Hey Brute. Sorry to bother you again lol. Can you elaborate more on why, or better yet, how Helena shuts down Rig? I mean I understand that she crushes him but I don't know WHEN to crush him. I read that Rig can't enter BND stance against Helena because Helena will crush him out of it but all of his attacks link together when he gets into BND stance so I feel like whenever I attempt to crush I gey CH.
tl;dr When is a good time to crush Rig, how do I get him out of bending stance, and how can I better play against him? I know I was doing good but I want to be able to burn all of his options and make him repent for crossing Helena. Lol.
Well, from normal stance his scariest option is easily 8K, as it's a 12 frame mid kick with an uppercut stun on NH and a launcher on CH. It does not enter bending stance, though. In general, his high pokes end in bending, which is probably why you've heard that crushing beats his transitions. However, things like bending 2K poke low then high and go back into bending.
thus, if you're using BKO, the low poke will snap you out and the high hit will snag you and transition him.
That's why it's important to also be patient, because he is fast and he has enough mix-ups that you can't just blanket him and go for an easy cover. In general, bending is at it's best when you're blocking since it's attacks are safe, have tons of delays and mix-ups.
So, he's switching between them and the reset throw to score CHs. Once you're stunned, his bending pokes aren't very effective since they have short stuns (that don't typically get +20) and they trip threshold quickly, scoring lower damage. Thus, once stunned, he usually wants to transition back. But, that takes time, and a slow escape+fast poke can score you a CH.
This is where your crushing is effective. he wants a fast follow-up, so he'll be going with highs or mids, which you can crush. From block, you're in a blender-ish situation but unlike Gen Gu or Helena, Rig's rarely ever crushing anything, so you can utilize that to try and poke out of his delays at various hit levels.