HARUYUKI

OVERVIEW

Haruyuki possesses 5S that allows the player to mixup during oki. Properly timing this will benefit the player however from the footage I’ve watched you will need to use 1 meter (when outside of trump) to create a better timing. Using him like Celty 6S will only let the player jump away safely. Another downside is the cooldown for 5S which won’t allow you to keep using him as oki after every conversion off him attack. 5[S] on the other hand does allow you to strike fear into your opponent since one-tap allows the player to go into a full combo. If it acted like Enju’s 5[S] it’d be a lot more viable. 6S knocks the player away and only causes wall bounce if they collide with the corner. Combo potential only exists if the wall bounce occurs or you’re playing a character that can confirm full screen (Tatsuya, Mikoto, Miyuki, etc). If you’d like to have oki similar to Celty’s this assist is good for just that.

Strengths

  • Decent oki with 5S

Weaknesses

  • 6S isn’t a good combo extender

  • 5[S] doesn’t act like Enju’s 5[S] making her superior

MOVE DESCRIPTION

5S

Haruyuki locks onto the opponent then after a short delay he divekicks and then flies away. The 2nd hit launches the opponent in the air. As the startup is incredibly slow it must be cancelled early to be used as an okizeme tool.

5[S]

Haruyuki applies a marker on the opponent. Once they are hit he will do a divekick like 5S. This does not act like Enju’s 5[S] where she negates the opponent’s assist.

6S

Haruyuki appears in front of the player and shoots an arrow after a short delay. The attack does not hit against crouching opponents and in the corner causes wallbounce.

FRAME DATA

5S

Damage: 1492

Startup: 123

Recovery: 42

Cooldown Time: 333 (5.5 seconds)

5[S]

Damage: 1492

Startup: X

Recovery: X

Cooldown Time: 333 (5.5 seconds)

6S

Damage: 1200

Startup: 41

Recovery: 30

Cooldown Time: 182 (3 seconds)