Saturday, February 12, 2011

My Top Ten Helena Moves to Victory

Victory
noun [vik-tuh-ree]
1.  a success or triumph over an enemy in battle or war.
 
  
You have to have the ammunition to use the weapon. You can have the perfect weapon, but what use is it to you with no clips? Don't be the one stuck on the battlefield awaiting your death like a scrub.
 

1.) BKO f+p - My favorite move with Helena. Known as The BKO Throw. 12 frame throw from BKO stance. The BnB combo after the throw is 4ppk,9k. If you want to go for a more Oki setup, you can use the two Untechable setups I mentioned in my last post. One thing about the BKO throw you should know is that you don't have to wait until you are fully in the stance to use it. You can press 2p+k to go into BKO, but instead of waiting until it gets in the stance, press f+p while Helena is going down to do the throw. It's like canceling out some activation frames so the throw can come out faster. Be warned though, if you are playing against a reckless opponent who is just hitting buttons, be careful using the throw because you will get popped and very unhappy. Lets face it, you can't use mind games on a mindless one. I will say this though, the 4p2p Uncounterable setup after the 1k(2),4k Untechable from BKO Throw is a great scrub buster and stuns on hit.

2.) pkk - Good interrupting string and good poke. The full string can actually go up to pkkk, but most of the time you are only going to want to use two kick follow ups after the punch. Blocked pkk is -10. pkkk is -11 on block. Both can be punished, but a lot of the times, people are skeptical to do anything after blocking pkk just for the fear of that last kick coming out. The second kick stuns on hit.

3.) 9k - Possibly her main launcher. Two mid kicks come out to launch you for the juggle. Though the second kick can actually be countered, it's very rare seeing that because it comes out too fast. It's also a Normal Hit (NH) launcher. That means that the opponent doesn't need to be in a stun or Counter Hit (CH) to launch them. Tactic I like to use with this move is to stun my opponent and go for a quick launch with 9k. People like to get their opponent into a deep stun first so when they decide to launch them, they get max height and max damage. But most people who have played me know I like to go for the quick and easy damage. Stable BnB from this launcher is pp2kp.

4.) 2f+k - Very good low attack that puts you in BKO stance. On hit, the move stuns. On block, it is low throw punishable. After you hit your opponent with this move, you can press UP on the pad and stand up. I like to loop this move by standing back up. So for example: 2f+k connects, opponent is stunned, you stand up, 2f+k again, and so on. It turns into quite the stun mix-up where you can also stay in BKO stance after using this move and BKO 6k to launch them for the juggle. It's not that fast of a move and it is blockable on reaction, but you will soon realize that you can hit people with 2f+k pretty often. Kind of a sneaky low attack.

5.) p+k - Every Helena player should be using this move. A mid punch that crushes High and most Mid attacks. This is one of the best moves in the game. Excellent panic attack. Launches on CH. Unsafe on block, but has a Punch followup at the end to catch opponents off guard at times. The move goes under mids, USE AND ABUSE IT!

6.) 33p - Good High Crush attack. Stuns on hit. After you hit them and stun them, you can sometimes get away with walking all the way around them to expose their back and get in some damage.

7.) 66p - It's actually quite sad that this is the only Safe Move on my list. I guess you can say that Helena doesn't rely on being safe too much, but relies on adapting to the opponent and taking risks so you can get some good mix-ups. But 66p is a safe mid attack and can also be used as a While Running attack. After blocked, you are left safe and is a good way to bait out p+k CH. On hit, it puts the opponent in a sit down stun.

8.) BKO 6p - A good fast mid poke. Stuns on CH and a good way to prolong stuns.

9.) 214 f+p - Her command throw that leaves the opponent back-turned and leaves Helena in BKO stance. Pretty good mix-ups come from this throw. BKO 4k, BKO 6pp, or BKO Throw are three of many good followups that can be used to punish your opponent.

10.) BKO 4k - One of the best sweeps in the game. (Coming second to Busa's safe sweep) Pretty fast and can remain in BKO stance by holding the down button after the command. Can be abusable at times seeing as it trip stuns the opponent into a mix-up of another sweep or something else. Can be low throw punished on block.

Honorable Mention: 66kpp - I love this attack string. The string is a Low to Low to Mid. The kick part of the string is a low attack. Good way of getting in on the opponent because it covers a lot of distance. You can hold the Down button after the 66k and put yourself in BKO stance. If you do the second part of the string, a lot of the time it gets countered, so be careful. The last punch in the string is actually chargeable. This string is also Helena's most damaging juggle ender, Helena just has to get a high enough launcher to do this juggle ender. 

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