KwonJigglypuff
Well-Known Member
I have done the command list and combo challenge. My issue is more of what do I do in certain situations or rather what properties moves have like what crushes what etc etc. I will look at the vids posted and see what I can gather from those.
You should go to training mode and see the properties that suit your playstyle. Helena can be played in different ways thanks to her tricks, tools and her amazing mix-up from both BKO and BT stances.
Here are some of my favourite moves (no order). Please correct me if I'm wrong!
Favourite Bokuho options:
- BKO_22_P4P (another option after the rebound in order to apply pressure)
- BKO_3P+K (great launcher, leads her into BT and has crounching property)
- BKO_22_P+K (ducking punishing tool and best BKO launcher on HI Counter)
- BKO_2K (tracking and crouching property, has a good reach, annoys people)
- BKO_T (tool to punish holders, connects with SSSS or 3P4K > BT_4PK > 6P+K)
- BKO_2P+K/8P+K (similar to her DOA3's 88/22P, allows her to sidestep in BKO)
Favourite Back-turned options:
- BT_6P+K (honest frame advantage, leads into BKO and sort of "delay" after BKO_6P4P)
- BT_P+K (tracking launcher with honest frame advantage or relauncher for air combos)
- BT_4PK (leads into BKO or rebound property with BKO_6P+K as the best combo ender)
Favourite Punches options:
- 236P (close hit property and has merely crounching property)
- 6PP4 (second hit is high which is great for her and BT option)
- 8PP4P (high punches with second hit tracking and BT option)
Favourite Kicks options:
- 7K (great fast tracking launcher which make her access her BT mix-up)
- K+H (tracking guard break which can lead to BKO and merely evade lows)
- KKK/3KKK (first one is faster and safer, second has more reach and damage)
Favourite Throws options:
- 6T (quick throw with honest damage and cool slaps in da face)
- 214T (mind gamish throw with BKO_6PP being guaranteed)
- BT_T (mind gamish throw with PP being guaranteed)
Goddess move option:
- 66KPP (potentially best combo ender or risky jumping/crouching/squatting with good reach)
I have some questions for you guys :
- Why is 66P sometimes -4 or -5 on guard, is it because of the stance (I'm sure I'm missing something here) ?
- Why does her BKO_4P+K make less damage than her charged BKOP_6P+K (shouldn't it be more rewarding) ?
- Why didn't they make her 214P+K her Fatal Stun (it's just a detail but I don't like these bounce properties) ?
- Why does 44PPP not bound like in this video (it looks very cool and actually add something to that move) ?
- What's the point of 66K+H despite being only punishable by grapplers and looking cool (sorry for insisting) ?
- Why does her new 33P not have a high follow-up and a low follow-up (I feel it's missing something flashy) ?
- Would it be too much to ask for this crazy windmill move with an imput like BKO_46P+K (maybe too much) ?
- Wouldn't it be interesting to give BKO_P+K a different stun when the distance is >2.0 meters ? (just an idea) ?
Hopefully this will become one of her victory poses someday.