Helena
is actually terrible, in my experience...
The second hit can still be held out of, both avoiding the launch and punishing her to high hell because of it.
generally gives a better launch, and a stronger juggle on CH and still leads into the pseudo-force tech situation.
I truly wish that
was a true 3-in-1... Sure, it's a 3-in-1 on normal hit and on block, but it can be countered on the second hit on CH! 3-in-1's shouldn't be counterable specifically on CH, which is what Helena revolves around!
I was going to mention that she may need a more reliable low crush, but that only happens when something like
launches unexpectedly and I continue the string. Her current low crushes are awful and not reliable at all,
low crushes really late, and it has a chance to randomly miss, launch or just plain lose,
is high, and as most low hits high crush, this is almost useless as a low crush, and
is decent, but situational, and has a very small window to crush... Is there one or more that I'm missing?
EDIT: Oh! That is another thing! I want there to be a way to choose between
and her down attack. She can down attack from both standing and from BKO, which sometimes will take priority of BKO Sweep, or standing
.
is very heavily delayable, and I like to use it to purposely whiff a grounded opponent and launch them when they try to attack my "recovery".
I've since stopped using that tactic in place of her force-tech option, but it was still nice to use on occasions when I couldn't BKO
them, such as after wall hits.