[Injustice 2] Harley Quinn Character Guide – Movelist, Combos, Gear and Strategy

This page contains a character guide for Harley Quinn in Injustice 2. Here you’ll find movelists, combos, juggles and strategy guides and recommended gear for the Hero character. For more Injustice 2 content, head over to our Injustice 2 top page.

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Harley Quinn Character Guide

Character Profile

“Ready for some slapstick?” –   Harley Quinn encounter with Deadshot

Real Name: Harleen Quinzel
Gender: Female
Species: Human
Debut: The Batman Adventures #12
Voice: Tara Strong

Harleen Quinzel was a criminal psychiatrist, who was seduced by her patient: the Joker. She abandoned her career and became Harley Quinn, the Joker’s ditsy sidekick. Quinn is willing to do anything to please her “Puddin,” even murder.

Though as normal as any human can be, Harley Quinn is a highly dangerous and unpredictable fighter thanks to her years of serving as the Joker’s right hand woman, her sanity having eroded away and leaving a madwoman where there was once a professional psychologist. Much like her Mr. J, Harley is a lithe, agile opponent, possessing a high skill of gymnastic level of acrobatics, allowing her to move quickly around the battlefield and all over her opponent for close range attacks.

Base Stats

Level Strength Ability Defense HP
1 1050 1150 900 1050

Movelist

Basic Moves

Clown Bash

Input →+△
Move Data Type: Overhead/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 26/ Active: 3/ Recover: 19/Block Adv: 0/Hit Adv: 11/Cancel: 35
Effects
Notes Move affected by STRENGTH stat

Ear Smash

Input →+□
Move Data Type: High/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 13/ Active: 2/ Recover: 17/Block Adv: 0/Hit Adv: 20/Cancel: 21
Effects
Notes Move affected by STRENGTH stat

Gun Smack

Input ←+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 19/ Active: 4/ Recover: 19/Block Adv: -6/Hit Adv: 16/Cancel: 28
Effects
Notes Move affected by STRENGTH stat

Hammer Slam

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 39/ Active: 3/ Recover: 33/Block Adv: 1/Hit Adv: 63/Cancel: N/A
Effects Advance Hold →

Retreat Hold ←

Meter Burn R2 (must press R2 at any time during Hammer Slam)

Delay Hold x

Cancel → → or  ← ←

Notes Move affected by STRENGTH stat

Mallet Slap

Input ←+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 33/ Active: 4/ Recover: 30/Block Adv: 3/Hit Adv: 60/Cancel: N/A
Effects Used to trigger Arena Transitions

Meter Burn R2 (must press R2 at any time during Mallet Slap)

Delay Hold x

Cancel → → or  ← ←

Notes Move affected by STRENGTH stat

Revolver Poke

Input ↓+□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 7/ Active: 1/ Recover: 12/Block Adv: -1/Hit Adv: 16/Cancel: 17
Effects
Notes Move affected by STRENGTH stat

Revolver Slam

Input
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 15/ Active: 3/ Recover: 16/Block Adv: -2/Hit Adv: 16/Cancel: 28
Effects
Notes Move affected by STRENGTH stat

Revolver Slap

Input
Move Data Type: High/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 6 Active: 2/ Recover: 13/Block Adv: 2/Hit Adv: 24/Cancel: 13
Effects
Notes Move affected by STRENGTH stat

Single Shot

Input ←+△
Move Data Type: Low/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 13/ Active: 2/ Recover: 27/Block Adv: -2/Hit Adv: 11/Cancel: 17
Effects
Notes Move affected by STRENGTH stat

Spinning Pistols

Input ↓+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 10/ Active: 13/ Recover: 23/Block Adv: -12/Hit Adv: 69/Cancel: 29
Effects
Notes Move affected by STRENGTH stat

Spot Kick

Input x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 21/ Active: 3/ Recover: 24/Block Adv: 0/Hit Adv: 15/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Take Aim

Input ←+△
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 4/ Recover: 30/Block Adv: -12/Hit Adv: 11/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Jumping Attacks

Double Dose

Input ↑+△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 6/ Active: 13/ Recover: 24/Block Adv: -6/Hit Adv: 18/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

High Stomp

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 10/ Active: 5/ Recover: 24/Block Adv: -1/Hit Adv: 45/Cancel: 31
Effects
Notes Move affected by STRENGTH stat

Side Boot

Input ↑+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 5/ Active: 18/ Recover: 24/Block Adv: -10/Hit Adv: 8/Cancel: 42
Effects
Notes Move affected by STRENGTH stat

Throws

Back Throw

Input L1 or □ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 5/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

 

Forward Throw

Input L1+→ or→+□ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 5/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Bounce Cancels

