I've been trying to develop a shenanigans flowchart for harley and in the process I think I might have found a few things. (which is cool as helllllll lolol)
here's some lab notes I've compiled
so if you end a midscreen combo with f1~trait, it keeps the opponent close enough to you to continue pressure. she basically gets a free jump in, or free punishes. if you condition your opponent right you can stack damage pretty easy and fast. this is all matchup dependent too!
say these are your combos..
[starter], db3, 1, b3, j2, f1~4
[starter], db3, 1, b3, j2, f1~4u
...if you know that your opponent is going to use an invincible wake up
1. crouching after 4 or 4u will either make the wake up whiff, stuff the attack, or you can block and punish depending on the match up
2. jumping vertically after 4u will jump over a mid or low advancing wakeup, and you can full combo punish
3. jumping forward after 4uf will jump over a mid or low advancing wakeup, and can punish with air pistol fury if you want space
...if you know that your opponent will immediately try to jump forward
1. ij2 after 4 will get you a air combo
2. ij2 after 4u will get a full combo (yes the j2 will hit the character before they even leave the ground)
3? d2 should cover you if they try to jump in and attack
..if you know that your opponent will roll first, then use an invincible wakeup
1. ij2 after 4/4u will get you a combo on high wakeups
2. d2 will launch on mid/low advancing wakeups
..if you know that your opponent will roll first, then try to jump forward
1. ij2 after 4/4u will get you an air combo
2? d2 should cover you if they try to jump in and attack
hard to blockable shenanigans..
midscreen
[starter], db3, 1, b3, j2, j2, 11~4u~db3
corner
[starter], db3, 1, f13, 12~df1, d1~4u~b2
[starter], db3, 1, f13, 12~df1, d1~4~f2
footsie shenanigans..
ending with ts1 gives you the option to dash in and do a f13 into play doctor (or more shenanigans)
[starter], db3, b3, j2, 1~db3, 1xxdash f13
be careful with this cause f13 is -10 BUT this option is great for people who choose to just crouch block on wakeup.
if you mb roll after a 112 ender you can create some f2/b2 openings, or if your dealing with a wakeup crazy opponent you can jump out and create zoning space