Friday, October 19, 2012

Pseudo Force Wake Ups

adjective [soo-doh]
1. not actually but having the appearance of; pretended; false or spurious; sham.

When Helena's old DOA4 force wake ups were taken out the game, Helena players had to start getting real creative in DOA5 when it came to coming up with tactics to get rid of your opponents wake up kick and forcing them to get up off the ground right away. Now this is something that I personally found towards the beginning stages of DOA5 and something I play around with, but I also see a couple other Helena players have discovered this as well when I see them using it online. So I'm going to explain this new piece of Helena technology that I personally feel that every Helena player should start adding to their arsenal.

Every juggle Helena has, on any weight class, can end with almost any string variation that ends in her Handslaps. The following three strings are the Handslap strings I'm talking about to use at the end of her juggles:

BT 4ppp
BKO 6p4pp

This will leave you in BKO Stance. Once the Handslaps slam the opponent to the ground, you can force tech them with BKO 6P. Here's the twist though... BKO 6P does NOT force wake ups. The opponent can actually tech up before the BKO 6P hits them grounded. The thing is though, whether they get hit with BKO 6P or they tech themselves up, Helena is still pretty much in the same advantageous situation as if she force tech'd the opponent herself. Replacing her typical Bread and Butter combos with either one of those three strings only do a tiny bit less damage, but puts you in better Oki position. Problem in DOA games is that when you knock someone down, there is always that fear of wake up kicks. So most of the time, you can't pressure a grounded opponent. Using Handslap strings at the end of the juggles takes away the wake up kick and you can continue to pressure the opponent with your attacks. (as it should be in a fighting game)

This is gonna be your most common juggle ending string considering this is out of Helena's normal stance. Whenever you launch the opponent with a launcher that doesn't leave you in a stance, use 33p4p to end the juggle and then go into BKO 6P. You can also use this string in BKO Throw combos. (BKO Throw -> 4ppk -> 33p4p -> BKO 6P)

BT 4ppp:
You use this string from BT launchers or front-facing launchers that leave you BT.

BKO 6p4pp:
This is where things get real scummy. You use this string on the opponent when their back is against the wall. The difference with this particular string on the wall and the other two Handslap strings is that the other two will kinda push the opponent back when you force tech them or they tech up themselves. With BKO 6p4pp against a wall, it leave them RIGHT IN FRONT OF YOU AGAINST THE WALL. Pretty much resetting the whole situation. So when you slam the opponent against the wall, (cause it grants you a free combo) combo right into BKO 6p4pp. Once they are up again, that is where the real mind games begin. You can do 2f+k, or something that slams them into the wall to do it all over again, or 6f+p to get a wall throw where they can't wake up kick, or you can do BKO Throw -> P -> BKO 6p4pp -> BKO 6P, etc. The possibilities are incredible. All these options put them back in the same F***** up situation against the wall.

End your juggles with Handslap strings. It only does a little less damage than the combos you are using now and lets you keep up the pressure. After handslap juggle enders, use BKO 6P to either force their wake up or they tech themselves and the BKO 6P whiffs, but still puts you in a similar situation as if you hit them with BKO 6P. If the BKO 6P whiffs, I believe you are at a little less advantage, but still enough to pressure and mix up the opponent. Keep in mind that when they do tech up though, the opponent is not gonna be right in front of you. (they will be pushed back a little bit) So be sure to dash in a little or use ranged attacks. Take this to Training Mode, play around with it, find some post-tech setups that you are comfortable with, etc. You'll also start to notice that the juggles with 33p4p and BT 4ppp can kinda carry the opponent to the wall... Get the opponent to the wall...


Sunday, October 7, 2012

DOA5 Helena Patch Wish List

Dear Team Ninja, (PLEASE READ)

There was once a time where I felt that Helena was the perfect fighting game character. She embodied all of the tools to make her a serious and respectable character in DOA4. In DOA5, all that changed... The fighting system has changed in DOA5 to where we now have unholdable stuns, pretty good frame advantage on block, etc. As the game changed, Helena did not. DOA5 Helena plays a lot like DOA4 Helena. The best way I can describe her now is if DOA4 ever came out with a patch and they nerfed her by making her unsafe and taking away her force techs, this would be that character. The problem is that this isn't DOA4 and this is a new system. She plays EXACTLY like a DOA4 character. She has to be the only character in DOA5 that got worse since DOA4 while every other character got either a little better or a lot better.

I wanted my next blog post to be a breakdown of Helena's best moves, but I felt that this could not wait. People feel that Helena is "still good" because they aren't fighting her correctly. A lot of players aren't punishing her unsafe moves at all. She doesn't have safe ways going into her stances. She is one of the most unsafe characters in the game now for no reason. She lacks good unholdable stuns. One of her sitdown stuns, (6pp) is the second punch in the middle of a string. I also find her sitdown stuns to be easily Slow Escaped before any good followups can connect. This is a character that people feel is strong early on, but she will only get very weak later on down the road once people learn to properly fight her.

Now I'm not a big fan of nerfing the other characters. (Especially this early on in the game's life) Just straight up making the "good" characters worse can hurt the game in the long run. Instead, make the weaker characters better. Give them buffs to also make them good. In this post I decided to list a couple of changes that Helena should get in a future balance patch of DOA5:

This move should be +1 on block.

Helena lacks any real good DOA5 unholdable stuns. What I suggest is give her back her Limbo Stun on Counter Hit for 6P, like how it was in DOA2. Keep people honest. This would be a really great addition for Helena and make her one step closer to feeling like a DOA5 character.

BT 4ppp
When this move is used in a juggle state, it should hard knockdown. (like Tina's 6f+k) That way, you can force tech the opponent with BKO 6p or BKO Sweep.

I feel you should be able to go into either BKO Stance or Back Turn Stance from this move. Do F+K and hold the DOWN button to go into BKO, and to go into BT, hold the BACK button after inputting F+K. Going into either stance after F+K should leave you at least +3 on block. Helena needs more safe and advantageous ways to go into her stances. This would be fair too because the move isn't really that fast and it's a high.

This move, on CH and in middle of stun, should give her that unholdable stun where you lean backwards and fall to the ground. It's the same stun that Gen Fu's 4p+k on CH and in stun gives. Again, she needs more of these type of stuns to truly fit the DOA5 mold.

236p+k leaves her at neutral on block right now. I think she should be at +1 on block. She has strings that end with the handslaps that leave her at -4 on block. (BT 4ppp, 4p2p, 33p4p) They should be either neutral or -1 on block.

Not even gonna say 8k should be real safe or advantage on block, but I don't think it should be -8 on block. I think -5 is pretty respectable. That way it can still be punished by only Grappler Characters.

Why was this move made unsafe? Not even that it's unsafe, but it's REALLY unsafe. This move and any string that ends with this open palm should be -2 or -3 on block. This was her "Get in" move. I think it should also sitdown stun as well. It wouldn't be cheap because I'm pretty sure you won't get anything guaranteed on hit by the time you recover.

Helena needs more safe ways to go into her stances and just overall more safe moves in general. She needs these unholdable DOA5 stuns that everyone else has. The BKO duck nerf makes sense to me. She needs to be an overall better character because, like I said earlier, she is gonna get much worse as the game matures. This Helena that we were delivered right now, is just a bad version of DOA4 Helena. She needs buffs.