For corner, do b2,2 tantrum cartwheel into f2,3, nj2 112, 1 1 1,2 xx play doctor for most damage in corner
That is nice.
Some daily thoughts to stoke people's fire..if these work for anyone, or anyone fleshes it out.. By all means friends.. Share
Theories- not fully tested/apologies if some have been mentioned..
Using the JI2 as the "universal vanilla combo starter" I'm sure whatever you prefer to start with would work just as well...
Ran out of time before work to fully flesh it out..
JI2,B2,2, TS-1,B2,2 - then follow up
JI2,3,3xxTS-1,B2,2-then follow up
JI2,2,B3xxTS-1,B2,2-then follow up
1,1,2,1,1....was trying other enders but again, ran out of time.
Backed in a corner... Reverse the roll with something like...
D1,1,2,3,2,D3,2,D3,1,1,2,1,1
If I'm not mistaken.. Harley is one of the only characters that can capitalize on position switch with her 1,2,3..... Now your opponent is in corner and you gain the advantage.
A successful TS-3, puts Harley toe to toe with opponent.. I believe giving Harley the slightest advantage while characters are rising, but here it is in motion...
SS,TS-1,TS-3: will put you toe to toe with opponent, I believe giving Harley the slightest advantage while characters are rising.. You now have the advantage.. Natural reaction of opponent will be a few things.. Lets think how to counter these options..
1)Duck on wake-up: NJ2/F2,choose your poison.
2)Wake-Up attack on wake-up: block and punish
3)Back Dash on wake-up: F3 to get in (possibly strike if they back dash and block low)or JI2,2,D3 (keep them guessing)
4)Jump on wake-up: SS,TS-1,TS-3 (now back in same situation if not blocked correctly)
I'm just spit balling here fellas.. Input, advice, alterations all welcome.... All for our benefit and trying to get Harley some respect.