Black Mamba's Kill Blog

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DR2K

Well-Known Member
They didn't deny her being nerfed, they simply said she was changed to play a certain way. They won't bother making any changes that require a lot of effort. The only thing they may do is change frame data which will be enough to buff her. She won't get faster, she has always been mediocre with speed that isn't about to change. My prediction is that she may get a slight damage buff and become a bit safer that is all they will probably do.

I have a feeling that they'll be doing more than that, this Team Ninja has collectivly pissed off the majority of Helena fans.Or you know they'll nerf everyone else to her level for the lulz.

pp2kp shall return and her limbo stuns!
 

Doug Nguyen

Well-Known Member
I have a feeling that they'll be doing more than that, this Team Ninja has collectivly pissed off the majority of Helena fans.Or you know they'll nerf everyone else to her level for the lulz.

pp2kp shall return and her limbo stuns!
Were limbo stuns even useful before DOA5? Couldnt you hold out of them. And is there really any difference between all the stuns other than the animation? Which one do you think is the best?
 

DR2K

Well-Known Member
Were limbo stuns even useful before DOA5? Couldnt you hold out of them. And is there really any difference between all the stuns other than the animation? Which one do you think is the best?

in DOA2 she had a psuedo-infinite with 6p(limbo stun) :5: 9p. It was especially good on water. They were also good in DOA3.

Limbo, faint, and sitdown are as good as the amount of (unholdable)advantage you have in DOA5.

Her sidestep punch from 3.1 and bokuho evasion need to be restored to their former self. pp2kp(and pp2kk) because it looks cooler than any of her other enders.
 

Doug Nguyen

Well-Known Member
in DOA2 she had a psuedo-infinite with 6p(limbo stun) :5: 9p. It was especially good on water. They were also good in DOA3.

Limbo, faint, and sitdown are as good as the amount of (unholdable)advantage you have in DOA5.

Her sidestep punch from 3.1 and bokuho evasion need to be restored to their former self. pp2kp(and pp2kk) because it looks cooler than any of her other enders.
Oh dang, she is missing some pretty useful things then. I only played her in DOA4 but very casually, so thats why i didnt really understand why everyone was saying she was so much better before.
 

DR2K

Well-Known Member
Oh dang, she is missing some pretty useful things then. I only played her in DOA4 but very casually, so thats why i didnt really understand why everyone was saying she was so much better before.

She was considered the worst in DOA2 and very low in 3. Force techs, higher damage, everyone else getting nerfed, and godly crushes made her top tier in DOA4.
 

Omegan Eckhart

Well-Known Member
With how the gravity works in DOA5 PP2KP wouldn't be very useful. In a lot of air juggles 236PKP will land but PP2KP will not due to the latter's hit box not being low enough. Even if we got it back it wouldn't help our air juggles so I'm not really concerned about it.
 

DR2K

Well-Known Member
With how the gravity works in DOA5 PP2KP wouldn't be very useful. In a lot of air juggles 236PKP will land but PP2KP will not due to the latter's hit box not being low enough. Even if we got it back it wouldn't help our air juggles so I'm not really concerned about it.

What's the difference in gravity? Most old combos seem to work just fine for just about every character.
 

Dr. Teeth

Active Member
Standard Donor
She was considered the worst in DOA2 and very low in 3.

To be totally honest, I think she's better in 3 than a lot of people give her credit for. I'd say she's more mid tier, but this ain't the place to discuss it I guess.
 

Omegan Eckhart

Well-Known Member
What's the difference in gravity? Most old combos seem to work just fine for just about every character.
The gravity for every launch is slightly different in DOA5. This is why when you do her BKO grab 1KK connects before they hit the ground. Same deal with P+K from BT on basic counter hit, when it lands you can't do PPK , but you can do 236PKP.

Very few moves have new properties in DOA5 it's just the altered gravity that allows for different juggles.
 

shinryu

Active Member
So I think I've found a decent "force tech" setup for Helena off a juggle that leaves her in her normal stance: it may be preferable to the 33p4p ender in terms of the frame advantage you get, but not sure about damage. Anyway, as an example, try 9k 236pk 1k hold 2. If the opponent doesn't tech, you should hit with 1k as they land, roll them over, and be in position to force tech with BKO 6p for +20 (holy hell) advantage. If they do tech you're still in BKO and you're at enough advantage (+5 or so) that BKO 4p should stuff Kasumi's p; I couldn't get BKO 6k to work but BKO p+k and 2k will probably evade and stun/launch against many attacks. If they fail the 1k tech but tech the the 6p you're still in a situation where continuing the string should stuff retaliation but I'm not sure if canceling out will let you do anything else. You may have time to watch for the tech before committing to 6p but this is hard to test against the CPU. Still seems like a good setup. Since you're ending in BKO if they block after they tech this can start the BKO loop up
 
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