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Aw, C'mon Puddin' -- Harley Quinn General Discussion Thread

Xaltis

Noob
Might be an obvious answer, but since Pop pop has that random effect when no bullet comes out when you hold it all the way, should I just stop holding it all the way and use it normally?
 

Greven

Noob
dunno if its know or not.

a deep blocked j2 or j3 create a perfect opportunity for an instant overhead with j2 (sadly you can only combo after it with 1,x strings)

hope the notations are correct, just picked the game today and began to lurk.
 

Rathalos

Play Monster Hunter!
1/30 times I do B22 xx DB3 I somehow manage to get B2 xx BF2.

I need to stop mashing my inputs online and be more deliberate.
 

Greven

Noob
i dont remember the numbers and cant check it right now, but it should be around 40%

instant j2 > 1,2 xx TS~1 > b4 > j2 > j2 > 1,2 xx dbf1

corner combo:
instant j2 > 1,2 xx TS~1 > f1,3 > b2,1,2 xx df1 > 1 > 1,2 xx dbf1

PS: depending on your position in the stage, you can choose to do neutral jump or forward jump to cross-up
 

Saint Connor

Team F.Y.F.
B121 helps charge pop pop
b1,2,1 doesn't hard knockdown (at least I'm pretty sure it doesn't), so they can tech and punish before you even let the Pop Pop loose. f2,3 sends them high enough that a fully charged Pop Pop will release before they finish their tech.
 

Reifu

Cassie in training
b1,2,1 doesn't hard knockdown (at least I'm pretty sure it doesn't), so they can tech and punish before you even let the Pop Pop loose. f2,3 sends them high enough that a fully charged Pop Pop will release before they finish their tech.
I tested it and you are right; b1,2,1 doesn't do a hard knockdown. On the other hand 1,1,2 does...
 

Reifu

Cassie in training
Indeed it does, but I'm not entirely sure you can get a fully charged Pop Pop off before they get up. At work, so can't test atm.
Fully charged as in unblockable? That is a no. After 1,1,2 you can't get any charge levels on Pop Pop. You have to charge it to try to trap the opponent when he gets up but you don't enough time to the more out of it than the first version which is the 5% mid.
 

Saint Connor

Team F.Y.F.
Fully charged as in unblockable? That is a no. After 1,1,2 you can't get any charge levels on Pop Pop. You have to charge it to try to trap the opponent when he gets up but you don't enough time to the more out of it than the first version which is the 5% mid.
Yeah, I didn't figure. That's why I like the f2,3 option instead.
 

Reifu

Cassie in training
If you want to setup Pop Pop f2,3 and 1,1,3 stand on an equal footing on the damage (14%+the chip or unblocked damage from Pop Pop). The question is do you want do a faster and safer (if you do the whole strings I mean) on block high attack or slower startup and much less advantage on block overhead. Mixups and mind games :) Personally I'd cancel a hit f2 straight into tantrum for semi-safe roll on block or full damage combo on hit with cartwheel (38% midscreen or 40% in the corner) than go for Pop pop shenanigans.
 

Reifu

Cassie in training
What's TS? Sorry I just picked up Harley.
TS is Tantrum Stance. (input is down back heavy attack =db3) You can roll either way from TS or press light, medium or heavy (1,2,3) to get a different attack from it. Just check Harley's move list and go to special moves and look for Tantrum Stance and you'll get it :)
 

Saint Connor

Team F.Y.F.
If you want to setup Pop Pop f2,3 and 1,1,3 stand on an equal footing on the damage (14%+the chip or unblocked damage from Pop Pop). The question is do you want do a faster and safer (if you do the whole strings I mean) on block high attack or slower startup and much less advantage on block overhead. Mixups and mind games :) Personally I'd cancel a hit f2 straight into tantrum for semi-safe roll on block or full damage combo on hit with cartwheel (38% midscreen or 40% in the corner) than go for Pop pop shenanigans.
Well you can do a full combo finishing with f2,3 xx Pop Pop charge, so its not like I'm sacraficing damage in doing so.
 

Saint Connor

Team F.Y.F.
Ah. What kind of a combo would you do if you'd finish it with f2,3 xx Pop Pop charge?
b2,2 xx TS~1 > b3 > j2 > f2,3 xx Pop Pop (charge)

And like b1,2,1, it's not a hard knockdown, so they can tech/wake up. But this floats them for long enough to get a charge. Teleport characters would probably still be trouble for this setup though.
 

Reifu

Cassie in training
b2,2 xx TS~1 > b3 > j2 > f2,3 xx Pop Pop (charge)

And like b1,2,1, it's not a hard knockdown, so they can tech/wake up. But this floats them for long enough to get a charge. Teleport characters would probably still be trouble for this setup though.
Same goes for some wakeup attacks too. On a side note I tried to do two of j2 before f2,3__Pop Pop, didn't work :(
 

Saint Connor

Team F.Y.F.
I tested it and you are right; b1,2,1 doesn't do a hard knockdown. On the other hand 1,1,2 does...
Back to the 1,1,2 Pop Pop topic...

Based on SinisterBeet's combo video (http://testyourmight.com/threads/harley-quinn-combo-collection-by-sinisterbeet.30847/#post-790674), what do you guys think about the possibility of ending with 1,1,2 xx Pop Pop MB to stuff any wakeup attempts and maintain pressure? Pop Pop does a shit ton of hit stun and MB instant recovers so you could Silly Slide right after to be in their face with the projectile keeping you somewhat protected if they try to block and punish.

Damnit...I need this work day to be over....I have some sweet ideas in my head.
 
When b2 2 is blocked, does it use the frame data for the string, or for b2 only? Since only one shot comes out I'm not sure which one applies.