one thing I've noticed about Helena is her crush properties. if you do a move on block that's ends in crouch then immediately do a high crush move she stays crouch so it avoids the frame disadvantage.
2P > P+KP avoids both everything high & mid.
P > P+KP
P > 236P+K
these setups only work on hit.
BT 2P > 236P+K avoids highs, if opponent blocks you get +1
2P > 236P+K avoids highs, if opponent blocks you get +1
(66P > P+KP worked in vanilla but I found that out the day before I got Ultimate.)
all tested with Kasumi, its not a big find imo but it I know yall can find ways to integrate this.
this shit sucks I'm in the lab trying to find something. they might as well make Helena a grappler now she's slow as hell for no reason. from what I'm seeing from Helena, whats going to separate the TOP players from the intermediates is how fast you can get into BKO after certain moves, teishitsu, & then bait BKO throw whiffs.
edit: 214P+K needs to be +5 on block. its basically guaranteed for the opponent to get a free crouching throw or low attack after that move. they also need to revert 66P to being -5 on block.
I think in Ultimate they were more focused on Helena's combos & blender, not her real tech.