Daraku Tenshi: The Fallen Angels/Harry: Difference between revisions

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(Now using the DT templates and added new info)
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{{MOTW Character Intro |char=Harry Ness |content=
{{DT Character Intro
|char=Harry Ness
|Forward Walk Speed=2.55
|Back Walk Speed=1.6
|Forward Dash=21f
|Back Dash=20f
|Prejump=4f
|Neutral Jump=36f
|Forward Jump=34f
|Back Jump=34f
|Forward Super Jump=34f
|Back Super Jump=34f
|POW charge=15f
|content=
 
==Introduction==
==Introduction==
As a high-ranking military official, Harry Ness is patriotic to a fault. His dedication to his work as the Captain of the 4th Division, 55th Platoon of the US Marine Corps caused his wife to leave him some years ago, taking their daughter with her. He now finds himself in Eden on orders from the President of the United States himself, with the mission of assessing the situation in the city, and hopefully quelling some of the unrest that plagues it.
As a high-ranking military official, Harry Ness is patriotic to a fault. His dedication to his work as the Captain of the 4th Division, 55th Platoon of the US Marine Corps caused his wife to leave him some years ago, taking their daughter with her. He now finds himself in Eden on orders from the President of the United States himself, with the mission of assessing the situation in the city, and hopefully quelling some of the unrest that plagues it.


== Gameplay ==
== Gameplay ==
{{Content Box|content=
'''Harry Ness''' is a grappler with a unique resource in his missiles, granting him access to a projectile and extra damage in his combos while they're available.
'''Harry Ness''' is a grappler with a unique resource in his missiles, granting him access to a projectile and extra damage in his combos while they're available.


Line 18: Line 31:
}}
}}
}}
}}
}}
== Attributes ==
{| class="wikitable"
|-
! Forward Walk Speed !! Back Walk Speed !! Forward Dash !! Back Dash !! Prejump !! Neutral Jump !! Forward Jump !! Back Jump !! Forward Super Jump !! Back Super Jump
|-
| 2.55 || 1.6 || 21f || 20f || 4f || 36f || 34f || 34f || 34f || 34f
|}


==Move List==
==Move List==
Line 41: Line 43:
|input=LP
|input=LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 49: Line 51:
  |onhit=-3/+7
  |onhit=-3/+7
  |onblock=+4/+14
  |onblock=+4/+14
  |properties= *f16-17 body when cancelled
  |properties= *Invul f16-17 body when cancelled
  |description=  
  |description=  
TBA
TBA
Line 61: Line 63:
|input=HP
|input=HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 69: Line 71:
  |onhit=+8/+16
  |onhit=+8/+16
  |onblock=+5/+13
  |onblock=+5/+13
  |properties= *Invul f7 throw
  |properties= *f7 no collision
  |description=  
  |description=  
TBA
TBA
Line 101: Line 103:
|input=HK
|input=HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 123: Line 125:
|input=2LP
|input=2LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 143: Line 145:
|input=2HP
|input=2HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 151: Line 153:
  |onhit=+9/+19
  |onhit=+9/+19
  |onblock=+3/+13
  |onblock=+3/+13
  |properties= *Invul f7-9 throw
  |properties= *Invul f7-9 no collision
*F16-18 causes techable launch on air hit
*F16-18 causes techable launch on air hit
  |description=  
  |description=  
Line 164: Line 166:
|input=2LK
|input=2LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
Line 184: Line 186:
|input=2HK
|input=2HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
Line 206: Line 208:
|input=6HP
|input=6HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 213: Line 215:
  |recovery=20/7
  |recovery=20/7
  |onhit=0/+18
  |onhit=0/+18
  |onblock=-6/+
  |onblock=-6/+12
  |properties= *Causes sit stun on crouch hit while in MAX
  |properties= *Active frames 1-6 can hit EDs
  |description= Hook punch that hits overhead, it is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input.
  |description= Hook punch that hits overhead, it is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input.
  }}
  }}
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|input=6HK
|input=6HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 232: Line 234:
  |recovery=23/7
  |recovery=23/7
  |onhit=+72/+94 SpKD, +5/+21
  |onhit=+72/+94 SpKD, +5/+21
  |onblock=-4/+11, +12 with empty cancel
  |onblock=-4/+11, +12
  |properties= *Causes st.sitstun if spaced
  |properties= *Hits twice on block unless hit 1 is special cancelled
*Hits twice on block unless hit 1 is special cancelled
*hit 2 forces crouch  
*hit 2 forces crouch
*Both hits hit EDs
*Opponent lands on front grounded
*Opponent lands on front grounded
*back airborne
*back airborne
Line 249: Line 251:
|input=3HK
|input=3HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
Line 257: Line 259:
  |onhit=+26 KD
  |onhit=+26 KD
  |onblock=-24
  |onblock=-24
  |properties= *f9-53 low profile
  |properties= *Invul f9-53 low profile
*Opponent lands on back, unchanged by MAX beyond being launched slightly further
*Opponent lands on back, unchanged by MAX beyond being launched slightly further
  |description= Dashing hook to the gut, not special-cancelable
  |description= Dashing hook to the gut, not special-cancelable
Line 268: Line 270:
|image=
|image=
|caption=
|caption=
|name=ris.LP
|name=ris.P
|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 280: Line 282:
  |onblock=
  |onblock=
  |properties=
  |properties=
  |description=  
  |description= No difference based on punch strength, including damage
TBA
  }}
  }}
}}
}}


