Helena combo thread

CrimsonCJ

Active Member
Yeah same here. I always gravitate towards my combos that go well naturally.
No kidding. I'm slowly reintegrating some of her options to extend combos and to increase my options in a yomi situation... but, honestly, some days I even forget I can get in low at mid-range at all, which is simply 1KK or the like. Whoops!
 

Omegan Eckhart

Well-Known Member
I've been seeing how much damage I can get with a wall combo, the most damage comes from landing her 3in1's on a non airborne opponent.

I'll use BKO :6::P::4::P::P: as an example:

:2::F+K: > :6::P::4::P::P: > :4::P::K: > :2::3::6::P::K::P: 153 points of damage.
(This combo was tested on Depth with Danger Zones on)
As long as you can land her 3in1's on an opponent who is grounded you can use BKO :4::P::K: to raise them up whilst airborne to land :2::3::6::P::K::P:. With this doubled up 3in1 you can only land on stun hit before execution so choose that attack wisely.

Outside of her 3in1's you want to aim to use :6::6::K::P::P: for wall combo's as it does the most damage.
It will land off of anything that leave her in forward facing stance with the exception of these attacks:

:9::P::K:
:P::P::K:
:F+K:
:K:

If you happen to land one of these attacks for the wall splat just use :2::3::6::P::K::P: as your follow up combo.

Edit: I added this to my Helena Breakdown thread and ending up expanding on it so there is a more thorough explanation there if anyone needs it.

Copy pasted from my Helena thread:

Combo Extensions with the use of Collapsible Objects:
When hitting someone into an arena object such as a chair or block of ice you are granted +62, when the opponent is slow escaping at the fastest possible speed you still get +52 to play with.

When you land one of these stuns you best option is to do:

(Using :2::3::6::P::K::P: to land the stun)
BKO :P+K: > :4::P+K: > :4::K: > :4::P::P::P: This will net you 119 points of damage.

This is an example of a combo that once the unholdable stun hits is guaranteed. You can add stun before launching as long as you are okay with risking being countered. Personally I'd just take the unholdable launcher though.
 

XV MR ARMANI

Active Member
YO GUYS I found a combo that does more than 120 Dmg!! Lol she's finally up there with the big dogs now.

:3::K::K: > :3::3::P::4::P: > BKO :6::P: > :7::P: (CB!) > BKO :6::6::P: > :4::P::P::K: > :3::3::P::4::P: (136 Dmg) > BKO :2::K: (142 Dmg)

Can somebody test this for me? I'm not too familiar with the setup of DOA's training mode.
 

KwonJigglypuff

Well-Known Member
YO GUYS I found a combo that does more than 120 Dmg!! Lol she's finally up there with the big dogs now.

:3::K::K: > :3::3::P::4::P: > BKO :6::P: > :7::P: (CB!) > BKO :6::6::P: > :4::P::P::K: > :3::3::P::4::P: (136 Dmg) > BKO :2::K: (142 Dmg)

Can somebody test this for me? I'm not too familiar with the setup of DOA's training mode.

Works on Kasumi.
Not on Bayman/Bass of course, but you can use 33P 33P4P 2K after her BKO_66P instead (129).
 

Doug Nguyen

Well-Known Member
YO GUYS I found a combo that does more than 120 Dmg!! Lol she's finally up there with the big dogs now.

:3::K::K: > :3::3::P::4::P: > BKO :6::P: > :7::P: (CB!) > BKO :6::6::P: > :4::P::P::K: > :3::3::P::4::P: (136 Dmg) > BKO :2::K: (142 Dmg)

Can somebody test this for me? I'm not too familiar with the setup of DOA's training mode.
Great set up. I tried it out and i can say before CB is where most of the damage beats the combos on here. After CB i think its about the same damage that others have posted.
 

shinryu

Active Member
Is there a reason people aren't using 9k to 1ppk? I mean, it's only 50ish damage, sure, but seems like it works on everybody even after a stun and it's a rock-solid force tech into BKO 6p/2k/f+p or whatever the fuck you want. Also, I'd strongly consider using 6kk or 4ppkk as enders if you've trained an opponent to tech. Properly timed, you can BKO throw with impunity when they tech it looks like (as in, they can't even attack out of it). This is on top of the BKO 2k/BKO 6p mixup.
 

