Akromaniac27
Ready to lose your head?
Harley Quinn's Frame Data. Specific frame changes in certain strings are noted down below:
Startup
1- 6
11- 13
**112- 24. comes out on the 24th frame, but because it's a "projectile" type move, it won't hit until the 25th frame at point blank range. Around footsie range, it hits on the 26th-27th frame
12- 14
123- 25
b1- 19
b12- 4
**b121- 5. ON HIT after b12, the last '1' comes out on the 5th frame, but won't connect until the 6th due to its "projectile" type property
f1- 14
f13- 25
d1- 7
2- 15
2b3- 8, second hit off of the b3 comes out 10 frames later
2u3- 16
2d3- 14
**b2- 12. on the 12th frame the move comes out, but because it's a "projectile" type of move, it won't hit until the 13th frame
**b22- 9. ON HIT after b2, the second '2' will come out on the 9th frame, but won't hit until the 10th due to its "projectile" type property
f2- 27
**f22- 19. "projectile" type move; it won't hit until the 20th frame at point blank range. At max distance, it will hit on the 22nd frame
**f23- 14. "projectile" type move; it won't hit until the 15th frame at point blank range. From point blank range to max height distance is 15-17frames
d2- 10
3- 21
33- 14; second hit from the last '3' in 6 frames later
b3- 32-38 frames varying from point blank range to max distance and/or max hieght(looking at you HG)
f3- 39
d3- 12
Pop Pop- 33-84. Due to its "projectile" property, it won't hit until the 36th frame at point blank range. If cancelled into from a string, it will hit on the 35th frame instead
Pop Pop*MB- Same as above
Line of Fire- 21. Due to its "projectile" property, it won't hit until the 22nd frame at point blank range. Goes up to hitting on the 28th frame at max distance
Line of Fire*MB- 22(45). Due to its "projectile" property, it won't hit until the 23(46th)rd frame at point blank range. Goes up to hitting on the 29th(52nd) frame at max distance
Heads Up- 23. Won't hit until the 24th frame due to its "projectile" property
Heads Up*MB-
(Air) Oopsy Daisy- 11. "projectile", so it won't hit until the 12th frame at point blank range. Max distance hits on the 14th frame
(Air) Oopsy Daisy*MB- 5. "Projectile", so it won't hit until the 6th frame at point blank range. Max distance hits on the 10th frame. On the 3rd frame, you and your opponent are neutral
Cupcake Bomb- 21. "Projectile", so the fastest it will hit is on the 22nd frame. Max distance is on the 55th frame
Cupcake Bomb*MB- Same as above, with the exception of the max distance now hitting on the 68th frame
Play Doctor- 14
Play Doctor*MB- MB only activates on hit
Silly Slide- 1f start-up to 33f until Harley can move again unless cancelled
Tantrum Stance- 19
From TS:
1- 17. On the 18th frame, a back dash or parry is possible(idk why), however the back dash will get snuffed
2- 19. On the 18th frame, you and your opponent are neutral
3- 18. Due to it's "projectile" property, it won't hit until the 19th frame. On the 18th frame, you and your opponent are neutral
Forward- 31. On the 17th frame, you and your opponent are neutral
Back- 60. On the 15th frame, you and your opponent are neutral
Trait
TNT- 50-75 for the TNT to make contact. Harley won't move until the 84th frame
Ivy's Flower- 70th frame until Harley can move
Mr. J- 58th frame until Harley can move
Forward Dash- 22
Back Dash- 35
Hit Advantage/Disadvantage
1- +25
11- +14
112- +52
12- -9
123- +43(tech roll with wake up)/ +50(no tech roll, with wake up)/ +66(no tech roll, no wake up)
b1- +16
b12- +28(tech roll with wake up)/ +50(no tech roll, with wake up)
b121-+29(tech roll with wake up)/ +49(no tech roll, with wake up)
f1- +20
f13- +35
d1- +16
2- +17
2b3- +22(tech roll with wake up)/ +28(no tech roll, with wake up)
