Laos_boy
Meow Hoes
Hi Guys this is my Harley Quinn Guide, I will be updating this as the game goes on.
some of the frame data I stated were estimates
Harley Quinn is a annoying zoning character that decent space control and an average up close character
BASICS
Set Ups and Gimmicks
@TopTierHarley @Kitana Prime @FOREVER EL1TE @STORMS @CrimsonShadow I'm not familiar with the Harley players
some of the frame data I stated were estimates
Harley Quinn is a annoying zoning character that decent space control and an average up close character
BASICS
- Strings and Normals
- 1 - a 6 frame normal. This is her punisher,
- 112 - cancellable hard knockdown, safe on block, has a gap 11_2
- 2 - 15 frames, -2 on block, an okay stagger
- 2f3 - a new overhead string, +4 on hit, MINUS 52 ON BLOCK. Would not recommend.
- 2d3 - a low string, used to mix with her overhead string
- 2u3 - a launcher. Not much utility over tantrum stance.
- 3 - 21f
- 33 - hard knockdown for ambiguous cross ups. And is +5 on block
- D1 - 7f poke, cancels into tantrum stance
- D2 - 10f anti air, hits twice to break armor
- D3 - 13f somewhat low profiles and is unsafe
- B1 - 19f. longest ranged normal
- B121 - combo filler and corner carry
- F1 - 14f high
- F13 leads to an overhead great hit advantage and grants free play doctor
- B2 - 13f long ranged low. Arguably her best string
- B22 does not come out on block, mainly a combo starter
- F2 - 26f overhead starter
- F23 - launcher and is +1 on block
- F22 - shoots gunshots at mid range. Not really useful but I throw it out in neutral sometimes
- 1 - a 6 frame normal. This is her punisher,
- Special Moves
- Gunshot - 22f, Great high projectile, +2 on block (+9 full screen), +27 on hit, Good recovery
- Upshots - 24f, good for mid ranged air control. Can be cancelled in gunshot for fake outs.
- Air shots - 11f air OH projectile good in the mid ranged
- Tantrum Stance(TS) - long ranged 19f low combo starter, has wake up invincibly, and 5 follow ups.
- Cartwheel - combo starter, -10 on block. Builds 50% of a bar. 3f gap after TS.
- Low bomb - Low hitting, Hard Knockdown, 8f gap after TS
- Gunshots - combo ender, can low profile some pokes, 5-6f gap after TS.
- Forward Roll - used for mix ups. -17 after TS
- Back roll - to evade punishes. -55 after TS
- Play Doctor - Command grab, high hitting, has some wake up frames, restand combo ender
- MB - add damage over time
- Cupcakes - overhead Projectile with an arc reaches 3/4 screen. At max ranges its +19-22
- MB - throws 3 cupcakes, Goes "full screen", +25-35 at max range, Launches.
- Pop pop - 33f Mid projectile, can be held (3 seconds for an overhead, 4 Seconds for an Unblockable)
- MB - +25 on block(+63 at max range)
- Super move
- 20f Low, good damage, Reaches half screen, +11 on block
- Plants a bomb behinds her if whiffs, Defends against cross ups.
- Character power
- Harley calls her dogs they run across screen
- 60f of start up
- The dogs can be overhead if you hold up
- Up close they are +35 on block
- Summary
- Harley has tools for everything but isn't great everything.
- Her zoning while good doesn't do much damage and she does not cover the top corner of the screen.
- Her mid range is probably her strongest area do to her airs shots, cupcakes, gunshots and j1.
- Her up-close game is average. She no longer has many of the plus frames she had in i1 but she has a few tools to make up for it...kind of. She does have a "50/50" combo starter
- Once she gets the hit she does hit hard. Off her overhead/low start he gets roughly 35-45 percent whether you wanna spend a bar or not. She does build meter quickly.
- After you hit them she has a decent knockdown game as well. You can end in play doctor for Max damage and the neutral restand. But you also have 2 really good hard knockdowns: 112 and 33. 112 is cancelable and 33 gives a jump in and potential cross up set ups.
- Harley has tools for everything but isn't great everything.
