Nickelodeon All-Star Brawl/Helga Pataki: Difference between revisions

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(→‎Moves List: Expanded on move descriptions for lights)
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|description=  
* Very high knockback, can kill by the ledge.
Helga shoves whoever's in front of her with both arms.
* Very high knockback for a jab. Becomes a relatively safe kill option to throw out if opponents start living for too long.
* Sets up for jablocks and down light chases at low percents.
* Sets up for jablocks and down light chases at low percents.
* Good range and decent safety make it relatively safe on block when spaced. However, like most of Helga's safer moves it is a mid, meaning keen opponents can hold forward block to cover yellow blocking it, jump light, jump strong and slingshot at the same time.
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|description=  
* Average up tilt.  
A quick and simple upward arm swing.
* Can set up into juggle situations.
* Sets up for jump light strings and juggle situations on hit.
* Looks weird.  
* Good follow-up off of dash attacks for starting combos at lower %s.
* Starting around 80% can lead to a jump up strong follow-up kill
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|Safety=-17
|Safety=-17
|description=  
|description=  
* Her fastest grounded option.  
Helga slides along the ground with a baseball mitt. A low profile traveling move with many uses.
* Good out of shield option.
* Helga's fastest grounded option. Combined with the distance it travels makes this a good out of shield punish.
* Can lead into down light chains or up light juggles depending on di.  
* Can lead into down light chains or up light juggles depending on di.  
* Hits below the ledge.  
* Hits below the ledge, pooping opponents slightly up and to the side.
* Starting around 100% can be true combo-d into jump up strong for a kill on most characters.
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|Safety=-26
|Safety=-26
|description=  
|description=  
* Hitbox is much bigger than it looks, even being able to hit behind her.
A quick running elbow tackle. Committal to throw out, but opens up a world of follow-ups on hit.
* Hits below the ledge.
* Hitbox is much bigger than it looks, even being able to hit behind her and below the ledge.
* Key for setting up into down strong or jump up strong kills.
* Like any dash attack it can be cancelled on hit. At low %s cancel into up light for jump light followups or jab for down light chases.
* At mid-to-high %s by the ledge it leads to kills with jump strong and both versions of down strong.
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|Safety=-6
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|description=  
|description=  
* THE FOOT!
A big straightforward kick that can be thrown out pretty freely with low commitment and potential high reward.
* Chains well into itself and other jump lights.
* Racks up % fast thanks to how well it chains into itself and other jump lights. 10% per kick is a lot when you can usually get away with at least 3 in a row.
* Can wall of pain to an extent in the neutral in some matchups.
* Range lets it wall of pain some stubbier characters in the neutral.
* Great for edgeguarding and as a noncommital slingshot followup.  
* Great for edgeguarding and as a non-commital slingshot followup, setting up for potential jump strong followups on bad DI.
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* Standard juggling up air.
A quick slap above her. Near identical to grounded up light in terms of frame-data.
* Confirms into jump up strong kills starting mid-high percents.
* Leads into itself for further juggle or into down air to reset back towards the ground.
* Confirms into jump up strong kills starting mid-high %s.
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|description=  
* Deceptively big hitbox.  
Helga stomps the air below her, spiking any opponents caught by it.
* Deceptively big hitbox. Can beat or favorable trade with a lot of less-disjointed recoveries in the game.
* One of the few down airs in the game that can still somewhat double-dair thanks to this range and speed.
* Great as a combo ender or slingshot followup for leading into tech chases.
* Great as a combo ender or slingshot followup for leading into tech chases.
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* Strong.
Helga swings in front using one of the poetry books she write love poems in.
* Not many cases to use this move over down strong. Same safety, less damage, shorter range. It doesn't help that it is a mid, which blocking opponents are already looking out for thanks to her other mid options being so good and spammable.
* Generally outclassed by jump strong when it comes to RPS-ing against up strongs.
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{{MoveData
{{MoveData
|image= NASB helga strong up.png
|image= NASB helga strong up.png
|caption= '''''BOOT'''''
|caption= I'm gonna put some dirt in your eye
|name= Kicking Dust
|name= Kicking Dust
|input= 8S / Up Strong
|input= 8S / Up Strong
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|Safety=-
|Safety=-
|description=  
|description=  
Helga poses with a ball and bat, taunting the opponent. This taunt has a small hitbox behind her around the back foot and bat.
* "First spitball of the day, football head".
* "First spitball of the day, football head".
* Has a small but powerful spike hitbox behind her.
* Has a small but powerful spike hitbox behind her. Only active for 1 frame.
* Can be used to punish no-invul ledge grabs, recoveries with bad snap, or just to BM.
* Can be used to punish no-invul ledge grabs, recoveries with bad snap, or just to BM.
* Has a surprisingly large amount of pushback on block. Can be used for goofy teeter setups.
* Has a surprisingly large amount of pushback on block. Can be used for goofy teeter setups.

