or 623.D
MM Hikaru cl5C.png
Counter state.
Counter state.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A Mid 10 - - - - -

Can only be triggered by Mid or High moves. On hit, Air Unblockable.
Due to the move's slow activation it's possible to trigger the counter via jump-in and land in time to block the hits.


Battre Couvrant Bas

j.214.B or j.214.D
MM Hikaru j236K.png
Battre Couvrant Bas (Covering Beat)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A High 10 - - - - -

One of Hikaru's many mix-up tools. Can be comboed off of any heavy air normal and causes a knockdown on hit. However, if blocked or whiffed, the move will have recovery landing frames like a hop.

Super Moves

Stress Shot

214-1236.AC
MM Hikaru Dash 623P 1.png
First hit.
First hit.
MM Hikaru Dash 623P 2.png
Final two hits.
Final two hits.
Tranchant Discord (Sharp Discord)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
55 27 N/A Mid 30 - - - - -

Air Unblockable.
7 hits. Exactly the same hitboxes 623.A/C.


j.214-1236.AC
MM Hikaru j236K.png
First hit.
First hit.
MM Hikaru Dash 623P 1.png
Second hit.
Second hit.
MM Hikaru Dash 623P 2.png
Final two hits.
Final two hits.
Tranchant Discord (Sharp Discord)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
60 30 N/A High 10 - - - - -

Air Unblockable. 8 hits, starts with a divekick just like j.214.B/D. Exactly the same hitboxes as 623.A/C.


Ippatsu Ougi

2-236.D
MM Hikaru cl5C.png
Counter state.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
85 42 N/A Mid 70 - - - - -

Just like Hikaru's 623.B/D counter but with much more damage. If somehow blocked, the divekick portion is completely unblockable.

Combos

Combo Total Damage Permanent Damage Notes
Basic Combos
9.D xx j.214.D 26 13
6.B xx j.214.D 26 13
6.B xx j.214-1236.AC 59 29
9.D >> 2.A > 2.A xx 623.C 35 17
9.D >> 2.B > C xx 623.C 35 17 2.B > C needs to be pressed very fast or they won't link.
9.D >> 2.B > C xx 214-1236.AC 54 27 2.B > C needs to be pressed very fast or they won't link.
9.D >> cl.5D > D xx 63214.B >> Air Grab 47 23
9.D >> cl.5D > D xx 63214.C 41 20
9.D >> cl.5D > D xx 214-1236.AC 57 28
9.D >> cl.5C > C xx 63214.B >> Air Grab 45 22
9.D >> cl.5C > C xx 63214.C 40 20
Intermediate Combos
9.D >> 66.P xx 623.C 44 22
(Corner Only)9.D >> 66.P xx 63214.C 39 19 Only works in the corner. Works midscreen on standing Olof.
9.D >> 66.P > 6.B xx j.214.D 44 22
9.D >> 66.P > 6.B xx j.214-1236.AC 67 33
9.D >> h.9.D xx j.214.D 36 18
9.D >> h.9.A (3 hits) xx j.214-1236.AC 75 37
Advanced Combos
(Cross-up)9.D >> cl.5A ~> 2.B > C xx 214-1236.AC 56 28 cl.5A ~> 2.B is a P-Link.
(Cross-up) 9.D >> cl.5A ~> 2.B > C xx 623.C 37 18 cl.5A ~> 2.B is a P-Link.
(Cross-up) 9.D >> 2.A ~> cl.5D > D xx 63214.B >> Air Grab 57 28 cl.5A ~> 2.B is a P-Link.
(Cross-up) 9.D >> 2.A ~> cl.5D > D xx 214-1236.AC 59 29 2.A ~> cl.5D is a P-Link.
(Crouching Opponent Only) 66.P > 6.B >> 2.A > 2.A xx 623.C 43 21 6.B must be hit late to be able to chain 2.A
Saizo, Poochy & Chinnen Specific Combos
9.D >> 2.CD xx 63214.C >> cl.5D > D xx 623.C 66 33

Additional Character Resources

  • Hikaru Basic, Intermediate & Advanced combos. (Showcases a majority of the combos listed here on the wiki)
https://www.youtube.com/watch?v=YT56TWptsy8



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