Vanguard Princess/Haruka Kutuna
Profile
Haruka Kutuna was taught growing up the path of the sword, yet recently took a strong interest in magic. Shortly after this she was abducted into a government research facility and given high magical attributes.
Haruka enters the fight to save an old friend of hers.
Base Health: 1000
Guts Threshold: 40%
Guts Factor: 17.7%
Total Effective Health: 1071
Move List
Movement
66: Short dash. Has some upper body invulnerability. Press 8 to jump cancel the ending frames. You can jump cancel into anything, though most are impractical outside of 5A, 5B, and 5C.
44: Short back-dash. Fast, but poor invincibility, only the first 11F are invincible.
Throws
Normal Moves
5A | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
21 | - / - | +20% | |
Duckable jab that hits rather high up. |
5B | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
103 | - / Spin | +20% | |
Duckable like 5A, but moves Haruka forward. |
5C | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
35 * n (3Hits 99) | - / - | +20% | |
3 hits of laser eyes, also duckable. Links into 2A after third hit. Does chip damage. |
2A | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | - | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
15 | - / - | +15% | |
A fast low kick, chains into itself. |
2C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | - | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
110 | Knockdown | +15% | |
A generic sweep that knocks down. It's rather slow. |
j.A | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
25 | - / - | +30% | |
Aerial version of 5A with longer active frames. Doesn't hit crouchers. |
j.B | |||
---|---|---|---|
Guard | Air Guard | Support | |
High | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
69 | - / - | +20% | |
Sideways kick with good range and speed, used mostly for air to air. Doesn't hit crouchers. |
Command Normals
Special Moves
Liberty Arts
Strategy
Keep Away
Haruka's strong point is her ranged combat abilities, making her a very strong keep away character. Here's a quick rundown of move uses with respect to keepaway.
Wizard Shield
- Anything more than the A version takes quite a bit of time to set up, but even that can be very useful in buying time for Vertical Rays.
Vertical Ray
- Tough to use effectively on characters with good dashes as the hitbox is not very wide. It's rather fast so a well timed one can still smack a dashing opponent in the face, but it's a bit of a gamble. They are much more effective with Wizard Shields to cover your back because your opponent won't be allowed to dash at you freely. It takes 4 Blocked Vertical Rays to force a calcium break.
Melt Shot
- Slow, but does a ton of chip damage. Mostly used at full or nearly full screen, or at midscreen with Wizard Shields or assist followup. It takes 8 Melt Shots to force a Calcium Break. Has a lot of pushback.
Melt Shot (Air)
- Has similar properties to the grounded Melt Shot, but does less damage on hit, and way less damage on block. However since you are in the air it's not hard to put yourself in a position with an Aerial Melt Shot that your opponent can't do anything about. Useful in pushing people back out in combination with an assist followup. If they are too close this move is very risky, especially against characters with DPs.
6B/2B/6A
- For smacking people who get too close and capitalizing off people running into Wizard Shields. 6B has the most forward range, 6A is useful for beating lows, and 2B is the universal move to use when your opponent is too close for comfort.
Crimson Line
- Can be used (with much caution) to reversal though melee attacks. However it's much more effective at reveraling fullscreen attacks as they are easier to react to, and it's not normally as expected. Capitalizes off Calcium Breaks, but watch the meter so you don't confirm late.
5A / 5B / 623B
- Anti air. Sometimes you can jumpback and use an Aerial Melt Shot and be safe, but that's not always an option, nor as rewarding. 623B goes very high up, is fast, and does extra damage to airborne opponents making it quite effective. However, 623B can be airblocked. 5B doesn't go as high or do as much damage as 623B, but it airspins on counterhit allowing for a followup and it cannot be airblocked. 5A can beat really bad jumps very easily, so use it when the chance arises.
623A
- Gimmicks. Since it starts out like her dash it can go under stuff, such as Ayane's arrows. Sometimes can catch overeager pokes as well, but it's incredibly unsafe so that's not normally a good idea.
Pressuring
- Despite being a character that seems to be based around keep away, Haruka is also very much capable of pressuring, and will need to in some matchups. Generally it's advised to play it very safe since losing momentum can mean losing the whole round. However, against characters like Ayane and Luna who also have very strong fullscreen game you need to find a balance.
- At a close range pressuring with Haruka you'll probably spend most of your time trying to outspace your opponent with 2B and 6B, as well as using 6A to beat their pokes. 2A is also quite useful when very close to stuff retaliations and create more room. Wizard Shield A comes out pretty quick and can be useful here. Knowing when to drop off spacing with pokes and going back into projectile game and back into spacing with pokes again is the key here.
Matchups
Generally speaking, Haruka is good against slow moving characters. Has fair matchups with other zoning characters. And is bad against fast moving characters (especially fast moving characters with good rushdown).
