I've noticed this board getting more active, so I figured I'd share some 3.1 Helena info. Nobody really played her (no one ever really did before 4 haha), so it's hard to find info on her in this game. I've put a lot of work into her, so here are a couple of notes and things worth knowing about her to get people started so other players at least have an idea of what they're doing.
- is her basic juggle ender. The timing is kind of strict and it can be difficult to land on some slopes (which means you really have to watch yourself on levels like Beach or Pancratium), but it's her most damaging string. It will also send the opponent flying all the way to the other side of the level, so it's good for keeping people out or knocking them off a cliff.
- as a standalone move is also pretty good. It causes a lift stun on NH, and it launches on counter and HC. You can use it to launch into itself, so you can do , for decent damage. This is especially good against the wall.
- is a pretty decent move. It's a mid that causes a limbo stun on counter and HC. It will also give you a limbo stun on NH on any surface that can cause a slip stun (Snow, Ice Cave, the water part of Beach, etc.). Be careful when using it though, as using it in an open stance will get you a breadbasket/belly laugh/whatever-you-call-it stun, which is holdable. The limbo stun only happens in a closed stance.
- is a great poke that gives you a sit down stun on counter hit, and appears to be guaranteed afterwards. Use it to interrupt your opponent's offense.
- is a great launcher. It crushes highs and mids, and it gets you considerable height for a juggle. It will also launch against the wall. Be carful that you don't accidentally get the followup though, as Helena can't follow up from that.
- is awesome. It does alright damage, but it leaves Helena in BKO and puts the opponent in BT. She is at CRAZY advantage after this. I don't know the exact number, but it's enough that if you go for a throw, you'll actually whiff because the opponent is still recovering. There are two options out of this. One is to go for a mixup. is guaranteed. If I think the opponent is going to hold, I'll free cancel and use this throw again to set up the same exact situation. If I think they're not going to hold, I'll just finish the string. It's kind of gimmicky, since the opponent will eventually just let you finish the string once they catch on, but I've found it to be surprisingly effective. The other option is to combo. , works on all weight classes and is practically guaranteed. The only way they can get out of this is if they do absolutely nothing, which will probably never happen in an actual match. Even if it does, you still get a stun, so you can launch and juggle afterwards. EDIT: It turns out that the opponent can also backdash out of this and BKO 2K will whiff. I think there's a chance that you can still catch them right at the beginning of their dash, but I'm not sure. Still probably her best option.
- is a frame trap that will guarantee you a hit on block. It sort of has a "deer in headlights" effect on people. It's slow to come out, but people always seem to block it on reaction instead of hold it. Off of a block, you can guarantee any launch (except ) for a juggle and it will beat your opponent's jab, even 9 framers like Christie and Kasumi. I recommend launching with or , as these will also beat crouching jabs. If you think your opponent is going to hold or guard instead, you can throw them. I've found that a throw immediately after is too fast for most people to react to, so they would have to commit to a jab before they see the throw, which grants you a launch and free juggle. I'll usually stick to the throw follow up until they notice that it's not guaranteed, and then I'll start launching. It's also a pretty good tool for setting up Helena's wall game as well.
- can relaunch. I'm currently experimenting with this now. It seems like it could be good for slope combos, but I haven't found anything half decent aside from , and her standard juggles are all more damaging than that.
- Helena's movement in 3.1 is what she does best. Her best tools for evasion are her sidestep attack ( or ) and her ability to freestep out of BKO. / is particularly good because it will cause a limbo stun if you do it from the right distance, which is about a character length away. It's also super evasive and takes her a full 180 degrees around the opponent. To freestep out of BKO, tap or and press the free button. Stepping out of BKO with is particularly nasty since Helena actually goes into BKO duck for a sec before she evades. This means that she's ducking all highs and mids AND freestepping at the same time.
- can relaunch. She can't use it in her juggles on the ground, but she can use it in her slope combos for a fair increase in damage. Its use is pretty situational though, as I've only gotten a successful juggle using it on the Forest level against certain weight classes. Still experimenting. Outside of juggles, it's okay. It crushes highs, but you can only follow up with a juggle against lightweights and middleweights. If you launch a heavy with it, just go for the ground stomp as they land.
- If you go into BKO using , you can instantly cancel the animation into any BKO move. This means that from a standing position, you can use any move she has in BKO at any time. This is especially good in combination with BKO , as it has good range and will catch freesteppers. It also makes it really easy to punish whiffed holds with the BKO throw, which does 93 damage on HCH. To cancel into freestep instantly, tap before or . You're technically not stepping directly from BKO, as returns her to neutral first, but it's pretty easy to fake people out since they tend to react to her going into BKO. Note that this only works with and not any other move that leaves her in BKO.
- , when used in a juggle, can guarantee a ground attack if you cancel out of BKO. This is the juggle I'll go for if I know won't connect. It also connects at pretty low heights, so I'll typically use it if I launch with a low launcher like . BT works the same way (minus the canceling out of BKO).