Doug Nguyen

Well-Known Member
Is there a reason people aren't using 9k to 1ppk? I mean, it's only 50ish damage, sure, but seems like it works on everybody even after a stun and it's a rock-solid force tech into BKO 6p/2k/f+p or whatever the fuck you want. Also, I'd strongly consider using 6kk or 4ppkk as enders if you've trained an opponent to tech. Properly timed, you can BKO throw with impunity when they tech it looks like (as in, they can't even attack out of it). This is on top of the BKO 2k/BKO 6p mixup.
I used to use 9K 1PPK. But i think 9k is a risky no hit launcher. And i just use 33P4P for her pseudo force tech. I prefer it over her true force techs.
 

shinryu

Active Member
I don't understand why you'd prefer the pseudo if you have a shot at the real thing, unless you're going to drop the pseudo 6p and pressure once they're trained. You have every option in the world after 1ppk, it's a perfect starter for the force tech vortex. 9k works after pretty much any stun where you're in normal stance too.
 

Doug Nguyen

Well-Known Member
I don't understand why you'd prefer the pseudo if you have a shot at the real thing, unless you're going to drop the pseudo 6p and pressure once they're trained. You have every option in the world after 1ppk, it's a perfect starter for the force tech vortex. 9k works after pretty much any stun where you're in normal stance too.
Because im so used to pseudo force techs. Also i think the pseudo force techs give me more time to think of my next move and the set ups are more damaging
 

CrimsonCJ

Active Member
I don't understand why you'd prefer the pseudo if you have a shot at the real thing, unless you're going to drop the pseudo 6p and pressure once they're trained. You have every option in the world after 1ppk, it's a perfect starter for the force tech vortex. 9k works after pretty much any stun where you're in normal stance too.
You understood why I tend to, though; option out a smart player with pseudo if you're position. If they tech and you just time the attack to the inevitable tech rather than wiff the 6P at all. It's a flexibility thing, really.


I have used 1PPK, but in moments the timing is not what you want and I don't really love the spacing.
 

shinryu

Active Member
The difference is 1ppk gives you literally everything on a silver platter. You BKO dash up and it's BKO throw, BKO 2k, or whatever. If 6p hits it's great, but 6p is a pseudo. Your options are much, much more limited afterwards.
 

CrimsonCJ

Active Member
The difference is 1ppk gives you literally everything on a silver platter. You BKO dash up and it's BKO throw, BKO 2k, or whatever. If 6p hits it's great, but 6p is a pseudo. Your options are much, much more limited afterwards.
This really just is not my experience with 1ppk. I've found that the recovery on the K is such that it nullifies some of the tech; add in the dash and often *I* can get thrown rather than my opponent. Or just jabbed out, etc. I do it still, but I find my opponents react much more intelligently to the 1ppk than to the 6p.
 

CrimsonCJ

Active Member
Kinda looked again at the combo Armani again. Notably, the reason why it works so well is that the kicks reset the stun meter, allowing you kinda just to go at whatever string you want to again (but it needs the 33P pick-up, I think?). So, playing a bit, you can kinda do stupid stuff like this.

P+K-3KK-33P4P-(BKO)6PP-7P-BKO 66P-4PPK-33P4P: 152

Alternately

214P4P-(reset to forward)-3KK-33P4P-(BKO)6PP-7P-BKO 66P-4PPK-33P4P:162

Probably not that practical, but amusing nonetheless. All comes out of neutral and none of it requires counter or anything.
 
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