2u3- +53(tech roll with wake up)/ +61(no tech roll, with wake up)
2d3- +39
b2- +11
b22- +8
f2- +14
f22- +16
f23- +45(tech roll with wake up)/ +71(no tech roll, with wake up)
d2- +42(tech roll with wake up)/ +58(no tech roll, with wake up)
3- +13
33- +31
b3- +65(tech roll with wake up)/ +62(no tech roll, with wake up)
f3- +58(tech roll with wake up)/ +63(no tech roll, with wake up)
d3- +12
Pop Pop- -7 to +41 from point blank range to max distance
Pop Pop*MB-
Line of Fire- +27 to +33 from point blank range to max distance
Line of Fire*MB- +20 to +26 from point blank range to max distance
Heads Up-
Heads Up*MB-
(Air) Oopsy Daisy- +8(could be a few more frames of adv.; I'll check tomorrow with an IAOD) from being very close to the ground to +5 from the highest point
(Air) Oopsy Daisy*MB- +13 from the closest point to the ground to +9 from the highest point
Cupcake Bomb- +38(tech roll with wake up)
Cupcake Bomb*MB- +80(tech roll with wake up)
Play Doctor- 0
Play Doctor*MB- 0
Silly Slide- N/A
Tantrum Stance-
From TS:
1- +61
2- +11 to -5 depending on the gravity of the combo
3- +4
Forward-
Back-
Trait
TNT-
Ivy's Flower- N/A
Mr. J- N/A
Block Advantage/Disadvantage
1- +5
11- -2
112- +21-22. (I have to still check point blank while crouching)
12- +1
123- -5
b1- -4
b12- -1
b121- N/A
f1- +2
f13- -8
d1- +1
2- +1
2b3- -8
2u3- -8
2d3- 0
b2- 0
b22- N/A
f2- +3
f22- -1
f23- +12
d2- -12
3- +2
33- +8
b3- +3
f3- +1
d3- -15
Pop Pop- -8 no charge
Pop Pop*MB- +26 no charge
Line of Fire- +5 to +11 from point blank range to max distance
Line of Fire*MB-
Heads Up- +7
Heads Up*MB-
(Air) Oopsy Daisy- -18 from closest point to the ground to -25 from the highest point
(Air) Oopsy Daisy*MB- +4 from closest point to the ground to +1 from the highest point
Cupcake Bomb- +23
Cupcake Bomb*MB- +32
Play Doctor- N/A
Play Doctor*MB- N/A
Silly Slide- N/A
Tantrum Stance- -254 if you do nothing
From TS:
1- -7 to -5; She's at -5 IF only the last hit on cartwheel hits
2- -16
3- -23
Forward- -15
Back- -46
Trait
TNT- Unblockable
Cancel Advantage on Hit
1- +38
11- +32
112- +22
12- +28
123- N/A
b1- +35
b12- +15
b121- +33
f1- +37
f13- N/A
d1- +22
2- +28
2b3- +34
2u3- +47
2d3- N/A
b2- +39
b22- +27
f2- +33
f22- Can be used as a special buffer after the last '2' hits either on block or on hit. If used as a buffer, it becomes +17 on hit
f23- +46
d2- +44
3- +36
33- +25, if the second hit off of the last '3' comes out, no canceling can be done. Only Play Doctor will connect if cancelled
b3- N/A
f3- N/A
d3- N/A
Cancel Advantage on Block
1- +18
11- +22
112- +24
12- +27
123- N/A
b1- +15
b12- +8
b121- N/A
f1- +27
f13- N/A
d1- +12
2- +17
2b3- +14; if the second hit off of the b3 hits, no canceling can be done
2u3- +17
2d3- N/A
b2- +30
b22- N/A
f2- +28
f22- Can be used as a special buffer after the last '2' hits either on block or on hit. If used as a buffer, it becomes +1 on block
f23- +36
d2- +14
3- +27
33- +14, if the second hit off of the last '3' comes out, no canceling can be done
b3- N/A
f3- N/A
d3- N/A
Silly Slide Canceling (33f total)
1- -15
11- -11
112- -9
12- -6
123- N/A
b1- -18
b12- -25
b121- N/A
f1- -6
f13- N/A
d1- -21
2- -16
2b3- -19
2u3- -16
2d3- N/A
b2- -3
b22- N/A
f2- -5
f22- -32
f23- +3
d2- -19
3- -6
33- -19
b3- N/A
f3- N/A
d3- N/A
Pop Pop Canceling On Block/Hit (55f total)
1- -37/-17
11- -33/-23
112- -31/-33
12- -28/-27
123- N/A
b1- -40/-20
b12- -47/-40
b121- N/A|
f1- -28/-18
f13- N/A
d1- -43/-33
2- -38/-27
2b3- -41/-21
2u3- -38/-8
2d3- N/A
b2- -25/-16
b22- N/A|-28
f2- -27/-22
f22- -54/-38
f23- -19/-9
d2- -41/-11
3- -28/-19
33- -41/-30
b3- N/A
f3- N/A
d3- N/A
Only gap I find atm is from her 112 string. from '1' to '2', there is a 2 frame gap where a low hitbox animation can avoid it at point blank range. At max range, the gap increases to 4 frames
