Helena combo thread

Sora

Member
After 7 hours, a combo video for Helena! :)


Skip to 1:11 for the combo content

AI Settings:
- Fast Stagger Recovery
- Action: Standing
- Reaction: Guard All

DISCLAIMERS!!!!:
- I do not claim creating these combos -- these are a mix of my own ideas and freestepdodge's content.
- 'Technically', not all of these combos are guaranteed. Some of them are stagger recoverable, but only in the fastest time possible (and starting at the first frame of the stun). These combos have the AI on 'fast' recovery, making these combos realistic in a match even if an opponent is trying to stagger recover. I go over this in the first minute of the video.
- I have tested these combos on both normal and counter hit (except for counter hit-only combos and P+K--I'm demonstrating that as a punish on recovery frames). They work fine either way.
- These are NOT all her combos. She has so many that it's hard to count. This is just to give the viewer an idea of her safest/evasive options to go into combos.
- I do not and will never claim these are optimized damage combos. That's not the point of the video. The point is to show how she can continue her stun strings while keeping the opponent guessing.
- And finally, this is a basics video. No tech traps, incomplete strings or any of that sort yet -- that'll come later. ;)

A friendly piece of advice, when trying out combo's in training mode go to Training Settings > (4) Counters > Always Counter. This will help you build practical combo's that will work in matches.

I come from Soul Calibur and this was how I trained combos -- I set the AI on reaction: all guard and see if the combo connects. The result is that all the combos in the video connect on NH and CH, unless it specifically says NH/CH only. I've tested the integrity of the AI's reaction via the record function (and trying the combos on myself) and can confirm its the same result.

Also, I've set fast stagger recovery as my personal standard since I don't think anyone can do fastest stagger recovery every time in a real match. So, this video contains 'this-will-most-likely-hit' combos.

The only thing I missed (for a reason) is P+K on CH-- I know it launches on CH. I just haven't found a combo-video worthy combo for it though other than 236PKP. That said, ducking the active frames of a high and hitting on recovery frames results in NH (please correct me if I'm wrong), so NH P+K still has a use.
 

Omegan Eckhart

Well-Known Member
A few basic, quick launch combo's. For when you don't want to play the stun game too much.

(>) Indicates when launch has occured. These are tested on mid weight characters.

:3::3::P: > BKO :6::P::P::K: > :6::P::4::P: > :4::P::K: 85 points of damage.

:2::2:/:8::8::K::2: > :4::P: > :4::P::K: > :6::P::4::P: > :4::P::K: 84 points of damage

:2::2:/:8::8::K::2: > :6::P::4::P: > :P+K: >:2::3::6::P::K::P: 95 points of damage

:2::2:/:8::8::P: > :4::P::P::8::K: >:4::P::K: > :P::P::K: 101 points of damage.

:7::K: > :4::K: > :4::P::P::P: 65 points of damage
 

Sora

Member
Glad you liked it.

Also, as people like Mamba has been saying, one of her best options is to simply launch immediately.You don't always have to go for the full combo -- in fact, it should be done a little more sparingly. While my video demonstrates alternate ways to go into full combo, you should mix that up even further by shorter, launch combos. CH 6PP is very good in getting a guaranteed launcher, for instance.
 

XV MR ARMANI

Active Member
This combo is solid, but replace the last :4::P+K:>:4::P::K: with :4::P+K:>:4::K:>:4::P::P::P: for more damage. It is guaranteed up to mid weight and still leaves you in BKO.

My only problem with this combo is that, it doesn't work on the larger characters. But thanks though I had no clue BT:4::K: relaunched the opponent.
 

Omegan Eckhart

Well-Known Member
My only problem with this combo is that, it doesn't work on the larger characters. But thanks though I had no clue BT:4::K: relaunched the opponent.
If you are playing against a heavy weight simply leave out the :4::K: and do the rest and it will connect. Remember there are only two heavy weight characters in the game though you should be okay most of the time.
 

