Vanguard Princess/Haruka Kutuna

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Haruka-portrait.png

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

6C/4C
Haruka throw.jpg Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
80 or 100
Magical Through: 100
Wall-Bound
Magical Through: Spinning Wall-Bounce
+0%
Grabs the opponent and throws them a full screen's distance in the direction pressed. Works on crouching opponents. Can wall bounce if near the corner.

Magical Through occurs when back throwing an opponent during certain moves.


Normal Moves

5A
Haruka 5a.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
21 - / - +20%
Duckable jab that hits rather high up.


5B
Haruka 5b.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
103 - / Spin +20%
Duckable like 5A, but moves Haruka forward.


5C
Haruka 5c.jpg 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
Haruka 2a.jpg Guard Air Guard Support
Low - Yes
Damage Hit / Counter Hit Counter Scale
15 - / - +15%
A fast low kick, chains into itself.


2B
Haruka 2b.jpg Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
51 - / Butt Plant +15%
Easily Haruka's single best poke. Has a good balance of speed and range. Hits mid despite being a low attack, however.


2C
Haruka 2c.jpg 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
Haruka ja.jpg 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
Haruka jb.jpg 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.


j.C
Haruka jc.jpg Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
87 - / - +20%
Downwards kick, Haruka's only regular jumpin. Spins on air to air counterhit. When done early in the jump, another move can be done in the air before landing, but only if the j.C whiffs.


Command Normals

6A
Haruka 6a.jpg Guard Air Guard Support
Overhead Yes Yes
Damage Hit / Counter Hit Counter Scale
54 - / Butt Plant +20%
A hopping overhead that goes over lows. It doesn't have much range but it's still quite useful.


6B
Haruka 6b.jpg Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
56 - / Butt Plant +20%
Haruka spins about a full body width forward then kicks out. With the forward momentum taken into account this move has more range than any of her other melee attacks. Quite useful in catching your opponents out of careless advances.


j.2+A/B/C
Haruka dive.jpg Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
52 - / - +20%
Haruka rides her staff and does a dive attack. A version moves about 1 character length at max height, B version 2, and C version 3. If it hits and doesn't counter, you cannot follow up with a combo unless it hits fairly deep.


Special Moves

623+A/B: 6to12
Haruka dpa.jpgHaruka dpb.jpg Guard Air Guard Support
Mid Yes No
Damage Hit / Counter Hit Counter Scale
A: 136
B: 116
Launch +20%
A version steps forwards into an uppercut, and hits crouching opponents. Has no invincibility.
B does not step forward and misses crouching opponents, but is faster and has upper body invincibility.
Neither version of the move is invincible to throws. Air techable near the end of the launch except for on counterhit.


41236+C: Melt Shot
Haruka melt1.jpg
Haruka melt2.jpg
Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
Close - Mid - Far
237 - 186 - 137
Wall-Bound / Spinning Wall-Bounce
Far: - / -
+50%
Fullscreen laser that does more damage the closer you are. Airtechable wallslam if the opponent is near the wall, otherwise it knocks down. Bad on block without assist. Does a very large amount of chip damage. Damage varies more against opponents in the air. Cannot be used if Super Meter is below zero. Can use 4D during the move even with no Assist Meter at the cost of Super Meter. It is possible to go below zero Super Meter this way.


j.41236+C: Aerial Melt Shot
Haruka airmelt1.jpgHaruka airmelt2.jpg Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
161 Spin +20%
Melt Shot in the air that fires down at 45 degrees. Does less damage and much less chip than the grounded version. Does massive damage to the opponent's assist meter. Can be done right after j.C if j.C doesn't make contact. Can still be used even if Super Meter is below zero.


421+A/B/C: Vertical Ray
Haruka ray.jpg Guard Air Guard Support
Mid Yes No
Damage Hit / Counter Hit Counter Scale
121 - / Spin +20%
Lightning bolt hits the ground from above, A hits 1/3rd screen away, B hits 2/3rd screen away, C hits at the other end of the screen. Forces standing on hit. Chip damage is significant but not as good as Melt Shot's. This move however does about twice as much calcium damage.


63214+A/B/C: Wizard Shield
Haruka shield.jpg Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
10 - / - +0%
Throws small spheres that turn into floating shields. Hits once and disappears, or disappears after about two seconds. Hits crouching opponents. A does one shield, B does three and C does six. A version is a bit lower than the other two. They do really minor damage on hit (10) but they disrupt attacks giving you time to cast. They do not trade with other projectiles.

If you toss another set of Wizard Shields right away, it's possible to have more than one set out without the new set automatically dispersing the previous. The following are the combinations that are possible.

A W.S. > A/B W.S.
B W.S. > A W.S. / B W.S. (last shield only)
C W.S. > A/B W.S. / C W.S. (last 4 shields only)


Liberty Arts

236+BC: Crimson Line
Haruka super.jpg Guard Air Guard Support
Mid Yes No
Damage Hit / Counter Hit Counter Scale
391 Knockdown +40%
Haruka charges up and fires a laser. You have to hit C (or E) each of the 4 times the meter touches the targeted area. The timing is fairly easy to get used to, and you should get used to it because if you fail the startup on the first laser is incredibly long, making you lose combo potential. In addition to that any failed laser won't let you do the successive attacks, and the final one does the most damage.

This move has quite a bit of invulnerabily during the startup making it useful as a reversal if you know it will hit. However if the first hit is blocked, it can be punished by using proxy guard.

Crimson Line is also Haruka's fastest fullscreen attack, it's her only option for capitalizing off of a fullscreen calcium break other than pre-emptive Sierra 6D.


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
  1. When canceled.
  2. There are 11 frames where the opponent is at neutral between hits.


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