Dr Teeth: I would suggest first you do her exercise enough until you get comfortable enough using her other tools. You really weren't doing anything with her, nothing that you were supposed to be doing.
For starters,
is one of your best friend with her, it is a very good crush move and it launches. You kept on doing, actually, you only launched with her 9
. That move is unsafe if it is blocked or wiffed. Then you have to look at the character that you are throwing that mid-kick at. Every time you launched with that move you got a decent amount of damage, if you didn't miss the juggle. But when Ayane held that move the damage she gave to you is in no comparison to what you did to her.
The point is, Ayane is not one of the characters to just throw mid-kicks at freely, most Ayane players look for any type of mid-kick being thrown ( as Gill kept doing to you) if it's launching them or not because of the juggles that she can do along with the damage output of those juggles.
You also have start using the main tool that makes her a great character, her Bokuho stance. The bokuho throw, the duck that allows her to duck all highs and mids (can't remember the name) but
,
(crushes and launches on normal hit),
(launches on counter hit). These are just a few good things that she can do out of the stance.
from the Bokuho stance, although it is a crush move and launches on normal hit, the move is slow and unsafe if it is blocked or wiffed. Still with these draw backs, it is a decent move to do to mix up with.
(16i) in the Bokuho stance is a little faster than
(18i) but the kick is a mid-kick so you will have to watch what characters you throw that move at. Hitomi, Kasumi, and Ayane off the top of my head are the characters you want to watch how many times you launch them with mid-kicks.
When you knock your opponents down stop trying to do jumping kicks or punches to counter blow the wake up kicks. If you do manage to land a jumping kick it gives a counter blow and the damage is sorry. If you land the punch it gives a stun which forces a 50/50 mix up.
Helena does fairly good with her kick holds. Her High Kick hold gives her 60, 75, and 90 points of damage and she picks up enviromental damage from it on exploding floors (103 points on high counter hold). Her Mid Kick hold gives her 60, 74, and 89 points of damage, and her Low Kick hold gives her 60, 75 and 90 points of damage and she picks up enviromental damage from this one as well (103 points on high counter hold).
*The 3 different numbers for damage points is based on which hold you do. More points are given for a High Counter hold. Your timing on your holds depend on which hold you do.
So the trade off of you doing a jumping kick or punch is a bad idea compared to what you can do by making proper reads on which wake up kick is coming.
Take her into sparring and explore her more if you haven't, watching the videos, to me, it just seemed like you were rushing to press buttons. Not giving any real thought into what you wanted to do. Mainly because you don't know how to fully play Helena, so I understand that.
If you have a Xbox GT I could possibly help you with her more. Going to school full time and other activites doesn't grant me the time to sit and really play any game that much. But I can help whenever I am on, if you want?