Helma
Helma's Reverse Charge mechanic:
-Certain inputs have an HOLD effect, as detailed below. The way this works is fairly simple. It is like a Mega Man game, where pressing down on the button fires the buster or attack, but keeping it held has it fire THEN start charging up. Here, it throws out the specified attack, and then if held long enough, when you release it, the follow up attack happens. This can also be used on certain moves to delay the secondary input. All her holds follow the same number of frames of holding before releasing the button will throw out the attack. If you release the button during the animation, if you've held the button long enough, Helma will automatically follow up with the HOLD attack as soon as possible.
Helma's Play Style:
-A rush down with an easy-to-understand move set. She is meant to get in and stay in. She has multiple moves that close distance, moves that cover the corner, reads, and a large anti-air. Good startup character. Someone I was speaking to likened her to Painwheel in that she gets in and is hard to push her out if the player knows how to use her.
MOVE LIST:
[Command Moves:]
C.
-A close-range grab where Helma hits the foe with the lighter in her index finger, dealing small damage and then kicks them away a short distance, stunning but not knocking them over. Able to be combed out of.
-Cannot be comboed into.
[I'm not familiar with command grabs, so I don't know what a good input for it would be.
D. [HOLD]
-A launcher normal. Helma does the basic attack, a knee strike that moves her forward very slightly. It's kinda like Fukua's s.MK, which moves her forward ever so slight, except here it moves Helma forward a bit more than Fukua. Though it's frames are more like a heavy attack.
-Easily punishable, best comboed into.
-When held, Helma follows up the knee strike with a burst of fire from the flamethrower nozzle in the knee of the leg. This burst of flame has a slightly large hitbox, given the fire blooms out a bit, giving it some possible use should you miss the initial kick and not get immediately punished. The fire launches the foe into the air, being followable with a jump in similar fashion to Skullgirls launchers.
D. [HOLD] (Air)
-An aerial finisher. Helma puts both feet out in a kick. The animation is lot like Beowulf's air kick, where he extends both feet. Has about the same frames, too, though slightly less range. The attack creates a small bit of forward momentum with it, as well.
-When held, the nozzles on the bottom of her robotic feet both blast, loosing a quick jet of flame forward that has surprising range. The attack creates a large knockback on the opponent, quickly sending them towards the wall and ground. On Helma, it creates momentum away from the opponent, however.
[Sulfur in the Air]
A. [HOLD]
-Helma does a kick forward, extending her foot. This initial hit has fairly good knockback. Has average recovery, but most of that is canceled when the button is held.
-Holding it down after the initial kick will release a fairly long and straight jet of flame forward. It is weak damage-wise, but can hit up to 5 times if held down the maximum amount of times. It can nullify projectiles and useful against some rush attacks.
-It can juggle, but given its range, comboing off of it may not be possible, it's more for utility. I haven't decided about whether it can be comboed off, though it can certainly be comboed into and chained into specials.
[Fire Bait]
A. (In Air OK)
-Helma jumps back a small distance and then rockets forward using her fire to propel herself. More of a feint. Helma comes in a bit high over the ground, making it appear as if it may be a high hit, but in reality is low. It is due to the angle she throws herself at. Fairly similar to Slayer's Dandy Step, where he backsteps,
then dashes forward with a followup punch or kick depending on input (this wouldn't require a secondary input obviously) and Big Band's Brass Knuckles.
-On hit, has heavy hitstun and puts enemy into a knockdown that can be followed up on.
-Has a large amount of recovery on block, making it easily punishable.
-When used in the air, she launches herself at the ground, flipping around to land hard on her feet, hitting the area directly around her with a decent shockwave.
-Air has a wide hitbox around the landing area, making it a good followup to some of her aerials or as a jump in attack.
[Blast Trap]
B. [HOLD]
-A kick that looks a bit more like a stomp. Best when comboed into, but possessed fairly low startup and recovery otherwise.
-On hold, Helma creates a small burst of fire at the enemy's legs, throwing them down. Can followup with a juggle.
[Scorch Wheel]
B. (In Air OK)
-An anti-air move. Helma does a small standing flip up into the air, using her flamethrowers to create a ring of fire as she does so. Creates a very small jump.
-Decent startup, but easily punishable when blocked on ground, due to low jump height.
-Possesses large hitstun, but is harder to combo off of due to execution time vs. grouned opponents, and due t knockback against aerial enemies.
-on hit, there are two secondary inputs to follow up with. (Kind of like Ragna's Gauntlet Hades in design)
-Possesses slightly disjointed hitboxes for the fire, making it cover a large area, even around her on the ground.
[Scorch Wheel (Follow up)]
B.
-After hitting the ground again, Helma immediately launches herself back into the air at angle, catching the foe at the very end of the hitstun period with a powerful punch.
-Attack pushes the foe away a small bit in the air, but can be comboed off of to form a new combo, making her anti-deadly.
-On input, Helma hurtles herself at the ground, meaning that the input can be delayed a bit before she touches the ground, if necessary.
[After Burner]
Grab/C.
-Helma launches herself upwards a very short distance at a slight angle. If it catches the opponent mid-air, she grabs them, planting her feet into them and blasting them with fire and flipping off them as they are blasted into the ground for an untechable knockdown.
-Quick startup and decent priority make this more effective against jump ins than Scorch Wheel.
-Very similar to I-No's ground-air read attack, where she jumps a short distance forward and catches you in a midair grab if she hits you. This has about the same angle as that.
[Jet Kick]
D. [HOLD]
-A powerful short-range kick. Helma uses the knee nozzle to boost her kick, making it extra powerful.
-Heavy knockback and knockdown for enemy. Great for wall bounce and corner combos. Similar in knockback to Filia's s.HK
-Upon hit confirm for the initial hit, if button is held, she will blast with the nozzle on bottom of her foot on kick immediately, launching them a bit higher and farther, making it easier to get a wall bounce. However, it throws them into an untechable knockdown, so hitting the wall bounce is critical.
I feel she has room for a few more moves, particularly HOLD moves, but I can't think of any. Maybe she doesn't need any more moves. What you all think? Also, she's still missing specials, mostly cause I'm focusing on the base move list unless the specials play a heavy influence on the move list itself.