{{MoveData
|image=
|caption=
|name=ris.HP
|input=HP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=5
|active=12
|recovery=until landing
|onhit=
|onblock=
|properties=
|description=
TBA
}}
}}


{{MoveData
{{MoveData
Line 311: Line 293:
|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 331: Line 313:
|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 350: Line 332:
|image=
|image=
|caption=
|caption=
|name=fal.LP
|name=fal.P
|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 362: Line 344:
  |onblock=+25
  |onblock=+25
  |properties=
  |properties=
  |description=  
  |description= No difference based on punch strength, including damage
TBA
  }}
  }}
}}
}}


{{MoveData
|image=
|caption=
|name=fal.HP
|input=8HP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=8
|active=10
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
TBA
}}
}}


{{MoveData
{{MoveData
Line 393: Line 355:
|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 413: Line 375:
|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 421: Line 383:
  |onhit=+27
  |onhit=+27
  |onblock=+25
  |onblock=+25
  |properties= *Active loses range on 4th frame
  |properties= *Loses range on 4th frame
  |description=  
  |description=  
TBA
TBA
Line 435: Line 397:
|input=4/6+HP (close)
|input=4/6+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 456: Line 418:
|input=4/6+HK (close)
|input=4/6+HK (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 480: Line 442:
|input=LK+HK
|input=LK+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 500: Line 462:
|input=r.5P
|input=r.5P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 522: Line 484:
|input=r.5K
|input=r.5K
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 529: Line 491:
  |recovery=24/10
  |recovery=24/10
  |onhit=+40 alt.sitstun
  |onhit=+40 alt.sitstun
  |onblock=-4
  |onblock=-4/+9
  |properties= *Invul f11-23 high profile
  |properties= *Invul f11-23 high profile
*Untechable on air hit
*Short tech window on air hit
*hits EDs
  |description=  
  |description=  
TBA
TBA
Line 543: Line 506:
|input=r.2X
|input=r.2X
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low
  |startup=7
  |startup=7
  |active=8
  |active=8
Line 567: Line 530:
|input=LP+HP
|input=LP+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 575: Line 538:
  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties= *Invul f1-28 strike, 58 if held, f29/59> throw
  |properties= *Invul f1-28 strike, 58 if held
*f29/59 no collision
  |description=  
  |description=  
TBA
TBA
Line 587: Line 551:
|input=Kick while holding ED
|input=Kick while holding ED
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 595: Line 559:
  |onhit=-6
  |onhit=-6
  |onblock=-12
  |onblock=-12
  |properties= *Invul f1> throw
  |properties= *f1 no collision
*Arm hurtbox out f11
*Arm hurtbox out f11
  |description=  
  |description=  
Line 602: Line 566:
}}  
}}  


{{MoveData
|image=
|caption=
|name= Escape Attack Kick
|input=Kick while holding ED
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=
|active=
|recovery=
|onhit=
|onblock=
|properties=
|description=
TBA
}}
}}


