Top Ten (in no specific order)
1). 4P = Relatively quick mid punch that leave Helena in BT. Stuns on CH.
2). K = i12 frames. The rest of the kicks on hit are confirmable and great for stopping opponents in their tracks.
3). 66K+H = This move is unholdable high kick. On hit, the opponent cannot stagger escape. Leaves Helena in BKO stance. Pretty god while resorting to stun and for Power Launcher combos if you are careful.
4). 214T = Essentially places opponent in a very bad situation.
5). 214P+K = Mid punch for sit-down stun. Leaves Helena in BKO. (214P also does this except it has a completely different animation, different follow ups and does not leave Helena in BKO).
6). BKO~T = Free juggle.
7). BKO~6P+K = Generally useful for catching opponents sleeping or dancing around too much at the mid screen.
8). 2K+H = Keep in mind that there are also quite a few strings that leads into this low. Stuns on normal hit and leaves Helena in BKO.
9). SSK / BKO~2K = Even against decent players, this particular move still causes problems. The reason why is because of the mix ups that ensue immediately after the fact.
10). PP (plus follow ups) = Generally useful for getting started, due to the follow ups.
1). 4P = Relatively quick mid punch that leave Helena in BT. Stuns on CH.
2). K = i12 frames. The rest of the kicks on hit are confirmable and great for stopping opponents in their tracks.
3). 66K+H = This move is unholdable high kick. On hit, the opponent cannot stagger escape. Leaves Helena in BKO stance. Pretty god while resorting to stun and for Power Launcher combos if you are careful.
4). 214T = Essentially places opponent in a very bad situation.
5). 214P+K = Mid punch for sit-down stun. Leaves Helena in BKO. (214P also does this except it has a completely different animation, different follow ups and does not leave Helena in BKO).
6). BKO~T = Free juggle.
7). BKO~6P+K = Generally useful for catching opponents sleeping or dancing around too much at the mid screen.
8). 2K+H = Keep in mind that there are also quite a few strings that leads into this low. Stuns on normal hit and leaves Helena in BKO.
9). SSK / BKO~2K = Even against decent players, this particular move still causes problems. The reason why is because of the mix ups that ensue immediately after the fact.
10). PP (plus follow ups) = Generally useful for getting started, due to the follow ups.