Revision as of 13:35, 8 November 2022

Story

Move it football head!

With her great academics and being a rough and cynical young girl, Helga is the local bully of Arnold and friends around Hillwood. Despite this she secretly harbors a crush on Arnold to an obsessive point. You bet she can bully the competition in the brawl!

Gameplay

Helga is a glass-cannon who can hit hard, but at the cost of attack speed. Like any bully hounding you for your lunch money, Helga thrives on getting her opponent right where she wants them for a beatdown. This is accomplished by her Neutral Special Golden Magic Slingshot, which has the unique property of pulling a foe towards her if the projectile hits. She also possess a counter in Homerun that will readily punish anyone who tries to overextend, and a recovery that can potentially allow her to come back from extraordinarily low angles.

If you're a straight up scrapper who doesn't mind the tradeoff of speed for power, Helga's perfect for busting some heads!

Helga Pataki

NASB helga character.png
Franchise

Hey Arnold!

Weight Class

Middle

Character Discord

Helga character discord

Home Stage

Traffic Jam

Strengths Weaknesses
  • Where do you think YOU'RE going??: As mentioned above, Helga's Golden Magic Slingshot will send an opponent flying towards you should the projectile connect making it extremely potent as a move, this will allow you to connect some of her slower Strong Attacks or use it to combo. This allows you to threaten the opponent without having to rely on approaching with her sluggish movement. Any opponent trying to keep out of range of your damaging attacks will have to be on their toes.
  • Recovery Mix-ups: Helga's Approaching Uppercut will halt her momentum in the air to ascend straight up, moreso if it's charged. This can be used to throw an opponent off who is trying to block your return to stage by suddenly changing direction.
  • Counter: Homerun is a counter that acts as a unique defensive option to counteract Helga’s vulnerability and punishing mistakes. This also acts as an extremely rare midair defense option, allowing her to deal with people attempting to exploit her vulnerable recovery.
  • Bully: Helga's moves have very strong knockback, which makes her very scary to approach up close. Getting hit with Lunch Tray can lead to a very early stock taken from you.
  • Linear Recovery: Despite her recovery having good mix-up potential, it has practically zero horizontal reach and only travels upwards. More often than not, you'll find yourself recovering low to take advantage of it, which an opponent will be quick to catch on to.
  • Low survivability: With her (assumed) lightweight status and relatively vulnerable recovery, Helga’s survivability is poor compared to the rest of the cast.

Moves List

Light Attacks

Shove It!
5L / Neutral Light
NASB helga light mid.png
"One side moron! I'm walkin' here!"
Damage Startup Frames Active Frames Total Frames Safety
8% 7 7 - 8 22 -6

Helga shoves whoever's in front of her with both arms.

  • Very high knockback for a jab. Becomes a relatively safe kill option to throw out if opponents start living for too long.
  • Sets up for jablocks and down light chases at low percents.
  • Good range and decent safety make it relatively safe on block when spaced. However, like most of Helga's safer moves it is a mid, meaning keen opponents can hold forward block to cover yellow blocking it, jump light, jump strong and slingshot at the same time.