===Deadly Skills===
===Deadly Skills===
Line 630: Line 575:
|input=214+P
|input=214+P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 641: Line 586:
*opponent lands on back
*opponent lands on back
*Recovery is considered after startup. 55 total frames with no missiles
*Recovery is considered after startup. 55 total frames with no missiles
  |description=  
  |description= Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Has no whiff animation and can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.
TBA
}}
}}
 
{{MoveData
{{MoveData
|image=
|image=
Line 649: Line 596:
|input=214+[P]
|input=214+[P]
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 660: Line 607:
*opponent lands on back
*opponent lands on back
*Recovery is considered after startup. 236 total frames with no missiles if held all the way through. Have fun.
*Recovery is considered after startup. 236 total frames with no missiles if held all the way through. Have fun.
  |description= Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Has no whiff animation and can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.
  |description= TBA
  }}
  }}
}}  
}}  
}}
 
}} 


{{MoveData
{{MoveData
Line 672: Line 618:
|input=623+P
|input=623+P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 680: Line 626:
  |onhit=+88 KD
  |onhit=+88 KD
  |onblock=-15
  |onblock=-15
  |properties= *Uses 3 missiles on hit if available
  |properties= *LP uses 1 missile, HP uses 2
*HP ver. goes slightly farther
*+1 missile used if in MAX
*HP ver. travels slightly farther
*Opponent lands on front
*Opponent lands on front
*Hit adv. +49 st.sitstun without missiles
*Hit adv. +49 st.sitstun without missiles
  |description= Harry dashes forward for a hitgrab where he fires some missiles into his opponent's gut. The button can be held to increase the distance of the dash. Consumes two missiles on hit. If Harry has no missiles remaining, landing this move will put the opponent into sit stun.
  |description= Harry dashes forward for a hitgrab where he fires some missiles into his opponent's gut. The button can be held to increase the distance of the dash. Consumes two missiles on hit. If Harry has no missiles remaining, landing this move will put the opponent into sit stun.
}}
}}
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name= Hold Destiny
|name= Hold Destiny (held)
|input=623+[P]
|input=623+[P]
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 708: Line 658:
  }}
  }}
}}  
}}  
}}
 
}}


{{MoveData
{{MoveData
Line 717: Line 666:
|input=623+LK
|input=623+LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 726: Line 675:
  |onblock=-24, -21
  |onblock=-24, -21
  |properties= *Invul Leans back f1
  |properties= *Invul Leans back f1
*2nd and 2rd hits can whiff in some scenarios, techable launch
*2nd and 2rd hits can whiff in some scenarios
*techable launch
  |description= Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.
  |description= Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.
  }}
  }}
Line 737: Line 687:
|input=623+HK
|input=623+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 746: Line 696:
  |onblock=-35, -32
  |onblock=-35, -32
  |properties= *Invul Leans back f1
  |properties= *Invul Leans back f1
*2nd and 2rd hits can whiff in some scenarios, techable launch
*2nd and 2rd hits can whiff in some scenarios
*techable launch
  |description= Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.
  |description= Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.
  }}
  }}
Line 757: Line 708:
|input=41236+HP (close)
|input=41236+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 781: Line 732:
|input=214236+HK
|input=214236+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 804: Line 755:
|input=4123641236+HP
|input=4123641236+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw

Revision as of 14:38, 29 March 2025

Introduction

As a high-ranking military official, Harry Ness is patriotic to a fault. His dedication to his work as the Captain of the 4th Division, 55th Platoon of the US Marine Corps caused his wife to leave him some years ago, taking their daughter with her. He now finds himself in Eden on orders from the President of the United States himself, with the mission of assessing the situation in the city, and hopefully quelling some of the unrest that plagues it.

Gameplay

Harry Ness is a grappler with a unique resource in his missiles, granting him access to a projectile and extra damage in his combos while they're available.

