neongulfbaul
Noob
Thanks Serge!
Can I test it using just 112 from the ground or do they need to be in a juggle state for it to work?
Can I test it using just 112 from the ground or do they need to be in a juggle state for it to work?
i'm pretty sure they can roll out of it. i haven't played around with it too much, but i believe you can forward jump and get a crossup attempt after.If you hit the j2 as an air-to-air you can get two f13s in the corner. It's easier if you hit the opponent before or at the peak of their jump. I also use the combo you listed when I'm too close to the corner for a b3 but a little too far to land the f13s after cartwheel. What's the advantage of ending midscreen combos with standing 33? It seems like a good oki setup cus it leaves you close but can't they roll out of it?
Exactly what I do as its much more reliable. I sometimes end in 112 mb pd if I want the damage which racks it up to a simple 50% 1 bar corner combo.i don't think you can do 2 F13s in that combo. here's what i do:
b22, tantrum, cartwheel, jump 2 (if you're not quite in the corner yet, do a forward jump; if you're in the corner, do a neutral jump), f13, 112 SS. SS tends to not come out if any part of the 112 whiffed.
what about JI2,B22,TS1,F13,F13,PD MB? It does less then what you do?Exactly what I do as its much more reliable. I sometimes end in 112 mb pd if I want the damage which racks it up to a simple 50% 1 bar corner combo.
an "unreliable" combo means you don't practice it enough.Exactly what I do as its much more reliable. I sometimes end in 112 mb pd if I want the damage which racks it up to a simple 50% 1 bar corner combo.
Well there is also combos that require very very perfect circumstances to accomplish. I'd rather do a combo that is an easy 50% then an insanely hard 56%.an "unreliable" combo means you don't practice it enough.
this thinking separates players from the top players.Well there is also combos that require very very perfect circumstances to accomplish. I'd rather do a combo that is an easy 50% then an insanely hard 56%.
lol really? because the top players say the exact same thing.this thinking separates players from the top players.
Well it's not about drilling it into your head. If the combo is INSANELY hard to input. No matter how much you drill it into your head your bound to whiff it every once in awhile and lose damage doing so. I would rather hit an easy combo 100% of the time and not get frustrated whiffing a hard combo after I spent 99 hours practicing it. Over the 6% damage. But I mean. It probably evens out in the end. Overall i.m.o. combos aren't THAT big of a deal. There's many many more mechanics to the game. I know some very good players that don't do the highest damage combo at every opportunity that beat people that know insane combos. But I mean, I wish I could land Harleys highest damage combos 100% of the time but in my opinion. It's not worth busting my ass over. Especially if it's not going to pay off in the end when I end up whiffing.6% off of a combo is a HUGE loss. Hitting the same combo 2 times = a loss of 12% damage. Learn the highest damage combo. Drill them into your head.
What combo are you talking about?it doesnt whiff. not when i do it. I drill it in. so we'll see who is more successful i guess...
You can add more to this combo, I do JI2 > B22 > TS~1 > F13 > F13 > 1,1,2 > 1,2 > MB PD for 48% + 8% unscaled damage.what about JI2,B22,TS1,F13,F13,PD MB? It does less then what you do?
Yeah for some reason PD is easier for me to do on the left side then right. Also I have A LOT of trouble timing 12 PD, so I'll just add in the 112 in there then go for PD MB. ThanksYou can add more to this combo, I do JI2 > B22 > TS~1 > F13 > F13 > 1,1,2 > 1,2 > MB PD for 48% + 8% unscaled damage.
You can get this 100% of the time with practice. I've got it down in the right corner(even online), but I tend to drop it in the left corner. More practice for me!
Harley's great in the corner. If you end a combo in 1,1,2 xx Silly Slide then immediately neutral jump 2 it crosses up the opponent depending on how fast you silly slide. They are forced to block as they are getting up, but since you cross up they've only got a 50% to know which side to block. If you catch them it's another full combo for you.I want to see how she was broken in corner!!! ARGH!
Holy fuck. Yeah I learned how to plant a bomb day 2 hahaha. I did not know Harleys Silly Slide could be so useful in corner. Free full combos all day. What is your midscreen BnB? Seeing as how you helped me with the corner BnB I'd like to see if you know more little secrets haha.Harley's great in the corner. If you end a combo in 1,1,2 xx Silly Slide then immediately neutral jump 2 it crosses up the opponent depending on how fast you silly slide. They are forced to block as they are getting up, but since you cross up they've only got a 50% to know which side to block. If you catch them it's another full combo for you.
As well if there are interactables in the corner Harley can Silly Slide after a 1,1,2 ender and then use the interactable to jump off. If you plant a bomb on your jump off (holding down and the interactable button) it hits your opponent and you can do an air combo to push them back into the corner. I think some interactables don't get destroyed after being bombed in some stages as well, so if you end that air combo in 1,1,2 you can recycle this trick. Burgesssss has a thread on it somewhere here.
I should say that certain wake-ups (like Superman's rising grab) have enough invincibility to escape the cross-up. A lot of them do get hit by Harley though, so it depends on what the opponenets response is. If they're waking up and stopping you I'd go with the more damaging PD ender.Holy fuck. Yeah I learned how to plant a bomb day 2 hahaha. I did not know Harleys Silly Slide could be so useful in corner. Free full combos all day. What is your midscreen BnB? Seeing as how you helped me with the corner BnB I'd like to see if you know more little secrets haha.
I do JI2,B22,TS1,B3,and depending on how well the B3 hit, either JI2(If it hit bad) or JI3(if it hit good) PD MB or 112.I should say that certain wake-ups (like Superman's rising grab) have enough invincibility to escape the cross-up. A lot of them do get hit by Harley though, so it depends on what the opponenets response is. If they're waking up and stopping you I'd go with the more damaging PD ender.
Umm. Mid-screen I do b2,2 (1,1 if right next to each other instead, d1 is also good to cancel into tantrum stance but I always roll out of it after d1 so I don't use it) xx TS~1 > b3 > ji2 > ji2 > 1,1,2 xx Silly Slide OR Cupcake Bombs (MB) then a gunshot if they launch, if I want to start playing keep-away. I always Slide in to DS, Superman, Sinestro, etc, though, since I can't zone as well as them. Double jump in 2's can be replaced by one j3, it's the same damage I just have a habit of doing j2.