- Weaknesses
- Harley a few weaknesses
- One weakness are characters that can dominate from the top corner of the screen
- Supergirl and superman can really limit her cupcake usage
- Another weakness are people who control her in the neutral
- Harley controls neutral pretty well but Deadshot and Supergirl can her keep at bay
- Waking up used to never be an issue in i1 due to her silly slide TS combo but now jumping is a simple way to stop her
- Last weakness is being able to dominate in the mid range
- Harley is strongest at her mid range and when she cant play it she's in trouble
- Luckily sometimes when she cant play at mid range with a character she's able to zone them out such wonder woman, cat woman, and robin
- Characters I think dominate her (for now)
- Deadshot, Supergirl, Fate, and kind of aquaman
- Zoning
- Many think of Harleys zoning as an annoyance, while it is it’s a great way to build meter and a good way to hold onto a life lead
- Harley has a few frames traps you have to know when zoning
- Hitting Gunshot
- Hitting a gunshot will always grants you a free gun shot check
- So every time you hit a gunshot you gain good meter
- If you don’t want the free meter you can go for a dash in or throw MB cupcakes
- Mid range you can also air shots since they’ll be expecting another gunshot
- You are at +27 so do what ever
- Blocked gunshot
- You'll rarely see some block a gunshot outside of mid range since it’s a high but when they do you're at around +5-9 not much you can do other than set up more zoning
- MB gunshot
- MB gunshot is really good for baiting people into moving after a ducked or blocked gunshot
- Up Shots
- Similar to MB Gunshot, since you are able to cancel US in GS you can bait movement
- Stance switch
- Also good for baiting since you turn your body as if you were gonna shot a gun
- Cupcakes
- This is a great zoning tool max range you are very plus
- You mix up here is gunshot or another cupcake
- They gonna try to get in so after they block they are going to jump forward, dash, jump back, walk fwd, or block again
- Gunshot beats dashes, air shots beats ducks, Cupcakes/upshots beats jumps, MB cupcake if they do anything and you're at advantage
- BE CAREFULL space your cupcakes carefully they are able to dash in and punish you can reaction
- MB Cupcakes
- Great space control
- +35 on block which means if they block this they have to respect a gunshot check
- You can use this heavy advantage (hit or block) to set up your trait, pop pop
- Pop Pop
- Slow project but if MB you are at Absurd amounts of advantage you actually get a free trait call if they block from full screen
- You can also hold it for a slower moving overhead projectile. Or a slow moving Unblockable. Then you can really start throw shit on the screen
- Trait
- Trait is very good for zoning
- The overhead dogs make your opponent respect you, they cant really jump and the have to stand block all your gunshots
- You can also use it to get it.
- Up Close
- Harley should only play up close if shes in the corner of if shes forced too.
- Harley does have a few frame traps and set ups
- 33 is plus 5 so you get a d1, but 3 is 21f
- 112 TS1 gives you 90% of a bar but 112 has whiffing issues
- TS is a very gimmicky mix up you can cartwheel, roll forward into like grab , d1, or NJ, or gunshot to make pokes whiff
- Gunshot is +3 on block and can jail on most of the cast
- B2,12, f2,f23 all jail in gunshot.
- Characters that avoid this are: Catwoman, Ivy, Scarecrow
- B2 gun shot is very good in the corner. I like to loop b2 gunshot because b2 evades some counter pokes. This can be beaten by jumping.
- B2 in pressure is good especially as a counter poke since you step backto avoid some pokes
- D1 tantrum stance is the go to up close gimmick
- Harley does have a "50/50" but the overhead is too slow to use in pressure you can get a f2 check if you hit a gunshot up close.
- 2 is a good stagger. You can also do 2f3 or 2d3/TS for a 50/50 but 2f3 is -52 so be careful
- Her grab has ass range and gives little advantage on hit
Set Ups and Gimmicks
- 33 Cross Up
- End you combos in 33 you are able to get a safe jump and depending on how you hit the 33 you can either cross up or not. Or just Empty jump to bait wake ups.
- Meaty Cupcake
- End in 112 Cupcake and the cupcake will hit meaty and your are left at great advantage and at that mid range she want to be at.
- 11 trait call is a go to set up they can tech roll though
- Constant 50/50s
- In the corner you can go ham with b2 gunshot and Air Shots. Ghetto vortex.
- Corner Trait Set Ups
- Do this combo: TS1 f13 112 Trait. The trait will hit kind of meaty. They can wake up with 11f moves and still punish you. With this you can use the Up dog to set up a somewhat hard to block set up with b2. Or use the Up dog to hide your 50/50.
- This Combo gives you a safe trait call but you lose damage: TS1 (step Back) 112 trait call.
- Pop Pop Counter poke trick
- Cancel a normal into mb pop pop you will step back and shoot it will beat their poke. B2 has the best Cancel advantage for this. It beat Wonder Woman's reversal shield bash
- Ending in Play Doctor (Corner)
- After play doctor you are neutral Your best options are d1 or instant j1. Grabbing or b2 does work but most of the time they’ll try to jump.
- Cross up trait with MB roll
- End in trait then MB roll you'll cross them up, this works corner and midscreen.
- 2u3 does quick stand you do what you want with that. They can tech roll.
@TopTierHarley @Kitana Prime @FOREVER EL1TE @STORMS @CrimsonShadow I'm not familiar with the Harley players