HaJiN

Member
aside from the bokuho combo that is normally used i mean.

But if your opponent doesn't get up quick enough you can get an easy ground attack for even more damage from the combo i put above this post.
 

Codemaster92163

Well-Known Member
I actually find it easier not to use combos that are pre-determined and instead just go with the flow. Works better for me =P
 

XV MR ARMANI

Active Member
I think I discovered a glitch.

After :3::K::K: if I do :3: :3::P: the stun threshold thingy (correct me if I'm wrong) resets so I can follow up with more hits for higher damage. I can do this reset for as long as I want too. It's not gamebreaking though I'm pretty sure a skilled player will catch on after two reps.

So I did the combo:
:8: :P:>:3::K::K:>:3::3::P:>:4::P::P:>:7::P:(CB)>:8::K:>BKO:6::P::4::P:>:4::P::P::P: (124 DMG)
:8: :P:>:3::K::K:>:3::3::P:>:4::P::P:>:7::P:(CB)>POWER BLOW (176 DMG!!)

This may be character specific though I'm not sure but it does work against Kasumi. I will do some more testing with this in the near future.
 

Doug Nguyen

Well-Known Member
I think I discovered a glitch.

After :3::K::K: if I do :3: :3::P: the stun threshold thingy (correct me if I'm wrong) resets so I can follow up with more hits for higher damage. I can do this reset for as long as I want too. It's not gamebreaking though I'm pretty sure a skilled player will catch on after two reps.

So I did the combo:
:8: :P:>:3::K::K:>:3::3::P:>:4::P::P:>:7::P:(CB)>:8::K:>BKO:6::P::4::P:>:4::P::P::P: (124 DMG)
:8: :P:>:3::K::K:>:3::3::P:>:4::P::P:>:7::P:(CB)>POWER BLOW (176 DMG!!)

This may be character specific though I'm not sure but it does work against Kasumi. I will do some more testing with this in the near future.
Since the threshold resets it doesnt count as a combo though, so whats the damage for just :3::3::P:>:4::P::P:>:7::P:(CB)>:8::K:>BKO:6::P::4::P:>:4::P::P::P:? Oh and it resets because some stuns dont allow for additional hits to extend the stun. If you wanna extend it just use :3::K: alone.
 

Codemaster92163

Well-Known Member
I remember back in Dimensions she could use any of her windmill punch variations to reset the stun thresh-hold and damage scaling, but still continue the combo. It was possible to do 30 hit combos with her in that game if you weren't countered.

As I'm not on at the moment, I can't see if what you're doing is similar to that in function, but I'll check tomorrow just to see for myself what exactly it does.
 

XV MR ARMANI

Active Member
Since the threshold resets it doesnt count as a combo though, so whats the damage for just :3::3::P:>:4::P::P:>:7::P:(CB)>:8::K:>BKO:6::P::4::P:>:4::P::P::P:? Oh and it resets because some stuns dont allow for additional hits to extend the stun. If you wanna extend it just use :3::K: alone.

90 DMG its okay considering the highest I've done with the wall was like 115 or something.

And no it counts. I played against the computer on the Normal setting and even though I did get countered alot cause I was testing, it definitely worked.
 

Doug Nguyen

Well-Known Member
90 DMG its okay considering the highest I've done with the wall was like 115 or something.

And no it counts. I played against the computer on the Normal setting and even though I did get countered alot cause I was testing, it definitely worked.
My best is 108 on no hit and no wall, but im too lazy to write it out the whole thing.Helena is kinda low on damage though.

But a good CB ender is 8K>4PK>8PP2P or 236PKP (Against a wall). Those enders for me do second to most.

Another one is CB then 7K>4P+K>4K>4PPP that one is the best i got. But this one doesnt work on heavies and requires better timing.
 

Dan

Member
These combo's you have posted are cool but they are normal hit combo's, you will never land these in a match.