- Helena has 2 tick throw setups. and will both guarantee you either of her low throws on NH. For , you will need to free cancel out of BKO first. Neither one of these is particularly practical, but it's good to know about them. EDIT: It turns out that the QCF P setup also works on counter hit, making it much more useful. Unlike QCB P, QCF P retains its tick throw property on counter, meaning you're still able to guarantee either of Helena's low throws. Good stuff.
- will cause a slip stun on the right surface. This move is also noteworthy because it's a low that looks identical to , which is a mid. Mixups ensue.
Stance Transitions:
Bokuho (BKO):
-
- (This move is also noteworthy because it's a launcher that hits high. Good for mixups).
- (Note that you must hold down . Otherwise, this move will take you into BT instead).
-
-
-
-
- BKO (Helena will return to BKO immediately after using this move).
- BKO (Helena will return to BKO immediately after finishing this string).
Back Turn (BT):
-
-
- (Note that you must tap . Holding it down will take you into BKO instead).
-
- (The followup is optional. It will leave you in BT as well).
BKO to BT:
-
-
BT to BKO:
-
Recommended Juggles (will be updated. All combos listed are after a launch. Recommended launchers will be given. Weight classes and additional notes are listed in parentheses):
Neutral Stance:
All of these combos work with all launchers unless otherwise noted.
- (All)
- , free cancel, (Light/middle any launcher. Whiffs on heavies if launched with )
- , : (All)
- / (All. Super basic. I'll pretty much only go for these if I don't know what else will connect)
BKO:
is the only launcher that leaves Helena in BKO.
- (All)
- (All. Returns Helena to BKO).
- , (All. Only works if both characters are in a corner).
BT:
The only launchers that leave Helena in BT are and just the second hit of . Because is so situational, is her BT launcher of choice.
- , (All)
- (Light/middle, last hit will whiff on heavies)
Wall:
The easiest way to set up Helena's wall game is, ironically enough, with her back to the wall. From there, you can do . This will make Helena switch places with the opponent and leave her in BKO at advantage. Since the opponent cannot backdash, BKO is guaranteed and will launch on counter, which is how it will connect 98% of the time. From there, you can combo with either of the following:
- Opponent comes off wall, (limbo stun), , (All)
- Opponent comes off wall, (limbo stun), , (Lights. Timing is strict.)
As mentioned earlier, only gives you a limbo stun if you are in closed stance. If you are in open stance, it would be best to skip the part of these combos.
Slope:
- , , free cancel, (Light/middle, Forest only)
- (All, Forest and Snow)
- is her basic juggle ender. The timing is kind of strict and it can be difficult to land on some slopes (which means you really have to watch yourself on levels like Beach or Pancratium), but it's her most damaging string. It will also send the opponent flying all the way to the other side of the level, so it's good for keeping people out or knocking them off a cliff.
- as a standalone move is also pretty good. It causes a lift stun on NH, and it launches on counter and HC. You can use it to launch into itself, so you can do , for decent damage. This is especially good against the wall.
- is a pretty decent move. It's a mid that causes a limbo stun on counter and HC. It will also give you a limbo stun on NH on any surface that can cause a slip stun (Snow, Ice Cave, the water part of Beach, etc.). Be careful when using it though, as using it in an open stance will get you a breadbasket/belly laugh/whatever-you-call-it stun, which is holdable. The limbo stun only happens in a closed stance.
- is a great poke that gives you a sit down stun on counter hit, and appears to be guaranteed afterwards. Use it to interrupt your opponent's offense.
- is a great launcher. It crushes highs and mids, and it gets you considerable height for a juggle. It will also launch against the wall. Be carful that you don't accidentally get the followup though, as Helena can't follow up from that.
- is awesome. It does alright damage, but it leaves Helena in BKO and puts the opponent in BT. She is at CRAZY advantage after this. I don't know the exact number, but it's enough that if you go for a throw, you'll actually whiff because the opponent is still recovering. There are two options out of this. One is to go for a mixup. is guaranteed. If I think the opponent is going to hold, I'll free cancel and use this throw again to set up the same exact situation. If I think they're not going to hold, I'll just finish the string. It's kind of gimmicky, since the opponent will eventually just let you finish the string once they catch on, but I've found it to be surprisingly effective. The other option is to combo. , works on all weight classes and is practically guaranteed. The only way they can get out of this is if they do absolutely nothing, which will probably never happen in an actual match. Even if it does, you still get a stun, so you can launch and juggle afterwards. EDIT: It turns out that the opponent can also backdash out of this and BKO 2K will whiff. I think there's a chance that you can still catch them right at the beginning of their dash, but I'm not sure. Still probably her best option.
