Introduction
Gender
|
Female
|
Blood type
|
A(Rh+)
|
Birthday
|
October 1st
|
Fighting Style
|
Mutsuki-Style Martial Arts
|
Birthplace
|
Japan
|
Height
|
155cm
|
Weight
|
43kg
|
Voice Actor
|
Moe Kuma
|
The 16-year old sister of Kaya, Hikari Mutsuki (睦月 ヒカリ, Mutsuki Hikari) is one of the 2 daughters of the late-and-famed Seijuurou Mutsuki who was killed by Greed in a fierce battle. As a result, their father's dojo remained closed and Hikari via the decisions and care from their other relatives, forced to attend a different school than her sister Kaya. While Hikari is rather more positive-thinking and surrounded by friends moreso than Kaya, her drive to inherit the Mutsuki-Style seems to be stronger than the latter.
But upon learning of the F.F.S.'s existence, the normally-cheerful-and-polite Hikari soon cut her prior long hair to shorten it...and steeled herself with her late father's arts to take place in the 5th tournament alongside Kaya. While they missed their chances for their own goals in the prior tournament....a mysterious man named Hazama hands them out their invitations to the 6th....and furthermore, Hikari feels as though she might lose herself on the path of Shura akin to their late father....
Fun fact: Housework is her special skill, her hobby is playing the koto (Japanese zither).
Gameplay
Making through foes that are predictable, Hikari is the go-to counter/defensive-play character of the roster (think Geese Howard in a sense, but with a bit more mobility to spare in regards to this game's movement system). What she lacks in direct striking techniques compared to her sister Kaya she makes up for a number of counters/reversals to continuously shutdown her foe's reckless approaches and convert it into a rewarding vortex/okizeme scenario, and having at least some mixup options and pressure-ability with her normals to boot.
Not only that, but Hikari can even cancel one of her Oborotefu counters into another counter of her choice, which literally can force the foe to guess which angle to attack her at, and to have Hikari adjust her defense to her foe's offense accordingly.
But of course, Hikari only works best when her foe is actually attempting to do something, as most of her options can easily be baited and punished if her foe does not act rashly, greatly limiting her overall potential in battle, and also may struggle against zoners who don't need to be in direct contact with her out of little choice.
It's to this reason that she's not as good as other characters that are more easily accessible, but her technicality and ability to place checks on her foe is no short feat to sneeze on, especially when she in later versions has been buffed in other fields without overriding her niche.
Her Boost Dive, Harukaze, is one of the few healing moves in the game that gives Hikari HP regen for its duration, which can easily have her secure life leads in heated situations.
Pros
|
Cons
|
Her counter-roulette-mixups, grapples and her close-range zoning tools can easily place a hasty foe in disadvantageous situations.
|
Not too many forms of direct offense; patient opponents can easily work around her tools.
|
Has a very advantageous overhead that adds to her vortex game, and her overall mixup game.
|
Requires meter to make use of a full offensive conversion outside of her counters.
|
Boost Dive can secure major life leads and adds to the possibility of her foe making more rash actions.
|
Her main command throw is a bit difficult to combo off of.
|
Short-range projectile is great for her okizeme/vortex game.
|
Kazadama fails as a true-far-range zoning option; can struggle against actual zoners.
|
Version Differences
-Connecting with Kazadama on a certain frame instead causes a blowback instead of normal hitstun. (v1.1)
-Fixed the display remaining even if an active Kazadama offsets opposing projectiles. (v1.1)
-All three of her counters now ignore Guts rating. (v1.0)
-Kazadama generation adjusted, and can now be used to buffer other actions. (v1.0)
-Increased damage on Mikage Gaeshi. (v.1.0)
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
A low-aimed kick (that doesn't hit low) which like Kaya's is very advantageous for its range at the tip.