Hammer Slam

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 39/ Active: 3/ Recover: 33/Block Adv: 1/Hit Adv: 61/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel
Notes Move affected by STRENGTH stat

Mallet Slap

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 33/ Active: 4/ Recover: 30/Block Adv: 3/Hit Adv: 67/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel

Used to trigger Arena transitions

Notes Move affected by STRENGTH stat

Quick Escape

Away Air Escape

Input ←+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Away Air Escape
Notes

Roll Escape

Input →→R2
Move Data N/A
Frame Data Start-Up: 3/ Active: N/A/ Recover: 8/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Must have 1 bar of Super Meter to perform Roll Escape
Notes

Up Air Escape

Input ↑+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Up Air Escape
Notes

Special Moves

(Air) Pistol Fury

Input ↓←□
Move Data Type: Overhead/ Damage: 4.00 /Block Damage: 1.500

(Meter Burn Version) Type: Overhead/ Damage: 5.00 /Block Damage: 1.620

Frame Data Start-Up: 12/ Active: 6/ Recover: 32/Block Adv: -26/Hit Adv: 2/Cancel: 40

(Meter Burn Version) Start-Up: 6/ Active: 6/ Recover: 28/Block Adv: -7/Hit Adv: 6/Cancel: N/A

Effects Meter Burn R2 (must press R2 at any time during Air Pistol Fury)
Notes Move affected by ABILITY stat

Cupcake Bomb

Input ←→△
Move Data Type: Overhead/ Damage: 9.00 /Block Damage: 2.130

(Meter Burn Version) Type: Overhead/ Damage: 12.80 /Block Damage: 4.870

Frame Data Start-Up: 22/ Active: 36/ Recover: 14/Block Adv:-13/Hit Adv: 6/Cancel: 21

(Meter Burn Version) Start-Up: 2/ Active: 56/ Recover: N/A/Block Adv: 0/Hit Adv: 38/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Cupcake Bomb)
Notes Move affected by ABILITY stat

Pistol Fury

Input ↓→□
Move Data Type: High/ Damage: 4.00 /Block Damage: 1.500

(Meter Burn Version) Type: High/ Damage: 5.00 /Block Damage: 1.620

Frame Data Start-Up: 22/ Active: N/A/ Recover: N/A/Block Adv:2/Hit Adv: 27/Cancel: 26

(Meter Burn Version) Start-Up: 23/ Active: N/A/ Recover: N/A/Block Adv: 7/Hit Adv: 20/Cancel: N/A

Effects Meter Burn R2 (Must press R2 at any time during Pistol Fury)
Notes Move affected by ABILITY stat

Play Doctor

Input ↓←→□
Move Data Type: Throw/ Damage: 10.00 /Block Damage: N/A

(Meter Burn Version) Type: N/A/ Damage: 12.75 /Block Damage: N/A

Frame Data Start-Up: 14/ Active: 4/ Recover: 28/Block Adv:N/A/Hit Adv: 0/Cancel: 37

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 87/Block Adv: N/A/Hit Adv: 0/Cancel: N/A

Effects Meter Burn R2 (Must press R2 at the beginning of Play Doctor)

Meter Burning Play Doctor does damage over time to the opponent

Notes Move affected by ABILITY stat

Pop Pop

Input ↓←△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 1.620

(Meter Burn Version) Type: N/A/ Damage: 5.00 /Block Damage: N/A

Frame Data Start-Up: 35/ Active: N/A/ Recover: N/A/Block Adv:-14/Hit Adv: -9/Cancel: 34

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 17/Block Adv: N/A/Hit Adv: -17/Cancel: N/A

Effects Delay Hold △(A fully charged Pop Pop deals unblockable damage to the opponent, but there is a chance that Harley’s gun will fire a dud instead)

Cancel → → or ← ←

Meter Burn R2 (must press R2 in the middle of Pop Pop)

Notes Move affected by ABILITY stat

Tantrum Stance

Input ↓←x
Move Data Type: Low/ Damage: 5.00 /Block Damage: 1.620

(Cartwheel) Type: Mid/ Damage: 2.90 /Block Damage: 2.370

(Boom Boom) Type: Low/ Damage: 5.00 /Block Damage: 1.620

(Bullet Frenzy) Type: Mid/ Damage: 7.24 /Block Damage: 1.250

(Forward Roll) N/A

(Back Roll) N/A

Frame Data Start-Up: 19/ Active: 9/ Recover: 277/Block Adv:-246/Hit Adv: -222/Cancel: 244

(Cartwheel) Start-Up: 17/ Active: 10/ Recover: 23/Block Adv:-10/Hit Adv: 64/Cancel: N/A

(Boom Boom) Start-Up: 22/ Active: 3/ Recover: 55/Block Adv:-31/Hit Adv: 15/Cancel: N/A