Startup
1- 6
11- 13
**112- 24. comes out on the 24th frame, but because it's a "projectile" type move, it won't hit until the 25th frame at point blank range. Around footsie range, it hits on the 26th-27th frame
12- 14
123- 25
b1- 19
b12- 4
**b121- 5. ON HIT after b12, the last '1' comes out on the 5th frame, but won't connect until the 6th due to its "projectile" type property
f1- 14
f13- 25
d1- 7
2- 15
2b3- 8, second hit off of the b3 comes out 10 frames later
2u3- 16
2d3- 14
**b2- 12. on the 12th frame the move comes out, but because it's a "projectile" type of move, it won't hit until the 13th frame
**b22- 9. ON HIT after b2, the second '2' will come out on the 9th frame, but won't hit until the 10th due to its "projectile" type property
f2- 27
**f22- 19. "projectile" type move; it won't hit until the 20th frame at point blank range. At max distance, it will hit on the 22nd frame
**f23- 14. "projectile" type move; it won't hit until the 15th frame at point blank range. From point blank range to max height distance is 15-17frames
d2- 10
3- 21
33- 14; second hit from the last '3' in 6 frames later
b3- 32-38 frames varying from point blank range to max distance and/or max hieght(looking at you HG)
f3- 39
d3- 12
Pop Pop- 33-84. Due to its "projectile" property, it won't hit until the 36th frame at point blank range. If cancelled into from a string, it will hit on the 35th frame instead
Pop Pop*MB- Same as above
Line of Fire- 21. Due to its "projectile" property, it won't hit until the 22nd frame at point blank range. Goes up to hitting on the 28th frame at max distance
Line of Fire*MB- 22(45). Due to its "projectile" property, it won't hit until the 23(46th)rd frame at point blank range. Goes up to hitting on the 29th(52nd) frame at max distance
Heads Up- 23. Won't hit until the 24th frame due to its "projectile" property
Heads Up*MB-
(Air) Oopsy Daisy- 11. "projectile", so it won't hit until the 12th frame at point blank range. Max distance hits on the 14th frame
(Air) Oopsy Daisy*MB- 5. "Projectile", so it won't hit until the 6th frame at point blank range. Max distance hits on the 10th frame. On the 3rd frame, you and your opponent are neutral
Cupcake Bomb- 21. "Projectile", so the fastest it will hit is on the 22nd frame. Max distance is on the 55th frame
Cupcake Bomb*MB- Same as above, with the exception of the max distance now hitting on the 68th frame
Play Doctor- 14
Play Doctor*MB- MB only activates on hit
Silly Slide- 1f start-up to 33f until Harley can move again unless cancelled
Tantrum Stance- 19
From TS:
1- 17. On the 18th frame, a back dash or parry is possible(idk why), however the back dash will get snuffed
2- 19. On the 18th frame, you and your opponent are neutral
3- 18. Due to it's "projectile" property, it won't hit until the 19th frame. On the 18th frame, you and your opponent are neutral
Forward- 31. On the 17th frame, you and your opponent are neutral
Back- 60. On the 15th frame, you and your opponent are neutral
Trait
TNT- 50-75 for the TNT to make contact. Harley won't move until the 84th frame
Ivy's Flower- 70th frame until Harley can move
Mr. J- 58th frame until Harley can move
Forward Dash- 22
Back Dash- 35
Hit Advantage/Disadvantage
1- +25
11- +14
112- +52
12- -9
123- +43(tech roll with wake up)/ +50(no tech roll, with wake up)/ +66(no tech roll, no wake up)
b1- +16
b12- +28(tech roll with wake up)/ +50(no tech roll, with wake up)
b121-+29(tech roll with wake up)/ +49(no tech roll, with wake up)
f1- +20
f13- +35
d1- +16
2- +17
2b3- +22(tech roll with wake up)/ +28(no tech roll, with wake up)
2u3- +53(tech roll with wake up)/ +61(no tech roll, with wake up)
2d3- +39
b2- +11
b22- +8
f2- +14
