Dead or Alive 5 Ultimate: Helena

DR2K

Well-Known Member
With her ft gone there was no need to make her this unsafe. Jesus is it easy to punish Helena.
 

Omegan Eckhart

Well-Known Member
With her ft gone there was no need to make her this unsafe. Jesus is it easy to punish Helena.
Busa's 666P causes a bound state on NH and CH and is -2 on block. Helena's 66P causes a +2 stun on NH, a +14 generic stun on CH and is -9 on block. A round of applause for TN.

It would okay if the pay off was worth being so unsafe but it's not. Watch them make it safe again when they rebalance the game.
 

Akumasama

Active Member
Want to listen to other people's opinions, looking for better options myself.


Start
Which are your favourite options to start a round?
Personally most of the times I start from bokuho.
1) Teishitsu and then P+K or Throw
2) 2+K if I expect a high attack
3) 6+P (and following combos) if I expect >12 frames hits or low attacks
4) P (and following attacks) if I expect >11 frames non-low attacks.
5) Bokuho fake. Meaning I start in bokuho to "lure" someone into doing a fast mid (Genfu's 6+P for instance, or Zack's 6+P) or a fast low
6) K, variation to the option #4, when I expect people to high counter my punch

3) is definitely the one I use most, followed by 4).
I used to love starting with 6+P, 4+P, but online with lag etc it doesn't work 100% (sometimes it only reads 4+P) so it's risky, I stopped using it.


Wall Bounce
I never really tested options in DoA5 or DoA5U. In DoA4 I used 6+K for a launcher that doesn't send back to the wall, to follow with another combo, but in 5 that doesn't work always, most of the times the 6+K after a wall bounce doesn't send the opponent high enough.


Environmental Bounce
With environmental I mean the one you can find in certain stages. Like the Tiger Circus (when you send the opponent towards the flaming circle), or in Scramble against the electric console, or in Hot Zone when your opponent gets hit with a missle.
It's a special "bounce" that sends the opponent behind your back.
In DoA5 I used to just do 3+P, P. P and it worked on most targets except heavy weights. In DoA5U sometimes must have changed in the input buffer because 99% of the times game reads my 3+P, P, P as a 3,3,P,P
 

OolongTea

Member
What are your most used stun variations and mixups to get CB with Helena?

Total Helena noob here :confused: any videos I should watch to get an idea of her attack flow?
Thanks!
 

ninjaguy446

Well-Known Member
What the hell is Helena supposed to do against Ayane, lol?
It's a hard MU but I just try to rush her down to stop her from doing anything. Just throw her into Helena's DOA5U makeshift blender and hope for the best. Holding 6PP always is very helpful.
 

AkaShocka

Well-Known Member
What the hell is Helena supposed to do against Ayane, lol?
Ayane? Just stay on her. She is harmless when you stay in her face and keep her under pressure. If you let her space and get going, Helena's done like dinner. Thats the only thing I can say.
 

Omegan Eckhart

Well-Known Member
What the hell is Helena supposed to do against Ayane, lol?
Helena 11/12/14, Ayane 10/13/12. This means Ayane can't beat Helena's 6P from BKO at the start of the round so use it.

Stay away from 3P as Ayane's 4P crushes it easily, instead rely on 4P as she can't go under it.

When at range run up and guard and try to bait out 4F+K which s -17 on block.

6P is most commonly used to entire spinning stance.

Good Ayane's use 2P when there is any hesitation.

Don't use 66K from BT or FF as it will get you killed at range.

Try to get her in a pseudo blender and keep her there. The match up has always been bad, nothing has changed in 5U.
 

iHajinShinobi

Well-Known Member
Standard Donor
Helena 11/12/14, Ayane 10/13/12. This means Ayane can't beat Helena's 6P from BKO at the start of the round so use it.

Stay away from 3P as Ayane's 4P crushes it easily, instead rely on 4P as she can't go under it.

When at range run up and guard and try to bait out 4F+K which s -17 on block.

6P is most commonly used to entire spinning stance.

Good Ayane's use 2P when there is any hesitation.