(Bullet Frenzy) Start-Up: 19/ Active: 4/ Recover: 57/Block Adv:-24/Hit Adv: 5/Cancel: N/A

(Forward Roll) Start-Up: 1/ Active: N/A/ Recover: 31/Block Adv:N/A/Hit Adv: N/A/Cancel: N/A

(Back Roll) Start-Up: 1/ Active: N/A/ Recover: 60/Block Adv:N/A/Hit Adv: N/A/Cancel: N/A

Effects Cartwheel □

Boom Boom △

Bullet Frenzy x

Forward Roll →

Back Roll ←

Notes Move affected by ABILITY stat

Up Pistol Fury

Input ↓←□
Move Data Type: High/ Damage: 5.00 /Block Damage: 1.620
Frame Data Start-Up: 17/ Active: N/A/ Recover: N/A/Block Adv:2/Hit Adv: 15/Cancel: 35
Effects Meter Burn R2 (must press R2 at any time during Up Pistol Fury)
Notes Move affected by ABILITY stat

Combo Attacks

A Little Crazy

Input ←+△,△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 10/ Active: 3/ Recover: 29/Block Adv: 5/Hit Adv: 3/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Batter Up

Input △,△,x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 79/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Don’t Get Hurt

Input →△,△
Move Data Type: Mid/ Damage: 6.75 /Block Damage: 0.530
Frame Data Start-Up: 20/ Active: 9/ Recover: 17/Block Adv: -3/Hit Adv: 16/Cancel: 51
Effects
Notes Move affected by STRENGTH stat

For Mistah J

Input →+□, x
Move Data Type: Overhead/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 25/ Active: 3/ Recover: 24/Block Adv: -10/Hit Adv: 33/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Girl’s Best Friend

Input □, △
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 14/ Active: 3/ Recover: 15/Block Adv: -1/Hit Adv: 1/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Go Night Night

Input △,→+x , □+x
Move Data Type: N/A/ Damage: 6.00 /Block Damage: N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 253/Block Adv: N/A/Hit Adv: 4/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Hi Puddin’

Input △, ↓+x
Move Data Type: Low/ Damage: 9.00 /Block Damage: 0.680
Frame Data Start-Up: 13/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 79/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

I Hope It Hurts

Input □, □, △
Move Data Type: Mid/ Damage: 9.50 /Block Damage: 0.750
Frame Data Start-Up: 25/ Active: 12/ Recover: 16/Block Adv: -2/Hit Adv: 41/Cancel: 47
Effects
Notes Move affected by STRENGTH stat

Irresistible

Input ←+□, △
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 4/ Active: 4/ Recover: 16/Block Adv: -3/Hit Adv: 49/Cancel: 20
Effects
Notes Move affected by STRENGTH stat

Let’s Play

Input ←+□, △, □
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 6/ Active: 4/ Recover: 25/Block Adv: 8/Hit Adv: 48/Cancel: 19
Effects
Notes Move affected by STRENGTH stat

Lollipops

Input  x , x
Move Data Type: Mid/ Damage: 8.95 /Block Damage: 0.750
Frame Data Start-Up: 14/ Active: 11/ Recover: 20/Block Adv: 5/Hit Adv: 30/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Miss Me

Input △, ←+x
Move Data Type: Mid/ Damage: 8.95 /Block Damage: 0.750
Frame Data Start-Up: 14/ Active: 11/ Recover: 20/Block Adv: 5/Hit Adv: 30/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Naughty-Naughty

Input □, □
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 79/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Pleased To Meetcha

Input △,↑+x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 15/ Active: 3/ Recover: 25/Block Adv: -11/Hit Adv: 50/Cancel: 23
Effects
Notes Move affected by STRENGTH stat

Rude Joke

Input □,△,x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 25/ Active: 2/ Recover: 22/Block Adv: -7/Hit Adv: 49/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

That’s Cute

Input →+△,x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 15/ Active: 3/ Recover: 23/Block Adv: 1/Hit Adv: 72/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Super Move

Get ‘Em Boys

Input L2 + R2
Move Data Type: Low/ Damage: 39.00 /Block Damage: 7.750
Frame Data Start-Up: 25/ Active: 42/ Recover: 52/Block Adv:11/Hit Adv: 0/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

 

Character Power

Hungry Hyenas

Bud Rush

Input
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 1.880
Frame Data Start-Up: 62/ Active: 29/ Recover: N/A/Block Adv:36/Hit Adv: 63/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Double Trouble

Input Hold ○
Move Data Type: Mid/ Damage: 13.65 /Block Damage: 3.750
Frame Data Start-Up: 60/ Active: 33/ Recover: N/A/Block Adv:35/Hit Adv: 64/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Lou Strike

