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.
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: Quick jab high with her fist. One hit.
5B: Moves forward slightly and swings with her fist, slightly lower than 5A but still duckable. One hit, knockdown on counterhit.
5C: Leans forward and spreads her arms as transparent wings unfold behind her and purple "horns" flicker into existence and hit the opponent. Three hits, combos into 5A/2A.
2A: Quick sweep with her front foot. One low hit, combos into itself for up to three hits before Haruka is pushed too far back to connect.
2B: Punches low with her fist. One hit, causes trip on counterhit. Great for footsies.
2C: Spinning sweep with the front foot, moving forwards slightly. One hit, causes trip on both standing and crouching opponents. Knockdown.
j.A: Jabs with her fist, as with 5A, but holds it out for longer. One hit, pushes Haruka back if it hits an aerial opponent, causes knockdown on counterhit.
j.B: Kicks with her rear leg. One hit, pushes Haruka back if it hits an aerial opponent, causes knockdown on counterhit.
j.C: Kicks out and downwards with her forward leg. One hit, overhead, causes knockdown on counterhit. Pushes Haruka back if it hits an aerial opponent.
Command Normals
6A: Hops forward and kicks out and downwards with her forward leg (as j.C). One hit, overhead, pushes Haruka back.
6B: Moves forward in a spinning kick with the forward leg. Hits about head-height on a crouching opponent. One hit, pushes Haruka back, causes trip on counterhit.
Special Moves
623A/B: 6to12
- A version moves forwards into an uppercut, B does not step forward. One hit, A hits crouching opponents, B does not, causes launch.
41236C: メルトショット (Melt Shot)
- Fires a full-screen red energy blast. One hit, misses far crouching opponents. Damage varies depending on distance, at close range this move causes knockdown. Causes wallsplat in corner.
(In Air) 41236C: メルトショット (Melt Shot)
- Fires an energy blast at a 45 degree angle downwards. One hit, NOT an overhead, causes knockdown.
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. One hit, causes knockdown on counterhit.
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. One hit, hits crouching opponents. A does one shield, B does three and C does six. A and B versions can be active at once, but a B Wizard Shield will cancel an existing B version, and a C version will cancel any existing Wizard Shields.
(In Air) 2A/B/C: ウィッチ・ブルーム (Witch Broom)
- Rides her staff diagonally downwards. Button strength determines exact angle of descent. One hit, overhead. Combos into 5A or 2A.
Liberty Arts
236B+C: クリムゾン・ライン (Crimson Line)
- Charges up a magic blast. A meter appears and fills up towards a target zone. Pressing nothing results in a Melt Shot, still with the long charge time and bar consumption.
(During Crimson Line) CCCC:
- If pressed while the meter is outside the target zone, Melt Shot activates immediately. If pressed within the zone, Crimson Line activates and does four hits, and another bar appears. This can be done four times, for a total of 4+4+4+2 = 14 hits (493 dmg) . Causes knockdown and hits crouching opponents. Damage is slightly timing-sensitive: pressing too early (but still within the target zone) can result in only 12 or 13 hits (for only 298 or 463 dmg respectively).
Strategy
As a mage, Haruka is the owner of arguably the most powerful attacks for a single character in the entire game. Her special, the Crimson Line, can deal 40-51% damage if correctly executed. Her Vertical Ray lightning strikes deal 12% damage each time she's on target, and her Melt Shot not only is full-screen, it deals 10% damage at worst and can easily take out 23%, or almost a quarter of an opponent's life bar at point-blank range.
Given that Haruka's strengths lie in using her spells, most players tend to fight from a distance and simply cast spells from long range to win. Some people cast Wizard Shield (63214A/B/C) for this purpose, as the shields guard opponents from advancing. However, all of her spells take time to cast, so opponents will get close to her at various times throughout the match, forcing her to defend herself with physical attacks. Even so, she is generally well-equipped. At medium range, she has a 6B pirouette kick and a 6A jump kick which pre-empts most approaching enemies, and a quick crawl dash (66) to follow up with some more punches and trips. Her 5B punch alone deals 10% damage, and she has her "6 to 12" (623A/B) for anti-air and general counterattack, as well as Witch Broom (j.2A/B/C), which is good against low attacks.
However, should an opponent manage to get into intense close range combat, Haruka is at a loss. Under the barrage of attacks from an expert, she will be overwhelmed by physical attacks before she can cast any of her spells or do any physical attacks of her own. In this case, 2A/B followed by a very fast 421A will usually push opponents back, or at least buy you enough time to blast them back further with a Melt Shot or to setup a Wizard Shield. As long as opponents are kept at a distance, Haruka will usually win.
