…Her f2 was an Overhead and always has been so…either you’re confused or you’re typing something wrong.
damnit…i think i meant f13
the f1 i think became a mid…i’ll edit the posts
oh man, f1 being a mid would be AWESOME!
Cupcakes, pop pop, tnt, and gunshots need to be changed to unclashable seriously it’s ridiculous that they can clash projectiles
play doctor is clashable, too. what the hell! that really really really decreases the usefulness of her super at towards the end of a round. well, maybe not that much, but it’s annoying. even green arrow can do 2 b3s after his super for unclashable damage. basically, if you use a freeze interaction at the end of a round, the only thing you can do it dash forward and do a grab.
b2,2 super b2,2 is 54% unclashable
thank the lord for her B22. can you do something like super, b22, trait without getting punished? i’ll test it later.
f23 xx 4 and 112 xx 4 are safe in all situations except for full screen supers when you get the bomb
but actually, super, b22 xx 4 might be safe if you don’t get the bomb
So Harley players, what’s your opinions on her grab and general things that NRS should buff?
PD should hit crouching opponents
TS~1 should be an overhead
her bomb (from trait) should have variable distance throws
add those and she’s perfect
the idea is to do super, B22, trait and hope for the bomb to end a round because that’s all unclashable. they can probably wakeup out of the bomb, but the actual setup works. it’s kind of annoying to learn the timing for super>B22.
the biggest thing i want for her is her PD to be reliably cancelable. even with practice, i just can’t do it consistently. killer frost and shazam have no trouble canceling into their command grabs.
i wish her bomb was a guaranteed hit when she gets it. basically, it should go through invincible wakeups, maybe some of her strings could be adjusted so they can’t just tech roll away/are too far away for the bomb to connect after a knockdown, etc. the bomb should never whiff and never be beaten after a knockdown, unless against super armor. the whole point of her trait is the tnt, yet it sucks right now.
her fully charged pop pop gun should hit mid AND high so the opponent can’t just jump over it after you took all that time to charge it, unless it’s batman’s double jump or hawkgirl’s trait. it’s only like 11% right now, you have to throw a MB cupcake after to stop them from jumping. by the way, i was in an online match, did two fully charged pop pop guns in a row, and both of them were duds! hahaha. my opponent only punished the second one.
i wish the delay on her d2 was gone so she can properly combo after it, even though she can’t get much damage off it.
i don’t really like how her b22 has to be closer to hit floating opponents, but i’m not sure that needs changing.
yay, i just did it online! i did my combo>super>B22>trait! pretty cool. no clashing here, buddy!
also, i wanted to add something to my harley buff/fix list: fully charged pop pop gun should travel across the whole stage, not just far screen. if you fire one off and try to approach, they can back up and it will disappear. it also disappears if she activates her super. hey, that might be a trap to catch jumpers. i think it’s fair since you spend like three seconds charging it for only 11%
I’m confused on how you want to make TNT range changeable because its random but I like the idea of how it could hit really far or close to them. TS~1 being an overhead would be a great buff I mean hawk girl has fast low-overhead combos. I think floating characters hitboxes should be changed because everyone likes floating characters COUGH COUGH SUPERMAN. And finally, I agree on mid PD and something with pop pop because malfunction destroys you and your chances.
you know how some moves are like, db1, f to get a far projectile, well make the trait like that
yeah, like joker’s teeth and raven’s pillars, but i think it would be better if it just had a bigger hitbox and/or she had hard knockdowns that left them in range for the bomb.
by the way, f1 is still a high, sadly.
i don’t really want cartwheel to be an overhead because i feel like that would mean it would be interruptible, and that’s not good. pig of the hut said it was, so i guess it used to be in the beta, but they changed it.
true, i think f2 needs to be faster
JUST GIVE HER A VIABLE OVERHEAD
So hey I finally wasn’t lazy and tested out that cross up thing I posted. It was a lazy way of doing it but pretty much people with hitboxes like Shazam and Superman work fine and also large hitboxes will react the same but most likely will put you back on the same side. On the smaller characters (Raven and Killer Frost) will put you on the opposite side (on stages like Wayne Manor easy car reset) so yeah pretty much only medium and large sized characters can be crossed up like in the video and there is always a chance of wakeup but by the way they face the opposite direction then your way makes it seem like the will wake up one the corner so yeah.
On a side note i agree that she needs a viable overhead.
Edit: Wake-up attacks attack you in the corner (irrelevant to small characters but most people use big characters anyway)
More stuff to post because I’m kinda bored right now love the ame-comi costume though
F2 is nice after that HK MB Cupcake bombs
After TS1 do ji2 2u3 SS then you have the options of f2, b22, or TS its very ambiguous
More stuff because… there is no one is talking
As you know Harley Quinn makes you understand the match-ups. So since f13 puts the person in a stunned state if raw and the 3 only needs to hit, people like batman (who have no viable wake ups) can end up getting hit by it since its also an overhead. From there theres the option of f2 b22 d1 TS. A setup I use is after TS1 ji2 2u3 f13 the three will hit (If they like ducking, if they don’t make them throughout the match :3)
Another thing to do is after a combo like the highest damage combo A.K.A J2 b22 TS1 f13 f13 112 1 12 PD or any other thing ending with PD do a d1 from there you can frame trap (b22 112) or TS1
Can anyone answer this question? So I’ve been wondering, HQ is a pretty small character considering that most females in fighting games are small. Now I’ve been playing and I notice that some interactables hit her while it does not to some of the other females in the cast. So I wondered what’s the difference between all the rest (excluding Raven and HG). So in the new earth universe (the one following the events after infinite crisis and mainstream reality), her height is 5’7. The odd thing about this is that Batgirl and Catwoman have the same height. Now Catwoman is slightly thinner than Harley and BG is way skinnier. But people like Raven have the height of 5’5 but I suppose its because she floats. So the question is why is it that Harley can get hit from an interactable like the water wheel in Atlantis when someone like Catwoman can.
Side note: Batgirl is appeared smaller ingame. All Research was done on DC wiki (posting links in order of HQ CW Raven BG)
dc.wikia.com/wiki/Harleen_Quinzel_(New_Earth)
dc.wikia.com/wiki/Catwoman_(Selina_Kyle)
dc.wikia.com/wiki/Rachel_Roth_(New_Earth)
[dc.wikia.com/wiki/Barbara_Gordon_(New_Earth)
Sorry in advanced for long post