Input ○ Hold ↑
Move Data Type: Overhead/ Damage: 7.00 /Block Damage: 1.880
Frame Data Start-Up: 59/ Active: 23/ Recover: N/A/Block Adv:44/Hit Adv: 80/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Pounding Puppies

Input Hold ○ + ↑
Move Data Type: Overhead/ Damage: 13.65 /Block Damage: 3.750
Frame Data Start-Up: 57/ Active: 39/ Recover: N/A/Block Adv:43/Hit Adv: 83/Cancel: N/A
Effects Calls out both Bud and Lou to attack the opponent
Notes Move affected by ABILITY stat

Like it Ruff

Input Hold ○ + ←
Move Data N/A
Frame Data N/A
Effects Calls out both Bud and Lou to attack the opponent
Notes Move affected by ABILITY stat

Combos and Juggles

Below are combo and juggle inputs for Harley Quinn , including corner strategies and restarts.

  1. ←+△,△ ~ ↓,←+x ~ □ ~ ←+x (wall bounce) ~ jump △ ~ →+□,x
  2. ←+△,△ ~  ↓,←+x ~ □ ~ ←+x (wall bounce) ~ jump □ ~ □, □, △
  3. ←+△,△ ~ ↓,←+x ~ □ ~ →+□, x ~ →+□, x ~ □, □ ~ ↓←→□ (can be Meter Burned for additional damage, Meter Burn R2)
  4. (highly recommended to be done at the corner) jump △ ~ →+□ ~ ↓←△ (Meter Burn) ~ →+□ ~ ↓←△ (Meter Burn) ~ ←+△,△~ ↓,←+x ~ □ ~ □, □, △ ~ □ ~ □ ~ □, □ ~ ↓←→□ (can be Meter Burned for additional damage, Meter Burn R2)
  5. jump △ ~ ←+△,△ ~ ↓,←+x ~ □ ~ dash ~ □, □ ~ ↓,←+x ~ x

Strategy Guide

Harley Quinn is a well balanced character in Injustice 2. She is a Gadget user and most of the environment interactions of the things around various stages can be used to her strategic advantage. With most gadget users, they jump/ make use of the items they can interact on stage. Harley is a very good character to play with. Her character power can make set-ups for her to do her combos and can help in making positions for your opponent to double think what your next move will be. In addition, Harley can be a well balanced character to practice your juggle and grab timings when you set-up combos. Furthermore, Harley can be a character that can be fun to play with if you like playing with your opponent and not worrying too much about your situation on the field. It is highly recommended to take advantage of practice mode to further utilized her combos and set-ups to make proper juggle combos. If playing against her, it is best to know the timing of her set-ups. In addition, it is also best to either run her down as some of her moves are quite slow. Some may even rely on her character power and range special moves (such as the Pop Pop, Cupcake Bomb and Pistol Fury), it would be best to get close and not give her the chance to utilize her moves and close the gap between you.

Recommended Gear

Main article: Recommended gear for Harley Quinn

Costumes

Prime

Harley Quinn

Harley Quinn wears a purple and red modified boyfriend cardigan with a diamond pattern at the bottom held together by brown leather straps. She has a domino mask and a necklace with a joker card. She also has brown straps wrapped around her right arm and gloves that go up to a little under her elbow. She wears purple briefs and purple and red leggings with a diamond pattern on them. She has shin-high black boots. Her hair is in pigtails and is two toned (red/black) with the black half taking on a green tint due to the mixture of the dye color with her naturally blonde hair.

Insurgency

Harley Quinn

Harley Quinn wears a red and black jacket that exposes her torso and underarms, with the words “Kiss This” written on the back. She wears a white shirt with a Joker-like smiley face on it, black and red padding on her arms, fingerless gloves, and a choker necklace. She has a small brown belt and red and black leather pants with black boots. Her hair is in pigtails, wrapped in red (left) and black (right) fabric, and is blonde.

Trivia

  • Tara Strong previously voiced Harley Quinn in Batman: Arkham City.
  • Harley Quinn was originally created for Batman: The Animated Series and was later adapted into DC Comics Batman’s comic books.
  • According to concept art Harley’s pet hyenas Bud and Lou were considered to be in the game and maybe even a part of her gameplay but they never appeared in the final design of Harley and her move set. They appear as an unlockable icon for completing all of Harley Quinn’s S.T.A.R Labs missions. However, they do appear in Injustice 2.
  • Harley Quinn is, comic debut-wise, the youngest character in the game, having made her debut in September of 1993.
  • Harley Quinn’s original costume appears in the Injustice: Annual issue, making her the second character to have her original costume appear in the series alongside Superman.

Related Articles

Character Guides

Character Tier List

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2 Comments on "[Injustice 2] Harley Quinn Character Guide – Movelist, Combos, Gear and Strategy"

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