Yui
Haruka
Lilith
Luna
Kurumi
Saki
Kaede
Natalia
Eri
Ayane
Combos
Note: Any 41236C can be replaced with Crimson Line
Without Assist
SPIN CH(like 5B) > 5B / 623B
CH 6A/6B > 2B
j.C > 2B (13%-15%) / 623B (19%-21%)
5C > 2A (11%)
Used mainly to combo into an assist attack
DEEP j.2A/B/C > 2B (11%) / 236B (16%-18%)
Eko
6A+D > 2C (20%-22%) / 623B (20%-22%) / Crimson Line (42%-44%)
5C > 6D > 2C (22%-25%) / 623B (21%-24%) / 41236C (30%-33%) / Crimson Line (42%-48%)
5C > 3D > 2A > walk 623B (19%-21%) / 41236C (24%-27%) / Crimson Line (35%-42%)
3D > 2A > 2A > 2A > 41236C (20%-25%) / Crimson Line (32%-38%)
3D > 214A > 41236C (25%-32%) / Crimson Line (40%-45%)
jump 3D > j.2A/B/C > 623B (20%-22%) / 41236C (28%-32%) / Crimson Line (39%-43%)
The 41236C and Crimson Line in Bold have to be done as soon as possible for max damage
j.41236C > 3D > 41236C (28%-30%) / Crimson Line (45%-50%)
j.41236C > 6D > 623A (25%-29%) / 623B (29%-32%) / Crimson Line (51%-55%)
j.41236C > 2D > Crimson Line (51%-57%)
Corner: j.41236C > 2D > 623A (26%32%) / 623B (30%-39%) / Crimson Line (51%-57%)
Corner: 5C+D * n > 5B > 6D > Crimson Line
Corner: 623B > 2D > 41236C (32%-39%) / Crimson Line (48%-53%)
Corner: j.C > 623B > 2D > 41236C (38%-41%) / Crimson Line (53%-59%)
A DEEP hit j.2A/B/C can be used in place of j.C. Slightly less damage.
Corner: 3D+2AAA > 41236C (20%-24%) / Crimson Line (32%-37%)
Corner: Forward Throw+3D > 41236C (30%) / Crimson Line (47%-52%)
3D must be inputed a split second before the opponent is grabbed.
The 41236C and Crimson Line in Bold have to be done as soon as possible for max damage
Sierra
(5A/6A)~5D > 623B / Crimson Line
(5A/6A/5B/2B)~5D > 421X / Crimson Line
41236C~6D > 421X
j.41236C~6D > 421X / 5B
6D~421X > 421X
2D > Corner Throw > 623B / 421B / Crimson Line
3D > Corner Throw > 41236C
3D~2B > j.C (late) > 2B
3D~2B > 41236C
Juliet
5C+D > 421B / Crimson Line
6D~5C > 623B / Crimson Line
Corner: 5B+D > 421B / Crimson Line
Corner: 5C~D > 623B / Crimson Line
Corner: 5B~3D > 41236C
Corner: 6A~3D > 41236C
Kanae
(1/4 Screen from Corner)6C+6D > 5B / 623A (18%-20%) / Crimson Line (45%-47%)
2D / 3D > 41236C (25%-29%) / Crimson Line (38%-40%)
2D > 623B / 421A/B (DOG BITE) 41236C (40%) / Crimson Line (50%)
j.41236C > 2D > 41236C (38%-41%) / Crimson Line (55%-57%)
(1/2 Screen from Corner)41236C > 2D > 41236C > 6D > Crimson Line (70%-75%) Strict timing
(1/2 Screen from Corner)6C+2D > 41236C (32%-40%) / Crimson Line (50%-52%)
Must do 2D immediately after inputing Throw or 2D won't come out
(1/2 Screen from Corner)6C+2D > 41236C > 6D > Crimson Line (68%-70%)
Must do 2D immediately after inputing Throw or 2D won't come out
Hilda
6D > j.C > 623A
6A > 6D > 41236C
- The second hit of the 6D must land.
6A > 6D > 5B > 623A
41236C > 2D > 421X
41236C > 5D > 421X
41236C > 6D > 421X
- Only off a wall-bounce.
41236C~3D > 623A
3C+D > 41236C ...
Corner: ... 3D > 41236C ...
Frame Data
Move | Start-up | Duration | Recovery | Total | On Hit | On Block |
---|---|---|---|---|---|---|
44 | - | - | - | 45 | - | - |
66 | - | - | - | 35 (26[1]) | - | - |
Jump | 7 | - | 1 | - | - | - |
Reflect | 1 | 12 | 30 | 43 | - | - |
Throw | 8 | 1 | 34 | 43 | Down | - |
5A | 5 | 6 | 14 | 25 | 0 | 0 |
5B | 17 | 2 | 33 | 52 | +3 | +2 |
5C | 15 | 32 | 26 | 73 | +11 | +13 |
2A | 8 | 5 | 17 | 30 | -3 | -6 |
2B | 13 | 10 | 27 | 50 | -7 | -6 |
2C | 22 | 2 | 34 | 58 | Down | -11 |
j.A | 4 | 28 | 8 | 40 | [30] | [31] |
j.B | 6 | 20 | 20 | 46 | [34] | [36] |
j.C | 20 | 6 | 13 | 39 | [45] | [34] |
6A | 35 | 10 | 8 | 53 | +9 | +4 |
6B | 24 | 4 | 20 | 48 | +1 | +3 |
j.2X | 19 | Landing | 3 | - | [33] | [35] |
623A | 30 | 15 | 64 | 109 | Down | -49 |
623B | 15 | 12 | 68 | 95 | Down | -49 |
41236C | 55 | 30 | 70 | 155 | Down | -46 |
j.41236C | 50 | 6 | 19 | - | Down | -60 |
421X | 37 | 23 | 6 | 66 | -15 | -15 |
63214A | 86 | [119] | - | 46 | [38] | [40] |
63214B | 115 | [139] | - | 101 | [38] | [40] |
63214C | 152 | [170] | - | 111 | [38] | [40] |
236BC | 56 | 29 * 4 | 64 | 395 | Down | [2] -42 |