Guaranteed Set Ups

Omegan Eckhart

Well-Known Member
Okay I'm going to write briefly about Helena's guaranteed set ups obviously talking about her sit down stuns. I will go through each one detailing what is guaranteed from each one and how they will work post patch.
For the sake of not wasting time all attacks are tested on CH and Fastest Slow Escape so we can know what is truly guaranteed.

A heads up, one reason I am writing this is to clear up any confusion on what Helena's sit down stuns actually do and I also want a post to send to TN so they will understand just how bad her sit down stuns are and how the patch is going to make them even worse.

6PP (>) High P > Mid P
This one grants Helena +15. The only follow up that is guaranteed is 3P. You can do 3P4P for a launch but the launch is not guaranteed and the only attacks that will connect whilst they are airborne is 4K or 2P. You can continue the string with 3PPP but the second P will remove any degree of stun leaving Helena at -1 if free cancelled, and the third P will whiff entirely.
Post patch instead of getting a guaranteed wall combo we will only get a guaranteed 3P instead. Losing 63 points of guaranteed damage.

3PPP (>) Mid P > High P > Mid P
This string grants Helena again +15. This is the same as the above but with a 12 frame Mid P at the start of the string. The problem with this string is that due to it's length it ends one hit away from crossing the stun threshold. The only guaranteed follow up is 3P which crosses the stun threshold and knocks the opponent over so this sit down stun is actually useless.
Post patch this string won't guarantee a wall combo any more and there will be no way to hit the opponent into the wall as 3P is the only guaranteed follow up so Helena will lose 66 points of guaranteed damage reducing the combo's damage from 126 points of damage to 58 points of damage.

22/88P (Side Step P) Mid P
This move grants Helena +15. Again only allowing a 3P follow up. 3P4P will whiff so you cannot launch from this string. You can continue the string till the second P of 3PPP, free cancelling there leaves you only at +3 as this hit removes deep stun, you can finish the string which will cause knock down.
Post patch this attack won't guarantee wall damage either again only leaving Helena with the same options as the above two sit down stuns. Although with a good guess you can still get wall damage unlike 3PPP. The one buff for this move is that it will stun on NH though which is a plus.

BT 7P (>) Mid P
This one only grants Helena +13. Yep that's right Helena has a sit down stun that doesn't guarantee anything at all. No lousy 3P, nothing at all. This still interacts with walls though so she can still get 102 points of damage using 236PKP for a wall combo.
Post patch nothing has changed.

214P (>) Mid P
This move only grants Helena +13 when free cancelled but it has has good string follow ups so this one is actually useful. This one has a Low K sweep follow up that is guaranteed, a Mid P launcher that is guaranteed (although it requires very precise combo usage to be combo'd from) and a Mid P 3in1 follow that leads into BT. When free cancelled it guarantees nothing.
Post Patch there is no change to this move.

All in all Helena's sit down stuns are pretty worthless, she can't sit down stun into critical burst or launch. The only one you will find yourself using is 214P. Losing wall blow back is actually a nerf for Helena because she doesn't get enough frame advantage to guarantee a wall hit therefore she loses substantial guaranteed wall damage.

If her sit down stuns were +16 she could guarantee 9K. This would make the removal of wall blow back a buff for her like other characters. She could also mix up between 9K or 9P after landing one so she had some kind of mix up and was rewarded for landing one of these types of stuns.
It would be nice if she had one deep sit down stun, increasing the stun on 214P would be useful plus the animation would fit. Lastly giving her a feint stun would help too, BKO K would work as it's a High and has a lot of recovery when whiffed.
 

DR2K

Well-Known Member
Post patch instead of getting a guaranteed wall combo we will only get a guaranteed 3P instead. Losing 63 points of guaranteed damage.

False, you can get a near guaranteed launcher after her sitdown stun at wall and continue a wall combo. The sitdown stun will no longer clash with the wall either.
 

Omegan Eckhart

Well-Known Member
False, you can get a near guaranteed launcher after her sitdown stun at wall and continue a wall combo. The sitdown stun will no longer clash with the wall either.
These are lists of what is guaranteed. You just said near guaranteed launcher, so what did I say that was false? It is not guaranteed therefore it is true. How does that not make sense to you, did you even read what I said before you disagreed with it? You said these guaranteed set ups are false because you can NEAR guarantee something else!

I have tested it and it is not hard to slow escape to block the launcher, seriously IT IS NOT HARD AT ALL.

What you are saying is that her set ups are good because players who don't know how or when to slow escape can't get out of them.

How about we take ALL guaranteed set ups out of the game and replace them with set ups that only work against scrubs? Cause by your logic that would be okay.
 

DR2K

Well-Known Member
Well near guaranteed means that you can escape on paper, but in reality it will not be happening. You have 1 frame, you have to know the sitdown stun is coming, mash at fastest speed asap.There's multiple factors in her set ups that make them great. No one has ever held out/blocked of 9k after a sitdown stun and I've played people of all skill levels.

Not sure where you're getting the loss of "GUARANTEED" 63 damage points. Her damage and combo potential went up in this patch.
 

Omegan Eckhart

Well-Known Member
Well near guaranteed means that you can escape on paper, but in reality it will not be happening. You have 1 frame, you have to know the sitdown stun is coming, mash at fastest speed asap.There's multiple factors in her set ups that make them great. No one has ever held out/blocked of 9k after a sitdown stun and I've played people of all skill levels.

Not sure where you're getting the loss of "GUARANTEED" 63 damage points. Her damage and combo potential went up in this patch.
I can SE out of 3PPP and block 9K, 6PP is even easier. I actually had someone get out of it earlier today. As long as you SE after you get hit initially then you can block it. I don't know about you but I begin slow escaping after the first stun hit lands.
Don't write it off as just "on paper", I can slow escape out of it and like I said I have had others SE out of it. Why should her sit down stuns rely on poor game play to work? All they need to do is buff them from 15 frames to 16 frames of unholdable stun and they will always work.
What is wrong with wanting sit down stuns that are guaranteed to do something useful instead of relying on poor game play to work?

As far as loss of GUARANTEED damage do I need to explain this? If the opponent SE's correctly Helena cannot guarantee any wall damage from her sit down stuns, that is a fact. The ONLY way you will get wall damage now is the opponent fucks up.

All you are saying is that it doesn't matter that Helena lost guaranteed inescapable damage cause we can still get damage if the opponent screws up.

That damage should be guaranteed just like with every other character, not reliant on the opponent screwing up.
 

DR2K

Well-Known Member
Just the one earlier today? How are you so sure your timing wasn't off?

Nothing wrong with wanting it to be guaranteed, but you have a lot to work with.
 

Omegan Eckhart

Well-Known Member
Just the one earlier today? How are you so sure your timing wasn't off?

Nothing wrong with wanting it to be guaranteed, but you have a lot to work with.
Not just today it has happened on other occasions. I can't see how my timing could have been off, DOA5 allows you to pre buffer the shit out of inputs. This isn't SFIV.

Sit down stuns should not require poor game play to work, a +1 frame extension on 3 sit down stuns and a buff of +3 on the other two and Helena will have legitimate sit down stuns that will still be weak in comparison to other characters who can get +23 but will have something that serves a purpose.

I don't want to throw 9K out there hoping they screw up just to have it blocked and get throw punished. Sit down stuns are meant to eliminate guessing at least for one hit.
 
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