Hikaru Jomon
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.
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Strategy
Building...
Normals
Far Standing Normals
5.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
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5
|
3
|
Self Special Super
|
Mid
|
5
|
-
|
-
|
-
|
-
|
-
|
|
|
5.B
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
9
|
5
|
Special Super
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Mid
|
5
|
-
|
-
|
-
|
-
|
-
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Moves Hikaru forward during it's start-up. Hits mid even though it looks like a low.
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|
5.C
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Total Damage
|
Permanent Damage
|
Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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14
|
7
|
Special Super
|
Mid
|
9
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Hikaru's 2nd best normal. Extremly good range that can connect into most specials and her Stress Shot Super.
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|
5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
17
|
9
|
Special Super
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Mid
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11
|
-
|
-
|
-
|
-
|
-
|
|
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Close Standing Normals
cl.5A
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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5
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3
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Self Special Super
|
Mid
|
5
|
-
|
-
|
-
|
-
|
-
|
|
|
cl.5B
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Total Damage
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Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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9
|
5
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Special Super
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Low
|
5
|
-
|
-
|
-
|
-
|
-
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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.
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cl.5C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
|
Special Super
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Mid
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7
|
-
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-
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-
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-
|
-
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Air Unblockable. Natrually chains into 5.C on hit or block.
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cl.5D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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14
|
7
|
Special Super
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Mid
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9
|
-
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-
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-
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-
|
-
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Air Unblockable. Natrually ch ains into 5.D on hit or block.
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Crouching Normals
2.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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4
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2
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Self Special Super
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Mid
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6
|
-
|
-
|
-
|
-
|
-
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Extremely fast crouching jab that can link into itself, 623.P or Stress Shot Super.
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2.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
|
3
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Special Super
|
Low
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7
|
-
|
-
|
-
|
-
|
-
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Natrually chains into 2.C on hit or block.
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|
2.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
14
|
7
|
Special Super
|
Mid
|
9
|
-
|
-
|
-
|
-
|
-
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Very long crouching normal that can be used to confirm most specials and Stress Shot Super.
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2.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
17
|
9
|
Special Super
|
Low
|
11
|
-
|
-
|
-
|
-
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-
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Knockdown on hit. Slightly slides Hikaru forward in it's start-up.
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Jumping Normals
8.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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21 (7 per hit)
|
11
|
Air Special Air Super
|
high
|
21
|
-
|
-
|
-
|
-
|
-
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Hits 3 times. Damage is totaled to all 3 hits. Once active 8.A stays active till Hikaru lands.
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8.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
9
|
4
|
Air Special Air Super
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High
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7
|
-
|
-
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-
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-
|
-
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Not as much hitstun as the rest of the jump normals but can be used as an instant overhead if timed right.
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8.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
|
Hit Adv
|
Block Adv
|
12
|
6
|
Air Special Air Super
|
High
|
11
|
-
|
-
|
-
|
-
|
-
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Has better horizontal range compared to 9.D. Has enough hitstun to confirm j.214.B/D.
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|
8.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
14
|
7
|
Air Special Air Super
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High
|
9
|
-
|
-
|
-
|
-
|
-
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Better vertical range than 8.C and can cross-up. Has enough hitstun to confirm into j.214.B/D
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|
Command Normals
3.A
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
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0
|
0
|
N/A
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N/A
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0
|
-
|
-
|
-
|
-
|
-
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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.
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|
6.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
|
Hit Adv
|
Block Adv
|
14
|
7
|
Air Special Air Super
|
High
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10
|
-
|
-
|
-
|
-
|
-
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Command overhead that can be canceled into any air special or super. 6.B can be canceled out of any grounded normal.
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|
Dash Normals
66.A or 66.C
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Total Damage
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Permanent Damage
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Cancel
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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.
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|
66.B or 66.D
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Total Damage
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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.
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|
Great Attacks
5.CD
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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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.
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|
2.CD
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Special Super
|
Low
|
12
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Hikaru's best normal. Great anti-air that has a huge vertical and horizontal hitbox.
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Rage Explosion, Guard Cancel & Throws
Rage Explosion
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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.
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|
Guard Cancel 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.
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|
Grounded Throw 4/6.C 4/6.C
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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.
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|
Air Throw j.6.C j.6.C
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
N/A
|
0
|
-
|
-
|
-
|
-
|
-
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Punishable if not done close to the ground. The opponent recovers before Hikaru can land.
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|
Special Moves
Chronograph
623.A or 623.C First hit. First hit. Final hit. Final hit.
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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.
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|
Dash 623.A or 623.C First hit. First hit. 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.
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|
Address Impulse
63214.A or 63214.C
|
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
|
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 First hit. First hit. 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 First hit. First hit. 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 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
|
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 First hit. First hit. 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 First hit. First hit. Second hit. Second hit. 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
|
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