:6::K: Launches on CH so you won't be able to land the CB combo from it.
:2::K::K: Against an opponent who is blocking (NH) the low kick won't stun so the second kick will be blocked, and on CH the second kick launches so again no CB combo.

A friendly piece of advice, when trying out combo's in training mode go to Training Settings > (4) Counters > Always Counter. This will help you build practical combo's that will work in matches.


Oh man the 2nd :K: in :2::K::K: CAN be BLOCKED in training mode!!! But it works a lot online for me for some reason... but thank you to confirm!!

In training mode You have no.(4)Counters : Always counter? This is more online realistic? THANK YOU FOR THAT NOTE!!!!

I have mine as:
no.2 COM reaction: guard all,
no.3 com options: stagger escape: fast, critical hold: random, Critical hold type: Mid Punch hold (because of the CB)
no.4 counters: Counters normally
cause of this this video:
which had No.4counters to: Counters normally and not Always counter
 

Omegan Eckhart

Well-Known Member
In training mode You have no.(4)Counters : Always counter? This is more online realistic? THANK YOU FOR THAT NOTE!!!!

I have mine as:
no.2 COM reaction: guard all,
no.3 com options: stagger escape: fast, critical hold: random, Critical hold type: Mid Punch hold (because of the CB)
no.4 counters: Counters normally
which had No.4counters to: Counters normally and not Always counter

If you want to land normal hit combo's on someone they would have to be doing absolutely nothing, as in they had put down their controller and were not pressing any buttons. You can see why normal hit combo's are impractical lol

Keep practising on counter hit and you will be all set.
 

Sora

Member
Oh man the 2nd :K: in :2::K::K: CAN be BLOCKED in training mode!!! But it works a lot online for me for some reason... but thank you to confirm!!

In training mode You have no.(4)Counters : Always counter? This is more online realistic? THANK YOU FOR THAT NOTE!!!!

I have mine as:
no.2 COM reaction: guard all,
no.3 com options: stagger escape: fast, critical hold: random, Critical hold type: Mid Punch hold (because of the CB)
no.4 counters: Counters normally
cause of this this video:
which had No.4counters to: Counters normally and not Always counter

You should always have guard all as reaction when testing combos. Yes, you should use always counter for testing CH combos. The only difference is I don't leave that on for default, since I stagger my hits anyway to confirm NH or CH.

The video only has NH combos (unless it specifically mentioned CH), but I can confirm that all those combos work fully on NH AND CH.
 

Sora

Member
If you want to land normal hit combo's on someone they would have to be doing absolutely nothing, as in they had put down their controller and were not pressing any buttons. You can see why normal hit combo's are impractical lol

Keep practising on counter hit and you will be all set.

I disagree. NH happens when you whiff punish someone, which with Helena, happens quite often with her crush and BKO moves.
 

Omegan Eckhart

Well-Known Member
I disagree. NH happens when you whiff punish someone, which with Helena, happens quite often with her crush and BKO moves.
What are you using for whiff punishment? Whiff punishment requires moves that you can use to enter a space quickly or has more range than the whiffed attack.

:6::6::K: Doesn't stun on normal hit, second hit can be blocked.
:1::K::K: First hit doesn't stun on NH so the second hit can be blocked, the second hit doesn't cause knockdown on NH or CH.
:6::6::P: Causes knockdown on NH and CH.
:F+K: Causes knockdown on NH and CH.
BKO :2::K: Stuns and doesn't cause knockdown on NH or CH.
BKO :6::6::P: Causes launch on NH and CH.
:3::3::P: Causes stun and launches on the second hit on NH and CH.

I cannot think of any other moves that would be used for whiff punishment. P+K for whiff punishing? I cannot think of any situation that P+K would be used for that. If you are using P+K for whiff punishment then the person you are playing would have to be pretty bad to miss an attack by such little range for P+K to connect.
 
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