Anyone knows of Harley-related changes in 1.02?
i did notice one thing: when you do a corner combo into her super, it connects now. before, she used to be pushed back a little after the freeze screen and it would cause her mallet to miss the opponent.
harley can do more corner combos into super thats a nice fix.back dashing/armor(this has been posted before)is crazy in its own way in injustice as to how it works in other games like streetfighter and tekken, they save you from some unblockable set ups which are easy to do on wake ups. There are not that many 100% sure hits(i like that), happy to hear you can check if they backdask with B22 http://youtu.be/K3LeDEKbwDI
Harley can do a 43% without meter and you can get 61% with a super
43% combo
j2, b22, tantrum stance, 1, f13, f13, b23
61% combo
j2, b22, tantrum stance, 1, f13, f13, 112, Super, j3, oopsy daisy gunshot
forgot instead of b23 it’s 2b3
What are you guys doing after connecting an air to air j2?
that’s what i was asking earlier. i’ve seen harley players use 112 after an air to air 2, but she doesn’t get much damage off it. i guess raven’s spoiled me because she can get a full combo off an air to air.
I’ve been doing that, f1> play doctor (which is hard as hell to input in time lol), and b22 > tantrum, but all of these options only do 19-20%.
I feel like I can’t get anyone to play honest/stay on the ground against this character, because her anti-air game is weak, and I can’t figure out anything damaging from air to air. Her footsies, high/low mixup, and jump-in game are all theoretically awesome and lead to huge damage, but it doesn’t mean much if I can’t get people to stop jumping around like rabbits.
use her cupcake bomb or her shooting air shot to make them stop jumping (while they have to be done early, the damage eventually racks up)
also, her air shot is a pretty good air-to-air as it makes her hurtbox smaller, they’ll stop jumping…hopefully
also, her b3 is a pretty decent anti-air but it’s gotta be done pretty early
j1 and j2 are pretty decent air-to-airs
i wouldn’t count on trying to condition them to stop jumping. especially if it’s a freakin batman player. i mean, i get they’re trying to stay on the offense, but jeez. same with harley’s wakeups. i think her tantrum is fully invincible on wakeup, but all you have to do is cross up jump.
Problem is these are way to slow to AA with on reaction, and they can be heavily punished with forward dash by the opponent if they didn’t jump. You need to basically just throw these out there and hope for the best. If the timing of your guess is off, you get stuffed (or just whiff and get hit) by a full jump in combo. If they didn’t jump, a good player can potentially hit you with a full whiff punish. Playing that game is grossly in the opponents favor, well against most characters anyway.
Her air to airs are definitely solid, she just doesn’t seem to have good damage off them. So vs other characters that have good or better air to air, but better damage conversion, you’re again at a disadvantage. I’m sure there are better examples, but let’s say I’m playing batman, why would I not want to jump vs harley’s jump? His j2 is as good if not better, and his air to air combos are going to do like 2x the damage.
I’m not saying harley is bad, but I can’t figure out how to play her beyond zoning/counterzoning with pies/guns, jumping around with j2, and random tantrums/armored b2s. Ideally you want to get the opponent on the ground at a range where you can abuse her b2, f2, and ambiguous jump in, but I can’t see how to condition players into that scenario.
your best bet is to use her guns, they are pretty fast and safe on block (so even if they jump, you usually won’t get punished and if you do, you probably were in a position in which you shouldn’t have used the guns in the first place)
it’s really hard to condition the player into your comfort zone, easiest way is to get the knockdown and end combos in either a silly slide or play doctor
Anyone know how much damage ex play doctor poison does?
i’ve been wondering this myself. most say 10%, and some say 8%. i personally think it’s 10%, but it would make more sense for it to be 8%.
if you do 112, tantrum, cartwheel four times, that’s 80% damage; if you do ex play doctor after that, it leaves them with one pixel left, so MB doctor must do 20% by itself and adds 10% unscaled damage in combos.
You can do cartwheel four times?
Btw I did a combo that was the pop pop loop and did MB play doctor and it like did nothing
A little over 50% (since I don’t know poison damage)
j2, f1, MB pop pop, f1, MB pop pop, f1, cartwheel, 1, f13, f13, 12 MB play doctor
sorry, i meant do this combo (112, tantrum, cartwheel) four times. it’s a 20% combo, so if you do it four times, that’s 80%, and your opponent is left with 20%. then if you go up to him and do MB doctor, he’ll have one pixel of life left. unless MB doctor scales in combos, which it shouldn’t, then it will always do an extra 10%.
I feel like it might because it seems like when I do the combo, the play doctor seems like it does like 5% or something
i think MB play doctor is 9%
The move or the poison itself?