Haruka Kutuna
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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.
Move List
Movement
66: Short dash. Has some upper body invulnerability.
44: Short back-dash.
Throws
4/6C: Grabs the opponent and throws them a full screen's distance in the direction pressed. Works on crouching opponents. Can wall slam if near the corner.
Normal Moves
5A: Duckable jab that hits rather high up. Not air blockable. 21 damage.
5B: Duckable like 5A, but moves Haruka forward. Also airspins on counterhit. Not air blockable. 103 damage.
5C: 3 hits of laser eyes, also duckable. Air blockable. Links into 2A after third hit. Does chip damage.
2A: A fast low kick, chains into itself. 15 damage.
2B: Easily Haruka's single best poke. Has a good balance of speed and range. Trips on counterhit. Hits mid despite being a low attack, however. 51 damage.
2C: A generic sweep that knocks down. It's rather slow. 110 damage.
j.A: Aerial version of 5A with longer active frames. Doesn't hit crouchers. Knocks down on air to air counterhit. 25 damage.
j.B: Sideways kick with good range and speed, used mostly for air to air. Doesn't hit crouchers. Knocks down on air to air counterhit. 69 damage.
j.C: Downwards kick, Haruka's only regular jumpin. Airspins on air to air counterhit. 87 damage.
Command Normals
6A: A hopping overhead that goes over lows. It doesn't have much range but it's still quite useful. Trips on counterhit. 54 damage.
6B: 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. Trips on counterhit. Quite useful in catching your opponents out of careless advances. 56 damage.
Special Moves
623A/B: 6to12
- A version moves forwards into an uppercut, B does not step forward. A version hits crouching opponents, B does not. Air techable near the end of the launch except for on counterhit. Cannot use assists during this move.
41236C: メルトショット (Melt Shot)
- Fullscreen laser that does more damage the closer you are. Airtechable wallslam if the opponent is near the wall, otherwise it knocks down. Airspins on counterhit. Bad on block without assist. Does a very large amount of chip damage.
(In Air) 41236C: メルトショット (Melt Shot)
- Melt Shot in the air that fires down at 45 degrees. Always causes airspin on hit, longer airspin on counterhit. Does less damage and much less chip than the grounded version.
421A/B/C: バーティカル・レイ (Vertical Ray)
- 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, airspins on counterhit. Cannot use assists during this move. Chip damage is significant but not as good as Melt Shot's. This move however does about twice as much calcium damage.
63214A/B/C: ウィザード・シールド (Wizard Shield)
- 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)
(In Air) 2A/B/C: ウィッチ・ブルーム (Witch Broom)
- 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.
Liberty Arts
236B+C: クリムゾン・ライン (Crimson Line)
- 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 preemtive Shierra 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
Without Assist
- 5B (or some other airspin counterhit) > 5B / 623B / Crimson Line
- 6A or B or 2B (or some other tripping counterhit) > 2B
- j.C > 5A or 5C or 2A or 2B
- 5C > 2A
- Corner Throw > 5B (Invalid) > 5B > 5B / 623B / Crimson Line
Eko
- 6A+D > 2C / 623B / Crimson Line
- 5C > 6D > 41236+C or Crimson Line
- 3D> 2A> 2A> 2A> Crimson Line
- 5C> 3D> 2A> Crimson Line
- Corner: 5CD * n> 5B> 6D> Crimson line
- Corner: 3D > Throw (Right before 3D first hit) > Crimson Line
- Corner: 3D~2AA > 623B / Crimson Line
Shiera
- (5A/6A)~5D > 623B / Crimson Line
- (5A/6A/5B/2B)~5D > 421S / Crimson Line
- 41236C~6D > 421S
- j.41236C~6D > 421S / 5B / 6B
- 6D~421S > 421S
- 2D / 3D > Corner Throw > 623B / 421B / 41236C (3D only) / Crimson Line
- 3D~2B > j.C (late) > 2B
- 3D~2B > 41236C / Crimson Line
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 / Crimson Line
Kanae
- (Near corner) 6C+D > 5B / 5C / Crimson Line
- 3D 623B/41236C/236B+C
- 2D~623B > 41236C / Crimson Line

