My quick list of additions/changes followed by my take on Mamba's. I avoided overlap between the two:
- 10-15% damage buff.
- 4P should be +3 on block.
- Less recovery on BKO Duck
- Faster tech crouch on BKO (i5) and BKO Duck (i4)
- BT 4P+K (whatever the new move is, forget the notation off hand) should be +2 on block
- BT PP2P should be +5 on hit like it was in DOA2U
- 33P should be i12
- BT throw and 214T should give enough frame advantage to get a guaranteed launch. If not 214T, definitely BT throw since it's so slow and Helena doesn't have a low throw from BT
- SS P should be safe (-7)
PPK
This move should be +1 on block.
I agree with this, so long as PPP becomes safe again. Although I actually think it should be +2 or even +3. Helena is one of the slower characters in the game. Put her up against Pai, Christie, Kasumi or even Jann Lee and +1 means nothing.
6P
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.
LIMBOOOOO STUUUUN!
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 could take this or leave it. If Helena doesn't have a forced tech game from BT I won't complain. I'd rather focus on other issues.
F+K
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 should be at least +15. It's high and slow, she should get a guaranteed attack if it's blocked. Akira does, Christie does, no reason Helena shouldn't. Also, if she gains the ability to transition into BT or BKO, she should get the same or better advantage, She should not get less advantage for the stance transition.
BKO K
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.
I agree with this. Although I don't know how much it would benefit her. That's an awkward stun that can be hard to follow up. I'm not sure how much Helena would be able to get off of this.
Handslaps
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.
- Change 236P+K back to the old notation of 3P+K.
- All "handslap" attacks should be 0 on block at the very least. I'd prefer they be +2 so that Helena can beat out i11 mids.
8K
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.
Maybe I'm confusing things, but isn't this her jumping kick that leaves her in BKO? If so, at -5 she can be punished by pretty much every character, just like how her handslaps that are -4 can be punished.
66P
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.
It should be safe... I also wouldn't mind a sit-down stun, but I don't see that happening. Kokoro gets one off of a similar attack, but her fighting style is different than Helena's. Oddly enough, you get a sit-down stun if 66P hits on NH... or at least you did at one point. I don't remember if that's still the case in the final build. Not that it matters, since the likelihood of hitting anything on normal hit is pretty rare.
All open palm attacks should be safe though. At the very least they should all be -5 like they were in DOA4.