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Command Normal
Ochibabarai 6SP "Falling Leaf Sweeper" "Falling Leaf Sweeper"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
Hikari's overhead command normal, which has advantage on hit or block. Aside from being able to cancel into an OA or CA, the advantage is even enough to link it into an LP or LK, or even an Advanced Attack; truly a powerhouse in her okizeme.
|
|
Special Moves
Oborotefu: Sora 214LP (Counter) "Hazy Butterfly: Sky" "Hazy Butterfly: Sky"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A counter that counters air attacks. Can cancel it into either Kiri or Tsuchi once before it triggers.
|
|
Oborotefu: Kiri 214SP (Counter) "Hazy Butterfly: Fog" "Hazy Butterfly: Fog"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A counter that blocks highs and mids. Can cancel it into either Sora or Tsuchi once before it triggers.
|
|
Oborotefu: Tsuchi 214LK (Counter) "Hazy Butterfly: Earth" "Hazy Butterfly: Earth"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A counter that blocks lows. Can cancel it into either Sora or Kiri once before it triggers.
|
|
Kuruma Nagi 41236P "Wheel Mower" "Wheel Mower"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
One of Hikari's main if not one of her few offensive tools, albeit the SP version while slow has invul frames that work great for frame-trapping. Can also be cancelled into an OA or CA.
|
|
Momiji Barai 41236K "Crimson Leaf Sweeper" "Crimson Leaf Sweeper"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low (LP)
Low>Mid (SP)
|
-
|
-
|
-
|
-
|
-
|
-
|
Hikari's low-hitting special, which can lead into an easy Impact Blow. The SP version leads into a mid-hitting launcher, which is great for all sorts of followup potential if Hikari can deftly juggle from it (or have the meter to spare for other offensive system mechanics).
|
|
Mikage Gaeshi 421P "Body Shadow Return" "Body Shadow Return"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
-
|
-
|
-
|
-
|
-
|
-
|
Hikari grabs the opponent and after palming them from underneath, flips them into the air. It's a solid command grab that can be combo'ed out of, and can force a side-switch into the corner if Hikari herself is being locked down, as well as force an okizeme scenario.
|
|
Kazadama 623P "Wind Pearl" "Wind Pearl"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Hikari swings out a wind vortex as a stationary (LP) or slow-moving projectile (SP). Normally used to close-to-mid-range-zone the foe or to setup oki on them. Though, if it lands it can lead into an air combo, but it's really slow and impossible to combo into.
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Harukaze LK+SP/LP+SK "Yang Wind" "Yang Wind"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
Hikari regenerates health for the duration of her Boost Dive, which on its own is nothing special, but this can easily force a time-out or a round close with a life lead depending on the situation and how your foe will act to stop your HP regen. Thus, you can attempt this in order to force the foe to play into a situation you can attempt to hard-read.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Advanced Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Super Arts
Offensive Art
Murakumo Barai 214214P "Gathering Clouds Sweeper" "Gathering Clouds Sweeper"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
A stronger stationary-energy version of Kuruma Nagi that costs 1 OFF to use, where Hikari sends out blue energy wings that cover around her and rise up to the sky.
A decent reversal in a sense, albeit not too fast of one. Even then, this makes most of her conversions off of Kuruma Nagi quite rewarding.
Midair version however, makes her stay stationary in the air as the energy rises from the ground up below her, and gives her low-crush invul for the first few frames of the super flash. This version often makes her jump-ins quite deadly.
|
|
Defensive Art
Oborotefu: Ame 463214SK (Counter) "Hazy Butterfly: Heaven" "Hazy Butterfly: Heaven"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
Super version of the Oborotefu-series counters that costs 2 DEF to use, where after grabbing and flipping her foe, Hikari waltzes towards underneath their position to dual-spearhand their back from below.
The launch from the final blow makes this far more rewarding to use as when it connects, you can air combo/juggle off of it with ease. But as an offset, this is the one version you can't cancel any of the special move Oborotefus into.
|
|
Critical Arta
Amanagi 4123641236P > [2]8P "Heaven Mower" "Heaven Mower"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
Costs 6 bars. Performs the SP launcher animation to her Momiji Barai, where it can be held down for Hikari to spin further forward depending on how long it's been held. Upon connecting, it's possible to perform a followup input where she performs a stronger version of Murakumo Barai that has a light-pillar emitting from her and swings both her arms down-and-inward with wing-energy slashes on both sides of her upon reaching the peak.
|
|
Combos
LK > 2SP > SK > 41236LP > 214P
Strategy
quit mashing and block!
External Links
youtube.com
twitch.tv