Still happens occasionally.Now that version 1.03 is out, anyone notice any changes? There's nothing listed about the tracking on her sweeps being fixed and her FS's still only work on crouching CH :/
yeah but it wasnt /nearly/ as prevalent tho, now it's practically every character. You're no longer rewarded for coming up with amazing combos, and instead penalized bc you didnt end the combo 5 hits ago with a close hit which just makes everyone see the same boring combo. it's sad after a while, a lot of creative and damaging combos aren't even possible anymore :/ but this is my personal takeaway. im still enjoying the game for what it is, but it's like we traded all of that for break blow resets...The fact that somehow shorter air juggles were dealing more damage than longer ones has been a thing even in past DoA games since DoA2 though. Granted it was pretty random and wasn't always true, but it was there and I remember it being discussed (with people splitting among those who apreciated it and those who hated it) aplenty in multiple communities.
Part of the appeal of Helena, at least for me, is the fact that there are so many different combo variants available an any given time. As someone who has played every version of Helena (with the exception of the 3DS version), I personally found the DOA5 version of Helena the most repetitive.The fact that to maximize damage (we're not talking about 2-3 more damage, but a lot more) you need to do those slam on the floor + close hit combos is... boring.
By now it's clear those combos are by far the most efficient combos for every character and so you find people always using the same finishers and you using always the same combos yourself.
Longer combos, as of now and aside from a small bunch of exceptions, basically are only rewarding when the longer combo allows you to slam your opponent against an object and produce an environment interaction which, consequentially, will allow you to make the combo be even longer.
Aside from those situations it's just like you said, it's never worth it and it's quite shallow.
I mean game is still fresh now and I'm still enjoying it fully, wholehartedly, but I wonder how things will feel 6 months from now, if things will stay as they are. I'm kinda concerned and pessimistic about it atm So I kinda hope TecmoKoei will do something to shake things up, eventually.
Like (trying to get this train back on topic now ) on Helena 99% of the times I find myself using the same combo that somehow ends with 4+P,K from BT, then 6+PK for a close hit. It's always like that, and it's so much better than anything else that it's hard to justify using other options.
If the difference was smaller hey, you could use something different just for the sake of aestetics or variation, but when the difference is this big it feels like you don't really have a choice.
Since I'm a Rig main I'll give you some advice.Rig
When he does his throw from his "leg up" stance he's back in his leg up stance again, with a couple of frames advantage. What's the best route to go for, from there? Standing P since it's 11frames?
Also, this isn't Helena specific, but 447 works really well against Hitomi's 6T pressure. You can avoid throws and block strike mixups at the same time.Hitomi
After her front knee throw (6,6,T?) she's at frame advantage. Are there any good options or is it simply a matter of guessing against Hitomi doing another throw, a tracking kick, or whatever else? (out of habit I normally do 1+P+K, 2,2 and then either a Punch or a Throw, but it's risky as you need to be incredibly fast, just a single wasted frame and it's gonna go wrong)
I do not recommend to go for 2t against Brad after blocking his running p, because the move becomes safe when executed at a certain range. I am not a Helena player, but I think Helena's 4p could beat all Brad's options after his running p. That move of hers seems a quick enough mid punch that tracks and crouches. If that is true, not even Brad's lying t would stop her. Sadly, I think I will not be able to play the game at least until the next week, so please give it a try in the lab and let us know...Few questions about Helena against other characters:
When he does his run+P shoulder/laydown thing how can you tell when it's safe to do a low throw and when it's not? (depends on how much he ran/how close he touched you). If not throw, anything else safe to use for Helena after that?
Also is it normal his 2+F+K often avoids mids?
Only happened a couple of times, but it crushed my wake up mid kick. Against the same user.Nothing comes to my mind regarding Brad's 2h+k being a mid crusher... Perhaps the non-true mids...
Well, I did some testing with @TRI Mike. We found Helena's 4p consistently beat every attack that Brad has after his runing p as well as his offensive hold and side step. I now realize we did not test Brad's backroll (which he uses to exit the lying stance) but I looks like 4p will beat it too. Moreover, 4p seems to always connect on BT Brad and its follow-ups seem to connect as well. It sounds like a severe punish is posible...About the 4+P from Helena that you suggest, I guess I'll try in the lab, but I don't know how to test the different frames according to how close/far he hits you.
4+P isn't the fastest move from Helena, but it has nice properties and it's one of the few tracking moves.