Don't use 66K from BT or FF as it will get you killed at range.

Try to get her in a pseudo blender and keep her there. The match up has always been bad, nothing has changed in 5U.

Wait what? Any Ayane player that's using 4H+K from range is bad, that move is terrible and they are not playing her correctly if they are using 4H+K in that sense.

Ayane's P and K (especially K) beat's all of Helena's i12 mids AND her i12 K. Ayane's does not over-rely on 6P in this match up when Helena has a i12 mid that beats it out.

Ayane isn't using 2P out of hesitation at all, she's using it to exhaust YOUR options and pressuring you into doing things that favor her. And it will work.

BKO 6P does not beat out i9 or i10 jabs (especially not at neutral or RIF) unless frames become +/- somewhere.

10/13/12 vs 11/12/14.

What does Ayane have in this situation? A faster set of jabs that track, two mids that crushes highs, one is a true high crush (4P), the other crushes all jabs in the start of their active frames. And a fast low jab with range and frame traps. Unless Ayane commits to mids, Helena can beat her out with the i12 3P. Otherwise she needs to be patient or enter BKO stance options to avoid Ayane, which is where the problem lies for Ayane.

If you're able to run and guard so often to make Ayane panic, then she's free. Otherwise Ayane is capable of keeping every character out (even Genfu) just fine.
 

Akumasama

Active Member
Want to listen to other people's opinions, looking for better options myself.


Start
Which are your favourite options to start a round?
Personally most of the times I start from bokuho.
1) Teishitsu and then P+K or Throw
2) 2+K if I expect a high attack
3) 6+P (and following combos) if I expect >12 frames hits or low attacks
4) P (and following attacks) if I expect >11 frames non-low attacks.
5) Bokuho fake. Meaning I start in bokuho to "lure" someone into doing a fast mid (Genfu's 6+P for instance, or Zack's 6+P) or a fast low
6) K, variation to the option #4, when I expect people to high counter my punch

3) is definitely the one I use most, followed by 4).
I used to love starting with 6+P, 4+P, but online with lag etc it doesn't work 100% (sometimes it only reads 4+P) so it's risky, I stopped using it.


Wall Bounce
I never really tested options in DoA5 or DoA5U. In DoA4 I used 6+K for a launcher that doesn't send back to the wall, to follow with another combo, but in 5 that doesn't work always, most of the times the 6+K after a wall bounce doesn't send the opponent high enough.


Environmental Bounce
With environmental I mean the one you can find in certain stages. Like the Tiger Circus (when you send the opponent towards the flaming circle), or in Scramble against the electric console, or in Hot Zone when your opponent gets hit with a missle.
It's a special "bounce" that sends the opponent behind your back.
In DoA5 I used to just do 3+P, P. P and it worked on most targets except heavy weights. In DoA5U sometimes must have changed in the input buffer because 99% of the times game reads my 3+P, P, P as a 3,3,P,P
I'm disappointed nobody wants to share their bits about all of this >.>

As far as I could test after a wall bounce either 236+P,K,P or 4+P,P,P produce 65 damage. Next best is 61 damage from P,P,K.
All of these should work on all weights as far as I could test.
Couldn't find any other move working after a wall bounce.
All the launchers just send the opponent back to the wall. P+K and 6+K do not but they do not launch high enough to follow up with a combo (6+K used to work in DoA4, it was a good tool there)

I'm sure there has to be something I haven't tested, maybe something from BKO since I forgot to test that.
 

ninjaguy446

Well-Known Member
Even though this thread is dead, the MU thread is even more dead so I decided to post this here. Does anyone have tips for facing Leiffang?
 

Prince Adon

Best in the World!!!
Premium Donor
Even though this thread is dead, the MU thread is even more dead so I decided to post this here. Does anyone have tips for facing Leiffang?

Press buttons. Stop, press more buttons. Make her flinch, throw. Avoid the parries, press buttons, bokuho, blender. Stop, shut em down open up shop. No force tech? You still win. kthx.


Okay okay. I'm just hyper right now don't kill me.
 
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