Strengths Weaknesses
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
DT Harry Ness Art.png

Attributes

  • Forward Walk Speed: 2.55
  • Back Walk Speed: 1.6
  • Forward Dash: 21f
  • Back Dash: 20f
  • Prejump: 4f
  • Neutral Jump: 36f
  • Forward Jump: 34f
  • Back Jump: 34f
  • Forward Super Jump: 34f
  • Back Super Jump: 34f
  • POW charge: 15f

Move List

Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 7 8/3 14/9
On Hit On Block Guard Properties
-3/+7 +4/+14 Low/High
  • Invul f16-17 body when cancelled

TBA

5HP
HP
Damage Startup Active Recovery
- 8, 9 1, 5 19/11
On Hit On Block Guard Properties
+8/+16 +5/+13 Low/High
  • f7 no collision

TBA

5LK
LK
Damage Startup Active Recovery
- 12 7 18/8
On Hit On Block Guard Properties
-6/+4 -3/+7 Low/High -

TBA

5HK
HK
Damage Startup Active Recovery
- 15 7 24/10
On Hit On Block Guard Properties
+1/+15 -5/+9 Low/High -

TBA

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 7 8 10/6
On Hit On Block Guard Properties
+1/+5 +4/+8 Low/High -

TBA

2HP
2HP
Damage Startup Active Recovery
- 16 5 18/11
On Hit On Block Guard Properties
+9/+19 +3/+13 Low/High
  • Invul f7-9 no collision
  • F16-18 causes techable launch on air hit

TBA

2LK
2LK
Damage Startup Active Recovery
- 8 8 12/6
On Hit On Block Guard Properties
-6/0 +2/+8 Low -

TBA

2HK
2HK
Damage Startup Active Recovery
- 11 9 19/8
On Hit On Block Guard Properties
+4/+15 or +32/+43 st.sitstun -6/+5 Low
  • Doesn't cause sitstun on standing Yuiren, Yuiran, Roche and Torao unless spaced

TBA

Comand Normals

6HP
6HP
Damage Startup Active Recovery
- 16 12 20/7
On Hit On Block Guard Properties
0/+18 -6/+12 High
  • Active frames 1-6 can hit EDs

Hook punch that hits overhead, it is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input.

6HK
6HK
Damage Startup Active Recovery
- 16, 23 7, 7 23/7
On Hit On Block Guard Properties
+72/+94 SpKD, +5/+21 -4/+11, +12 Low/High
  • Hits twice on block unless hit 1 is special cancelled
  • hit 2 forces crouch
  • Both hits hit EDs
  • Opponent lands on front grounded
  • back airborne

Heel drop that knocks down at close range, but leaves the opponent standing at far range. It is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input


3HK
3HK
Damage Startup Active Recovery
- 12 7 43
On Hit On Block Guard Properties
+26 KD -24 Low
  • Invul f9-53 low profile
  • Opponent lands on back, unchanged by MAX beyond being launched slightly further

Dashing hook to the gut, not special-cancelable

Rising Normals

ris.P
8LP
Damage Startup Active Recovery
- 5 12 until landing
On Hit On Block Guard Properties
- - High -

No difference based on punch strength, including damage


ris.LK
8LK
Damage Startup Active Recovery
- 5 12 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.HK
8HK
Damage Startup Active Recovery
- 8 7 until landing
On Hit On Block Guard Properties
- - High -

TBA

Falling Normals

fal.P
8LP
Damage Startup Active Recovery
- 8 10 until landing
On Hit On Block Guard Properties
+27 +25 High -

No difference based on punch strength, including damage


fal.LK
8LK
Damage Startup Active Recovery
- 7 8 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HK
8HK
Damage Startup Active Recovery
- 9 7 until landing
On Hit On Block Guard Properties
+27 +25 High
  • Loses range on 4th frame

TBA

Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+11 SpKD - Throw
  • Opponent lands on back
  • 13f tech window

TBA

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+54 SpKD - Throw
  • Opponent lands on front
  • 11f tech window
  • Ends in reverse stance

TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 15
On Hit On Block Guard Properties
- - - -

TBA

r.5P
Damage Startup Active Recovery
- 14, 17, 20, 23 3, 3, 3, 5 48
On Hit On Block Guard Properties
+47 SpKD -30, -25 High
  • Invul f17-22 high profile, f40-59 low profile
  • Hits 4 times on block
  • OTGs

TBA

r.5K
Damage Startup Active Recovery
- 15 6 24/10
On Hit On Block Guard Properties
+40 alt.sitstun -4/+9 High
  • Invul f11-23 high profile
  • Short tech window on air hit
  • hits EDs