Smasher
8L / Up Light
NASB helga light up.png
Poor Brainy's face
Damage Startup Frames Active Frames Total Frames Safety
8% 7 7 - 9 22 -6

A quick and simple upward arm swing.

  • Sets up for jump light strings and juggle situations on hit.
  • Good follow-up off of dash attacks for starting combos at lower %s.
  • Starting around 80% can lead to a jump up strong follow-up kill


Perfect Catch
2L / Down Light
NASB helga light down.png
Sliding into Arnold's DMs like
Damage Startup Frames Active Frames Total Frames Safety
8% 6 6 - 10 32 -17

Helga slides along the ground with a baseball mitt. A low profile traveling move with many uses.

  • Helga's fastest grounded option. Combined with the distance it travels makes this a good out of shield punish.
  • Can lead into down light chains or up light juggles depending on di.
  • Hits below the ledge, pooping opponents slightly up and to the side.
  • Starting around 100% can be true combo-d into jump up strong for a kill on most characters.


Hockey Tackle
66L / Run Light
NASB helga dash light.png
Wait are there tackles in hockey?
Damage Startup Frames Active Frames Total Frames Safety
8% 5 5 - 12 35 -26

A quick running elbow tackle. Committal to throw out, but opens up a world of follow-ups on hit.

  • Hitbox is much bigger than it looks, even being able to hit behind her and below the ledge.
  • Like any dash attack it can be cancelled on hit. At low %s cancel into up light for jump light followups or jab for down light chases.
  • At mid-to-high %s by the ledge it leads to kills with jump strong and both versions of down strong.


Jumping/Air Light Attacks

Straight Kick
j5L / Jump Light
NASB helga aerial light mid.png
Damage Startup Frames Active Frames Total Frames Safety
10% 7 7 - 8 22 -6

A big straightforward kick that can be thrown out pretty freely with low commitment and potential high reward.

  • Racks up % fast thanks to how well it chains into itself and other jump lights. 10% per kick is a lot when you can usually get away with at least 3 in a row.
  • Range lets it wall of pain some stubbier characters in the neutral.
  • Great for edgeguarding and as a non-commital slingshot followup, setting up for potential jump strong followups on bad DI.


Backhand Slap
j8L / Jump Up Light
NASB helga aerial light up.png
Damage Startup Frames Active Frames Total Frames Safety
8% 7 7 - 9 22 -6

A quick slap above her. Near identical to grounded up light in terms of frame-data.

  • Leads into itself for further juggle or into down air to reset back towards the ground.
  • Confirms into jump up strong kills starting mid-high %s.


Double Heel Kick
j2L / Jump Down Light
NASB helga aerial light down.png
Stompin
Damage Startup Frames Active Frames Total Frames Safety
8% 7 7 - 9 31 -6

Helga stomps the air below her, spiking any opponents caught by it.

  • Deceptively big hitbox. Can beat or favorable trade with a lot of less-disjointed recoveries in the game.
  • One of the few down airs in the game that can still somewhat double-dair thanks to this range and speed.
  • Great as a combo ender or slingshot followup for leading into tech chases.


Strong Attacks

Love Poem
5S / Neutral Strong
NASB helga strong mid.png
Little pink book has them shook
Damage Startup Frames Active Frames Total Frames Safety
14% 18 18 - 22 45 -10

Helga swings in front using one of the poetry books she write love poems in.

  • Not many cases to use this move over down strong. Same safety, less damage, shorter range. It doesn't help that it is a mid, which blocking opponents are already looking out for thanks to her other mid options being so good and spammable.
  • Generally outclassed by jump strong when it comes to RPS-ing against up strongs.


Kicking Dust
8S / Up Strong
NASB helga strong up.png
I'm gonna put some dirt in your eye
Damage Startup Frames Active Frames Total Frames Safety
16% (17%) 16 16 - 20 45 -12
  • Hold the strong button for an increased dust hitbox as well as increased damage.


