Mood4food77
Noob
but you have to account for the opponents traits if they can use it
You have to build your patience then. I almost never have a problem with supes zoning. You can avoid the full screen pressure by jumping with him and doing your in air shot to delay your landing... Then you can dash once and do it again. You close the gap, take no damage, and build meter. Nothing should be easy for Harley, but all of that work pays off!I agree and actually know this.. but let me try to explain my situation of zoning and why I still feel Harley Quinn loses overall to his zoning, and that you have to work 4x harder than him.
So when i first started I was actually doing this and still do this. However if he spams at a height where gunshot is hard to hit, so if you have to block and respond with gunshot it doesn't work, but as I type this now i'm wondering if i jump over laser as it goes up, then try to gunshot or cupcake would it work. the problem i have with fullscreen laser is when they change their pattern. jump back laser, jump dash back laser, jump late back dash laser, jump whiff normal into laser, you get the idea...theres a ton of ways to switch your pattern up as superman...and if they MB air laser...forget it...the pushback makes you have to work all over again to get in. F2+3 is a nightmare to deal with, but again D1 will work but will more likely trade, i'm not sure if superman can confirm off that... but i know harley can full punish 30-35% with D1 start
This, it's still is slightly in his favor though, but isn't an uphill battle like sinestro and aquaman, always great when you finally get a juggle on him then he uses his trait and blocks the 1 out of TS and punishes you for 40+%You have to build your patience then. I almost never have a problem with supes zoning. You can avoid the full screen pressure by jumping with him and doing your in air shot to delay your landing... Then you can dash once and do it again. You close the gap, take no damage, and build meter. Nothing should be easy for Harley, but all of that work pays off!
If in range of lanterns might you can jump guns. If he starts trying to block jump guns for the LM punish then that makes him open to ji2.so...how is this in harley's advantage when we add trait stuff into this?
and lantern's might isn't a mix-up, it's a giant fuck you to harley, if in range, her only option is to block and hope she's close enough to punish
talking about b22 TS~1 or anything that can be cancelled into TS for a juggle, as soon as he gets hit by b22 or anything else he can hit his trait and block TS~1.well TS 1 isnt something to throw out...
fine then do f23 SS. just MIX IT UP!But won't they catch on with the 2d3 and save his trait later, can't the 2 in 1,1,2 be back dashed?
Whether or not this is the best use of meter is debatable, but if you can predict he's going to do that, wouldn't b22 bb/ff+MB work well at catching him out?talking about b22 TS~1 or anything that can be cancelled into TS for a juggle, as soon as he gets hit by b22 or anything else he can hit his trait and block TS~1.
He does it after b22 so nothing will hit afterwards really, imo it's in his favor.Whether or not this is the best use of meter is debatable, but if you can predict he's going to do that, wouldn't b22 bb/ff+MB work well at catching him out?
2 problemsagainst batgirl, you should rush her down, her defense is pretty bad and a lot of her stuff is actually punishable
batgirl's air-to-airs are really easily beaten out, you can't zone her because of her teleport
it's in her advantage but only 4-6, you have to keep on dat ass in order to win this match-up and hopefully she messes up a teleport
can harley instant overhead crouching characters? if she can do it with j2, her overhead problem could be solved
Go to the air? You seem to be forgetting about her teleport scooping you up and with meter punishing the shit out of you... Not to mention she builds meter like a beast.. And being in the air on full meter means you are going for a zip line ride with a well lit moon backdrop.go to the air, don't be afraid, her ait-to-air stuff isn't good even if she does get a hit and j1 stuffs out everything
okay, that happens a lot, it gets to be a staredown almost i'm assuming, at this point you just got to approach carefully and hope you bait a teleport
And what good would jumping away do? I'm trying to beat her, not run from her.her teleport doesn't catch back jumps i think, i'll test it tomorrow but i'm pretty sure you can jump away