- is a frame trap that will guarantee you a hit on block. It sort of has a "deer in headlights" effect on people. It's slow to come out, but people always seem to block it on reaction instead of hold it. Off of a block, you can guarantee any launch (except ) for a juggle and it will beat your opponent's jab, even 9 framers like Christie and Kasumi. I recommend launching with or , as these will also beat crouching jabs. If you think your opponent is going to hold or guard instead, you can throw them. I've found that a throw immediately after is too fast for most people to react to, so they would have to commit to a jab before they see the throw, which grants you a launch and free juggle. I'll usually stick to the throw follow up until they notice that it's not guaranteed, and then I'll start launching. It's also a pretty good tool for setting up Helena's wall game as well.
- can relaunch. I'm currently experimenting with this now. It seems like it could be good for slope combos, but I haven't found anything half decent aside from , and her standard juggles are all more damaging than that.
- Helena's movement in 3.1 is what she does best. Her best tools for evasion are her sidestep attack ( or ) and her ability to freestep out of BKO. / is particularly good because it will cause a limbo stun if you do it from the right distance, which is about a character length away. It's also super evasive and takes her a full 180 degrees around the opponent. To freestep out of BKO, tap or and press the free button. Stepping out of BKO with is particularly nasty since Helena actually goes into BKO duck for a sec before she evades. This means that she's ducking all highs and mids AND freestepping at the same time.
- can relaunch. She can't use it in her juggles on the ground, but she can use it in her slope combos for a fair increase in damage. Its use is pretty situational though, as I've only gotten a successful juggle using it on the Forest level against certain weight classes. Still experimenting. Outside of juggles, it's okay. It crushes highs, but you can only follow up with a juggle against lightweights and middleweights. If you launch a heavy with it, just go for the ground stomp as they land.
- If you go into BKO using , you can instantly cancel the animation into any BKO move. This means that from a standing position, you can use any move she has in BKO at any time. This is especially good in combination with BKO , as it has good range and will catch freesteppers. It also makes it really easy to punish whiffed holds with the BKO throw, which does 93 damage on HCH. To cancel into freestep instantly, tap before or . You're technically not stepping directly from BKO, as returns her to neutral first, but it's pretty easy to fake people out since they tend to react to her going into BKO. Note that this only works with and not any other move that leaves her in BKO.
- , when used in a juggle, can guarantee a ground attack if you cancel out of BKO. This is the juggle I'll go for if I know won't connect. It also connects at pretty low heights, so I'll typically use it if I launch with a low launcher like . BT works the same way (minus the canceling out of BKO).
- Helena has 2 tick throw setups. and will both guarantee you either of her low throws on NH. For , you will need to free cancel out of BKO first. Neither one of these is particularly practical, but it's good to know about them. EDIT: It turns out that the QCF P setup also works on counter hit, making it much more useful. Unlike QCB P, QCF P retains its tick throw property on counter, meaning you're still able to guarantee either of Helena's low throws. Good stuff.
- will cause a slip stun on the right surface. This move is also noteworthy because it's a low that looks identical to , which is a mid. Mixups ensue.
Stance Transitions:
Bokuho (BKO):
-
- (This move is also noteworthy because it's a launcher that hits high. Good for mixups).
- (Note that you must hold down . Otherwise, this move will take you into BT instead).
-
-
-
-
- BKO (Helena will return to BKO immediately after using this move).
- BKO (Helena will return to BKO immediately after finishing this string).
Back Turn (BT):
-
-
- (Note that you must tap . Holding it down will take you into BKO instead).
-
- (The followup is optional. It will leave you in BT as well).
BKO to BT:
-
-
BT to BKO:
-
Recommended Juggles (will be updated. All combos listed are after a launch. Recommended launchers will be given. Weight classes and additional notes are listed in parentheses):
Neutral Stance:
All of these combos work with all launchers unless otherwise noted.
- (All)
- , free cancel, (Light/middle any launcher. Whiffs on heavies if launched with )
- , : (All)
- / (All. Super basic. I'll pretty much only go for these if I don't know what else will connect)
BKO:
is the only launcher that leaves Helena in BKO.
- (All)
- (All. Returns Helena to BKO).
- , (All. Only works if both characters are in a corner).
BT:
The only launchers that leave Helena in BT are and just the second hit of . Because is so situational, is her BT launcher of choice.
- , (All)
- (Light/middle, last hit will whiff on heavies)
Wall:
The easiest way to set up Helena's wall game is, ironically enough, with her back to the wall. From there, you can do . This will make Helena switch places with the opponent and leave her in BKO at advantage. Since the opponent cannot backdash, BKO is guaranteed and will launch on counter, which is how it will connect 98% of the time. From there, you can combo with either of the following:
- Opponent comes off wall, (limbo stun), , (All)
- Opponent comes off wall, (limbo stun), , (Lights. Timing is strict.)
As mentioned earlier, only gives you a limbo stun if you are in closed stance. If you are in open stance, it would be best to skip the part of these combos.
Slope:
- , , free cancel, (Light/middle, Forest only)
- (All, Forest and Snow)