No due to wake up inv frames but if you due it at the end of a combo you'll be safe on block from the wakeupDoes anyone know if bomb can blow up wakeups similar to how B22 can? I'm afraid to press trait after knocking down KF, Lex, or anyone with really fast wakeups.
So it turns out that 1,1,2 isn't so great. As I posted in the other thread, I found that stances affect whether or not a bomb can hit on certain characters (floating characters and Hawkgirl it seems) after 1,1,2. So there's not a whole lot of reason to use it to set up a bomb if it's not always going to work. So far it seems that 2,u3 is a better option, but it's not infallible either and can be punished via invulnerability frames or a ranged wake-up after a tech roll. And since it's not untechable it takes away some of your control over the situation. I'll look into it further and see if I can find a better solution (3,3 is untechable, it's my next target for testing!).
Post that in the bug thread.Updated for 1.05 changes.
TL DR: f2,3 xx 4 is only punishable by Superman with a tech roll and wake-up Super, and only if Harley gets a bomb. He still takes 15% damage so if he's using Super with low health to try to end your life bar, you could just end up killing him with it.
I've added some stuff about 1,1,2 xx 4, since it's easier to land on a knocked-up opponent and leaves them the perfect distance from Harley's bomb trait. The bomb sometimes whiffs on floating characters when in different stances, so that's a minor problem.
IMO Ill say it may ruin the setup due to if there an intractable there they could prob easily punish with wake up that my guessis there any difference between ending a corner combo with 112 ss and 112 12 ss? adding the 12 does 2% extra, but does it ruin the ss setup by letting them tech roll or leaving them on the ground longer?
f2,3 is not a hard knockdown. 3,3 is but it can't be cancelled into trait with the knockdown (it's 3 hits and cancels off the second hit, so the opponent is left standing and can punish you). 1,1,2 works as it leaves the opponent in TNT range. 2,u3 is also TNT range but is not a hard knockdown, but is slightly safer in situations involving an opponent's near-fully or fully-invincible wake-ups (Harley's tantrum stance, KF's slide can punish 1,1,2).just want to say im loving the resets from the TNT, this guide has helped me a lot ive been using b22, TS1, b3,j2,j2 11 4 (if TNT b3, j2,j2,11~PD) and its been doing loads of damage. only thing is that 11 4 is techable so i need to use a hard knock down.
what are harleys best options for a hard knockdown? 112 and f2,3 ?
Thanks. I'll mess around with that for a bit.Backfire
Sorry, I suppose you mean a hard knockdown after full combo. After Harley's BnB the opponent gets knocked away much further than a combo like f3, j2, 1,1,2 x 4. So after the combo you posted the TNT won't reach after 1,1,2. It won't reach after 2,u3 either.