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

Jermball

Noob
I have some more testing to do before i make a video...but i might have found something that causes the opponent to wake up the opposite way when you neutral jump.. I can get killerfrost to slide the wrong way, and force a lot of weird mix-up.
 

nightE89

Cupcakes!!!
Soooo seems like I got a lot of catching up to do for me lol havent been on the forums that much and feels like im a little rusty due to a certain game *cough Last of Us/ Neverwinter Cough* but Im bout to start training again got a tourny coming up on the 30th. But Ill def try to help out where ever I can now.
 

Reptile Orion

A Fire Will Rise.
Thinking about putting some training time into Harley Quinn. My mains are Batman and Aquaman (can also play with Catwoman and Supes). Do you think Quinn will be a good fit? Everytime I'm in a match against a good Harley Quinn player I'm thinking I need to learn this character!
 

k1nG_Qu1nN

The King
Thinking about putting some training time into Harley Quinn. My mains are Batman and Aquaman (can also play with Catwoman and Supes). Do you think Quinn will be a good fit? Everytime I'm in a match against a good Harley Quinn player I'm thinking I need to learn this character!
If you like good 50/50 mix ups and minor zoning then yes she's a good fit.
 
I know this argument has been brought up many times on several of the Harley forums but I'm starting to think people know something I don't. One of the biggest arguments for ending combos in play doctor is that it doesn't give the opponent a chance for a wakeup attack. What I'm thinking is can't they still mash a reversal after they come out of PDs hitstun to blow up whatever offensive you we're going for after the grab? And if you end combos in a hard knockdown you can do things to prevent them from poking, backdashing, jumping or whatever but you can't do that as effectively if you're both at neutral; and you can always just block and punish the wakeup anyway so aren't you giving the opponent more options by ending in PD? Idk maybe there's some mechanic about wakeups versus reversals that I don't know about but I see people say that all the time and I don't really get the argument. Most reversals in this game have a large area of effect that can easily hit you if you we're doing anything but blocking when your at the distance PD leaves you. Please enlighten me cus I'm starting to feel dumb
 

k1nG_Qu1nN

The King
I know this argument has been brought up many times on several of the Harley forums but I'm starting to think people know something I don't. One of the biggest arguments for ending combos in play doctor is that it doesn't give the opponent a chance for a wakeup attack. What I'm thinking is can't they still mash a reversal after they come out of PDs hitstun to blow up whatever offensive you we're going for after the grab? And if you end combos in a hard knockdown you can do things to prevent them from poking, backdashing, jumping or whatever but you can't do that as effectively if you're both at neutral; and you can always just block and punish the wakeup anyway so aren't you giving the opponent more options by ending in PD? Idk maybe there's some mechanic about wakeups versus reversals that I don't know about but I see people say that all the time and I don't really get the argument. Most reversals in this game have a large area of effect that can easily hit you if you we're doing anything but blocking when your at the distance PD leaves you. Please enlighten me cus I'm starting to feel dumb
They can do a wake up reversal for the same effect.
 
Right so wouldn't that make the argument that it doesn't offer a wakeup opportunity pointless since they can do the same thing after PD?
 

k1nG_Qu1nN

The King
With the earlier wake up frames after the patch. No not really. It's easier for people to land wake up attacks now so PD is useful.
 

Saitsu

Dojo Trainee
Harley finally gets buffed. Better AA, more damage in Super combos, and Trait might FINALLY be useful (requires testing).
 

x MAD AXES x

Lighten up will ya!
xWEBSx

  • The Bag-O-Tricks (Character Power) now recovers faster.
  • There is now slightly less damage scaling on attacks performed after Harley’s Mallet Bomb supermove.
  • The Spinning Pistols (Down+2) attack now inflicts the correct damage amount and had it’s hitbox slightly improved.
NRS actually buffed her instead of nerfing her, if d+2 hitbox is improved enough maybe she can stop jump ins up close.
 

LKG

Noob
There apparently is a God, since NRS is finally taking the issues with Harley. I'm really looking forward to experimenting with these changes.
 
When does the patch drop July 2nd? Glad she finally got some love. Wish they'd address her overhead or the 2d3 string but I'll take what we can get. Where can we check out the patch notes?