Lunch Time
2S / Down Strong
NASB helga strong down.png
The last tapioca pudding, just for you!
Damage Startup Frames Active Frames Total Frames Safety
15% (18%) 18 18 - 22 45 -10
  • Sends at a nasty horizontal angle that puts opponents into awkward recovery situations or outright kills them.
  • Key for securing KOs by the ledge.
  • Can be DI'd down and teched mid stage to avoid the KO.
  • Hold the strong button to slam the lunch tray to the ground, turning the move into a spike and increasing the damage.


Boxing Swing
66S / Run Strong
NASB helga dash strong.png
Lights out
Damage Startup Frames Active Frames Total Frames Safety
17 15 17 - 21 45 -20
  • Goes far.


Jumping/Air Strong Attacks

Locket Socket
j5S / Jump Neutral Strong
NASB helga aerial strong mid.png
"My love"
Damage Startup Frames Active Frames Total Frames Safety
14% 18 18 - 22 45 -7
  • Good range for spacing around block and opponents throwing out stubby moves.
  • Hold the strong button to add an additional hearts hitbox behind her at the end of the swing. Very high knockback and hitstun.


Curse You!
j8S / Jump Up Strong
NASB helga aerial strong up.png
"21 hours, 58 minutes, and... 14 seconds until YOU DIE!"
Damage Startup Frames Active Frames Total Frames Safety
16% 16 16 - 20 45 -8
  • Deceptively large.
  • Extremely strong, can take early stocks if hit high enough off the ground.
  • End juggles with this move if possible.


Volleyball Spike
j2S / Jump Down Strong
NASB helga aerial strong down.png
What did the five fingers say to the face?
Damage Startup Frames Active Frames Total Frames Safety
15% 17 17 - 21 49 -6
  • Decently strong spike.
  • Relatively safe on block when spaced, especially against opponents conditioned to block mid against potential neutral light attacks.


Special Attacks

Golden Magic Slingshot
5P / Neutral Special
NASB helga special mid.png
"With my Golden Magic Slingshot! Doi!"
Damage Startup Frames Active Frames Total Frames Safety
10% 13 13 - 98 38 -4
  • Projectile that sends opponents inward towards Helga.
  • Neutral tool and advantage state extender that sets up for combos and kill confirms.
  • Can hold it indefinitely before releasing, during which it can be angled or canceled with the block button.


Approaching Uppercut
8P / Up Special
NASB helga special up.png
Ol' Betsy would like to say hi
Damage Startup Frames Active Frames Total Frames Safety
8% 22 22 - 32 47 -60
  • A mostly vertical recovery.
  • Can be charged to increase travel distance and knockback.
  • After 1 second of being in freefall Helga can act again, meaning you can go for another up special or other recovery option.


Homerun
2P / Down Special
NASB helga special down.png
"She's just standing there... MENACINGLY!"
Damage Startup Frames Active Frames Total Frames Safety
- 11 11 - 40 50 -
  • A counter activated by getting hit with any move.
  • Helga can be grabbed out of this move.
  • Deals 2.3x the damage of the move countered.
  • Countering Reptar's down special does 69% in return. Nice.


Taunt

Taunt
Taunt Button
NASB helga taunt.png
Wait, this isn’t Nicktoons MLB
Damage Startup Frames Active Frames Total Frames Safety
- 16 16 - -

Helga poses with a ball and bat, taunting the opponent. This taunt has a small hitbox behind her around the back foot and bat.

  • "First spitball of the day, football head".
  • Has a small but powerful spike hitbox behind her. Only active for 1 frame.
  • Can be used to punish no-invul ledge grabs, recoveries with bad snap, or just to BM.
  • Has a surprisingly large amount of pushback on block. Can be used for goofy teeter setups.


Strafe Taunt
Taunt Button + Strafe
NASB Helga strafe taunt .png
Mickey Kaline's very own
  • "Non-confrontational that's me alright".
  • Can also be held.

Colors

NASB Helga alt costume 1 .png

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