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 |
---|---|
|
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 8/3 | 14/9 |
On Hit | On Block | Guard | Properties |
-3/+7 | +4/+14 | Low/High |
|
Cancel Routes: Any L, any H, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8, 9 | 1, 5 | 19/11 |
On Hit | On Block | Guard | Properties |
+8/+16 | +5/+13 | Low/High |
|
Cancel Routes: Any CMD normal, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 7 | 18/8 |
On Hit | On Block | Guard | Properties |
-6/+4 | -3/+7 | Low/High | - |
Cancel Routes: Any LK, any H, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15 | 7 | 24/10 |
On Hit | On Block | Guard | Properties |
+1/+15 | -5/+9 | Low/High | - |
Cancel Routes: Special |
Crouch Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 8 | 10/6 |
On Hit | On Block | Guard | Properties |
+1/+5 | +4/+8 | Low/High | - |
Cancel Routes: Any L, any H, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 5 | 18/11 |
On Hit | On Block | Guard | Properties |
+9/+19 | +3/+13 | Low/High |
|
Cancel Routes: Special (Active frames 4-5 not cancellable) |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 8 | 12/6 |
On Hit | On Block | Guard | Properties |
-6/0 | +2/+8 | Low | - |
Cancel Routes: Any LK, any H, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 11 | 9 | 19/8 |
On Hit | On Block | Guard | Properties |
+4/+15 or +32/+43 st.sitstun | -6/+5 | Low |
|
Cancel Routes: Special |
Comand Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 12 | 20/7 |
On Hit | On Block | Guard | Properties |
0/+18 | -6/+12 | High |
|
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. Cancel Routes: Special |
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 |
|
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 Cancel Routes: Special (Cancelling hit 1 skips 2) |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 7 | 43 |
On Hit | On Block | Guard | Properties |
+26 KD | -24 | Low |
|
Dashing hook to the gut, not special-cancelable |
Rising Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
No difference based on punch strength, including damage |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 7 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Falling Normals
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 |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 8 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 | 7 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Throws
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+11 SpKD | - | Throw |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+54 SpKD | - | Throw |
|
TBA |
Stance Switch and Reverse Stance Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 15 |
On Hit | On Block | Guard | Properties |
- | - | - | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14, 17, 20, 23 | 3, 3, 3, 5 | 48 |
On Hit | On Block | Guard | Properties |
+47 SpKD | -30, -25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15 | 6 | 24/10 |
On Hit | On Block | Guard | Properties |
+40 alt.sitstun | -4/+9 | High |
|
Cancel Routes: Any HP, special |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 8 | 14/7 |
On Hit | On Block | Guard | Properties |
+10 or +38 st.sitstun | 0 | Low |
|
Cancel Routes: Any L, any H |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | - | 5 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 7 | 31 |
On Hit | On Block | Guard | Properties |
-6 | -12 | High |
|
TBA |
Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 29 | until hit/offscreen | 30 |
On Hit | On Block | Guard | Properties |
+69 KD -Point blank | +3 -Point blanck | Low/High |
|
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 209 | until hit/offscreen | 30 |
On Hit | On Block | Guard | Properties |
+69 KD -Point blanck | +3 -Point blank | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 4 | 37 |
On Hit | On Block | Guard | Properties |
+88 KD | -15 | Low/High |
|
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 35 latest | 4 | 37 |
On Hit | On Block | Guard | Properties |
+88 KD | -15 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8, 10, 13, 23 | 2, 3, 2, (8), 3 | 34 |
On Hit | On Block | Guard | Properties |
- | -24, -21 | Low/High |
|
Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8, 10, 13, 23 | 2, 3, 2, (8), 3 | 45 |
On Hit | On Block | Guard | Properties |
- | -35, -32 | Low/High |
|
Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+49 KD | - | Throw |
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 31 + 5 | 6 | 28 |
On Hit | On Block | Guard | Properties |
Variable | +2 guard break, -7 | Low/High |
|
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+35 KD | - | Throw |
|
The command grab super. Harry powerbombs the opponent multiple times before finishing with a suplex. Just like his normal command grab. |