Helga: Difference between revisions

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== Special Moves ==
== Special Moves ==
'''''Stationary Strike'''''
'''''Stationary Strike'''''
* '''Yodel:Charge B,Qcf+Punch'''
* '''Yodel: Charge B, QCF + Punch'''
::Very fast but Does not go full screen Destroys projectiles.
::Very fast start up, goes a little further than half screen. It can destroy projectiles, and  does not have a hurtbox. Use it to keep the opponent away from you. As long as you charge back for at least  2 seconds, you can wait a while to input QCF + Punch for the move to come out. The charge still stays even after jumping, walking or using normals.  
 
 
'''''Anti-Air'''''
'''''Anti-Air'''''
* '''Jumping Uppercut:QCF+Kick'''
* '''Jumping Uppercut: QCF + Kick'''
* '''Viking Ram:QCF+Punch'''
::A slow and weak anti-air move. The hit box stay outs the whole time. Strength determines height.
 
* '''Viking Ram: QCF + Punch'''
 
::This move works better as an anti-air since it is really fast and can hit multiple times. MP and HP versions go full screen. The hot box stays out the whole time. Strength determines horizontal distance and speed.
 
'''''Charge Attacks'''''
'''''Charge Attacks'''''
 
* ''' Valkyrie's Ride: Charge B, QCF + Kick'''
* ''' Valkyrie's Ride:Charge B,QCF+Kick'''
::This move has a slow start up, but once the attack starts, it moves very quickly. It's better to stay with Viking Ram. 


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Revision as of 09:17, 23 November 2017

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Normal Moves

Strength
Attack Stand Far Stand Close Crouching Jump Up Jump Left/ Right
Light Punch 5 5 5 5 4
Medium Punch 9 9 9 8 8
Heavy Punch 13 13 11 13 14
Light Kick 4 9 5 6 5
Medium Kick 7 13 8 10 8
Heavy Kick 11 17 5 6 5

Special Moves

Stationary Strike

  • Yodel: Charge B, QCF + Punch
Very fast start up, goes a little further than half screen. It can destroy projectiles, and does not have a hurtbox. Use it to keep the opponent away from you. As long as you charge back for at least 2 seconds, you can wait a while to input QCF + Punch for the move to come out. The charge still stays even after jumping, walking or using normals.

Anti-Air

  • Jumping Uppercut: QCF + Kick
A slow and weak anti-air move. The hit box stay outs the whole time. Strength determines height.
  • Viking Ram: QCF + Punch
This move works better as an anti-air since it is really fast and can hit multiple times. MP and HP versions go full screen. The hot box stays out the whole time. Strength determines horizontal distance and speed.

Charge Attacks

  • Valkyrie's Ride: Charge B, QCF + Kick
This move has a slow start up, but once the attack starts, it moves very quickly. It's better to stay with Viking Ram.


Special Damage
Attack Normal Super KO
Yodel 13 20
Viking Ram 12 18
Jumping Uppercut 10 15
Valkyrie's Ride 10 15