f22- +16
f23- +45(tech roll with wake up)/ +71(no tech roll, with wake up)
d2- +42(tech roll with wake up)/ +58(no tech roll, with wake up)
3- +13
33- +31
b3- +65(tech roll with wake up)/ +62(no tech roll, with wake up)
f3- +58(tech roll with wake up)/ +63(no tech roll, with wake up)
d3- +12
Pop Pop- -7 to +41 from point blank range to max distance
Pop Pop*MB-
Line of Fire- +27 to +33 from point blank range to max distance
Line of Fire*MB- +20 to +26 from point blank range to max distance
Heads Up-
Heads Up*MB-
(Air) Oopsy Daisy- +8(could be a few more frames of adv.; I'll check tomorrow with an IAOD) from being very close to the ground to +5 from the highest point
(Air) Oopsy Daisy*MB- +13 from the closest point to the ground to +9 from the highest point
Cupcake Bomb- +38(tech roll with wake up)
Cupcake Bomb*MB- +80(tech roll with wake up)
Play Doctor- 0
Play Doctor*MB- 0
Silly Slide- N/A
Tantrum Stance-
From TS:
1- +61
2- +11 to -5 depending on the gravity of the combo
3- +4
Forward-
Back-
Trait
TNT-
Ivy's Flower- N/A
Mr. J- N/A
Block Advantage/Disadvantage
1- +5
11- -2
112- +21-22. (I have to still check point blank while crouching)
12- +1
123- -5
b1- -4
b12- -1
b121- N/A
f1- +2
f13- -8
d1- +1
2- +1
2b3- -8
2u3- -8
2d3- 0
b2- 0
b22- N/A
f2- +3
f22- -1
f23- +12
d2- -12
3- +2
33- +8
b3- +3
f3- +1
d3- -15
Pop Pop- -8 no charge
Pop Pop*MB- +26 no charge
Line of Fire- +5 to +11 from point blank range to max distance
Line of Fire*MB-
Heads Up- +7
Heads Up*MB-
(Air) Oopsy Daisy- -18 from closest point to the ground to -25 from the highest point
(Air) Oopsy Daisy*MB- +4 from closest point to the ground to +1 from the highest point
Cupcake Bomb- +23
Cupcake Bomb*MB- +32
Play Doctor- N/A
Play Doctor*MB- N/A
Silly Slide- N/A
Tantrum Stance- -254 if you do nothing
From TS:
1- -7 to -5; She's at -5 IF only the last hit on cartwheel hits
2- -16
3- -23
Forward- -15
Back- -46
Trait
TNT- Unblockable
Cancel Advantage on Hit
1- +38
11- +32
112- +22
12- +28
123- N/A
b1- +35
b12- +15
b121- +33
f1- +37
f13- N/A
d1- +22
2- +28
2b3- +34
2u3- +47
2d3- N/A
b2- +39
b22- +27
f2- +33
f22- Can be used as a special buffer after the last '2' hits either on block or on hit. If used as a buffer, it becomes +17 on hit
f23- +46
d2- +44
3- +36
33- +25, if the second hit off of the last '3' comes out, no canceling can be done. Only Play Doctor will connect if cancelled
b3- N/A
f3- N/A
d3- N/A
Cancel Advantage on Block
1- +18
11- +22
112- +24
12- +27
123- N/A
b1- +15
b12- +8
b121- N/A
f1- +27
f13- N/A
d1- +12
2- +17
2b3- +14; if the second hit off of the b3 hits, no canceling can be done
2u3- +17
2d3- N/A
b2- +30
b22- N/A
f2- +28
f22- Can be used as a special buffer after the last '2' hits either on block or on hit. If used as a buffer, it becomes +1 on block
f23- +36
d2- +14
3- +27
33- +14, if the second hit off of the last '3' comes out, no canceling can be done
b3- N/A
f3- N/A
d3- N/A
Silly Slide Canceling (33f total)
1- -15
11- -11
112- -9
12- -6
123- N/A
b1- -18
b12- -25
b121- N/A
f1- -6
f13- N/A
d1- -21
2- -16
2b3- -19
2u3- -16
2d3- N/A
b2- -3
b22- N/A
f2- -5
f22- -32
f23- +3
d2- -19
3- -6
33- -19
b3- N/A
f3- N/A
d3- N/A
Pop Pop Canceling On Block/Hit (55f total)
1- -37/-17
11- -33/-23
112- -31/-33
12- -28/-27
123- N/A
b1- -40/-20
b12- -47/-40
b121- N/A|
f1- -28/-18
f13- N/A
d1- -43/-33
2- -38/-27
2b3- -41/-21
2u3- -38/-8
2d3- N/A
b2- -25/-16
b22- N/A|-28
f2- -27/-22
f22- -54/-38
f23- -19/-9
d2- -41/-11
3- -28/-19
33- -41/-30
b3- N/A
f3- N/A
d3- N/A
Only gap I find atm is from her 112 string. from '1' to '2', there is a 2 frame gap where a low hitbox animation can avoid it at point blank range. At max range, the gap increases to 4 frames
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