Matchups
Serious Advantage Match-ups:
Lilith: Just like Lilith vs. Luna, you can pretty much use her for target practice. But since it takes time to cast spells and you do it in one blast as opposed to numerous bullets like Luna, there will be rare moments that she gets close. Just attack her with 2B/5B/6A/6B relentlessly and then use Melt Shot or thunderbolt to push her back, otherwise she can really burn you.
Advantage Match-ups:
Kurumi: Kurumi is pretty challenged against your awesome magical powers. In that sense, you have the advantage. All you have to remember is that her attacks come out fast. Keep her at bay and the match will be quick and easy. It shouldn't be too difficult to do.
Yui: Your sister is powerful, but there's not much she can do with her sword if you manage to hold her off with both your magical and physical attacks. At long range, her sword cannot reach you. At close range, it's not as fast as your physical attacks and other moves. But you'd best beware if she does manage to get closer. Her sword still hurts, her 6A/5B is still fast and she always has that 214A/B/C quick attack. Melt Shot will be the deciding factor in this match.
Fair Match-ups:
Saki: Once again, the elusive flying katana technique is going to make or break Saki's luck against you. If she times it right, she can teleport past all of your thunder bolts and Melt Shots, and that's never a good thing. Basically, if you rush your spell casting, she can exploit it. Likewise, the same applies for her attacks against you. So this match actually requires patience and strategy from both sides. Capitalize on any mistakes she makes.
Luna: It's her bullets versus your magic spells. For the most part you won't have to worry about a frontal assault from her, but you'll have to be quick with your spells so she doesn't shoot you to death first. She shoots more bullets, so remember to block often. Other than that, 421B/C thunderbolts and Melt Shot all the way.
Ayane: This match is pretty fair. Both characters have range attacks and a decent collection of physical attacks and other moves. They are equal in various ways. What you will find is that Ayane's arrows are annoying, because they'll knock you down and she can juggle you with all four at the same time. However, she has to come to terms with your Melt Shots, your Wizard Shield, and your superior special attack. Make the most out of your abilities.
Disadvantage Match-ups:
Kaede: She may not be in your face all the time, but she can certainly choose to. And when that happens, you're at a major disadvantage. Kaede's claw attacks are fast and furious, and she can deal some pretty nasty damage. Fortunately, you can counter her aerial and her 5C kick, but that doesn't stop her from using her stun attack. Don't take her lightly if she's a bit further away. In the hands of an expert, Kaede can destroy you.
Natalia: Here's another melee enthusiast, this time with a giant pilebunker. Oh boy. She's not all that fast, so you'll get a few shots in, but charging in with her pilebunker is her bread and butter. Admittedly, you'll have a hard time, and mastering the downwards mid-air Melt Shot is almost a necessity. Spam your Melt Shot often and Give her a 421A bolt the moment she misses you so you can buy yourself some time to do Crimson Line.
Serious Disadvantage Match-ups:
Eri: It's never a good day for Haruka when somebody gets in close and starts attacking nonstop. That's exactly what Eri does. You'll never cast a spell at that rate. Either you retreat as soon as possible or start landing thunderbolts and 5B/6B hits the moment the fight starts. Get a Melt Shot to follow soon after. Block her and get her knocked down with 2C before she does anything more. Otherwise, you're going to get rocked.
Combos
With Eko Assist
- 6A+D > 623B (~190 dmg)
- 2 support stocks.
- 5C 6D 41236C (277 dmg)
- 1 support stock.
- 5C 6D 236E E E E E(488 dmg)
- 1 super stock, 1 support stock.
- (In corner) 3D > 6C > 236B+C (~380 dmg)
- 1 super stock, 1 support stock.
- (In corner) 3D~2AA > 236B+C (~350 dmg)
- 1 super stock, 1 support stock.
With Kanae Assist
- (Near corner) 6C+D (91 dmg)
- 2 support stock, guaranteed ghost hit.
- 3D 623B/41236C/236B+C
- 2 support stock, possibly 1 super stock. Timing becomes more difficult and damage potential increases from left to right.
- 2D~623B > 41236C (395 dmg)
- 2 support stock.
- 2D~623B > 236EEEEE (610 dmg)
- 1 super stock, 2 support stock)
With Juliet Assist
- 2C+D > 421A (240 dmg)
- 2/3 support stock, massive knockback.
- 3C+D > 421A (196 dmg)
- 2/3 support stock, BUT WORKS WITH ONLY 1 STOCK. Massive knockback.
- (In corner) 5B+D > 421B (296 dmg)
- 1 support stock.
- (In corner) 5C+D > 623B (223 dmg)
- 1 support stock.
With Shiera Assist
- 5A+D > 623B (164 dmg)
- 1 support stock.