TBA

r.2X
Damage Startup Active Recovery
- 7 8 14/7
On Hit On Block Guard Properties
+10 or +38 st.sitstun 0 Low
  • Leg hurtbox out f5
  • stays in reverse stance
  • OTGs

TBA

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 13 - 5
On Hit On Block Guard Properties
- - -
  • Invul f1-28 strike, 58 if held
  • f29/59 no collision

TBA

Escape Attack
Kick while holding ED
Damage Startup Active Recovery
- 13 7 31
On Hit On Block Guard Properties
-6 -12 High
  • f1 no collision
  • Arm hurtbox out f11

TBA


Deadly Skills

Wild Boar
214+P
Damage Startup Active Recovery
- 29 until hit/offscreen 30
On Hit On Block Guard Properties
+69 KD -Point blank +3 -Point blanck Low/High
  • Becomes useless without missiles
  • opponent lands on back
  • Recovery is considered after startup. 55 total frames with no missiles

Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Has no whiff animation and can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.

Wild Boar (held)
214+[P]
Damage Startup Active Recovery
- 209 until hit/offscreen 30
On Hit On Block Guard Properties
+69 KD -Point blanck +3 -Point blank Low/High
  • Becomes especially useless without missiles
  • opponent lands on back
  • Recovery is considered after startup. 236 total frames with no missiles if held all the way through. Have fun.

TBA


Hold Destiny
623+P
Damage Startup Active Recovery
- 14 4 37
On Hit On Block Guard Properties
+88 KD -15 Low/High
  • LP uses 1 missile, HP uses 2
  • +1 missile used if in MAX
  • HP ver. travels slightly farther
  • Opponent lands on front
  • Hit adv. +49 st.sitstun without missiles

Harry dashes forward for a hitgrab where he fires some missiles into his opponent's gut. The button can be held to increase the distance of the dash. Consumes two missiles on hit. If Harry has no missiles remaining, landing this move will put the opponent into sit stun.

Hold Destiny (held)
623+[P]
Damage Startup Active Recovery
- 35 latest 4 37
On Hit On Block Guard Properties
+88 KD -15 Low/High
  • Holding as long as possible has no hit
  • Must be held until frame 27
  • Recv. 41 total frames if held all the way through
  • Hit adv. +49 st.sitstun without missiles
  • Opponent lands on front

TBA


Baghdad in the Sky (light)
623+LK
Damage Startup Active Recovery
- 8, 10, 13, 23 2, 3, 2, (8), 3 34
On Hit On Block Guard Properties
- -24, -21 Low/High
  • Invul Leans back f1
  • 2nd and 2rd hits can whiff in some scenarios
  • techable launch

Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.

Baghdad in the Sky (heavy)
623+HK
Damage Startup Active Recovery
- 8, 10, 13, 23 2, 3, 2, (8), 3 45
On Hit On Block Guard Properties
- -35, -32 Low/High
  • Invul Leans back f1
  • 2nd and 2rd hits can whiff in some scenarios
  • techable launch

Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.

Army Bomb
41236+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+49 KD - Throw
  • 2f tech window
  • No whiff animation
  • Opponent lands on back
  • Unchanged by MAX

Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.

Super Deadly Skill

Waste of Tax
214236+HK
Damage Startup Active Recovery
- 31 + 5 6 28
On Hit On Block Guard Properties
Variable +2 guard break, -7 Low/High
  • Invul f1-4 strike, f5-6 above knees, f7-10 upper body
  • Uses up all missiles on hit, final missile launches, f6 guard breaks on block
  • More missiles = more advantage, although note the pushback
  • Opponent lands on back
  • with no missiles. "You're a lucky boy!"

The missile super. Harry strikes with his 5P, then goes into a series of attacks that ends with him firing all of his missiles at his opponent, with the final one knocking down. Consumes all remaining missiles on hit. If Harry has no missiles remaining, he'll perform the first half of the move as normal, but will only point his launcher at the opponent for a second when it comes time to launch the missiles.

Destruction Bomb
4123641236+HP
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+35 KD - Throw
  • Opponent lands on front
  • Untechable
  • No whiff animation

The command grab super. Harry powerbombs the opponent multiple times before finishing with a suplex. Just like his normal command grab.


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