MvC3: Dead Like Me: The Hsien-Ko Team Disscussion thread

Ok I need help :frowning:

Nvm trying something different…

ammy/hsienko/wolv GDLK rushdown and noone should fight with hsienko unless you have to

this is what i was thinkin (hsien/storm). maybe you could do launch magic series flying screen into land, gong xx hyper armor into tag as a meter saving way of gettin the assist?

q’s to thread:

i was plannin on using hsien on point with pokes/tosses + storm assist xx pendulum, along with ghost porting + storm after knockdown or whenevers best for mixups & whatever air mobiliy she has(as a rough sketch of strat) backed up by a good anti air on 3rd position…but which are the best aa’s? i was thinkin hsien/storm/dante but i dont know if his aa is good for keeping people off you…

also as an alt strat… start hsien and get her out right away with armor so you have storm/gold hsien (pendulum)/aa, that way u get more hsien play as opposed to putting her last and mainly using her assist…is any of this practical lol? i dont own the game and hardly play so its just random theorizing forgive if way off lol…

Team Airtola or BRA (Balls, Rocks, and Arrows)
1. Who characters and teams will you use (in order of selection)?
Hsien-ko/Hulk/Taskmaster

2. What type of game-play strategy are you pursuing with this team? (Explain)
Playing Keepaway with Hsien-ko against certain characters while finding a way to power up and switch out safely. Switching from zoning and rushdown with Task and rushdown with safe on block and command throw mixups with Hulk.

3. What advantages does your point (first selected) character have?
Absolutely rude keepaway with gongs and items, Air dash mixups, Easily DHCable hypes that can OTG, tick command throw mind-games while Super Armor is active, annoying Senpu Bu corner tricks

What disadvantages does your point character have?
Not a lot of options once someone penetrates my obstacle course. Extremely hard to deal any real damage. Hard to rush down if time is a problem.

What maneuverability options does your point character have?
Lingering Air dash shenanigans, can hangout on top of the screen unreachable by most of the cast, Plink Teleport dash, Senpu Bu acts as a pseudo spidey swing.
**
How will your assists aid your point character?**
Gamma Charge AA will get pressure off me Hsien-ko and create an opening to Super Armor and tag out. Tasky’s Arrows will help control spacing with the Vertical Shot and keep my opponent grounded when they try to super jump over gong.

4. What advantages does your secondary character have?
Very close to having the most highest life in the game, strongest normals in the game, tick command throw mixups, Super Armor Normals that lead to massive damage, ABNOXIOUS Jumping S that leaves everyone and their mother EXPOSED, specials and hypers that OTG, Invincible Hyper on start-up and all active frames, gains the most damage bonus with xfactor.

What disadvantages does your secondary character have?
Very Slow start-up on normals, big hitbox, easy to instant overhead, vulnerable to keepaway, very linear and can be predictable in his approach.

What maneuverability options does your secondary character have?
Gamma Charge and air clap?

How will your assists aid your secondary character?
Hsien Ko’s gong will help negate keepaway, add on pressure, make Hulk unstoppable by making his attacks that have bad recovery safe, and scare people into holding back and land command throws. Taskmaster’s vertical arrows will stop people from super jumping to escape.

5. What advantages does your last character have?
Can OTG Hyper off of any grab, easily switch between zoning and rushdown, counter, special OTG, can carry opponent to the wall from the corner of the screen, high priority normals.

What disadvantages does your last character have?

What maneuverability options does your last character have?
Spidey Swing is useful to get close but punishable

How will your assists aid your last character?
Senpu Bu will help lock down characters in the corner, help zone and create unblockable situations with :dp::atk:. Hulk will most likely be used for an anti-air.

6. What kind of Delayed Hyper Combo opportunities do you think your team will have?
Tenraiha (Balls) -> Gamma Quake (Rocks)
Tenraiha -> Legion Arrows Vertical (Arrows)
Tenraiha -> Gamma Quake -> Legion Arrows Vertical
Tenraiha -> Legion Arrows Vertical -> Gamma Quake
Gamma Crush -> Tenraiha
Gamma Crush -> Chireitou (Blades)
Gamma Crush -> Legion Arrows Any
Gamma Tsunami -> Legion Arrows Horizontal
Gamma Quake -> Tenraiha
Gamma Quake -> Legion Arrows Vertical
Gamma Crush -> Legion Arrows Vertical -> Tenraiha
Gamma Crush -> Tenraiha -> Legion Arrows Vertical
Gamma Crush -> Rimoukon (Hyper Armor) -> Legion Arrows Vertical
Gamma Tsunami -> Rimoukon -> Legion Arrows Horizontal
Gamma Quake -> Tenraiha -> legion Arrows Vertical
Gamma Quake -> Legion Arrows Vertical -> Tenraiha
Air Legion Arrows Down -> Tenraiha
Air Legion Arrows Down -> Chireitou
Air Legion Arrows Down -> Gamma Crush
Air Legion Arrows Down -> Gamma Tsunami
Air Legion Arrows Down -> Gamma Quake -> Tenraiha
(corner only)
A LOT MORE! :sweat:

7. What type of impact will your Team Hyper Combo have on your opponent (Explain)?
DEAD CHARACTER :badboy:

8. What are some of the weaknesses of your team?
Keepaway can hurt this team if I don’t deal with it fast enough

9. After filling out this questionnaire, are you still comfortable with your team?
I’ve been using this team since the game came out and I am more comfortable with this team than ever. It just really fits my play style. There seems to be an endless flow of synergy and I’m still learning new things every time I visit the training room.

After some tinkering around, I think I’ve found the best Hsien-Ko team, by far.

Storm/Hsien-Ko/Sentinel.

NEVER, EVER start hsien-ko. You’re just asking to get killed by Magneto. HK is in the 2nd slot for the myriad of ways you can get her powered up, in, and out without risking anything or much damage.

Option A (2 meters, guaranteed)- Combo with Storm->Elemental Rage->DHC Trick into Rikoumon->2 reps of gong loop->air combo->Hard tag Sentinel (you could also try a TAC here to sentinel, but getting coutered is risky. But TAC counter doesn’t knock down armored Hsien KO)

Option A1- Combo with Storm->Elemental Rage->DHC to Rikoumon->DHC to Sent Drones-> combo
Option A2- Combo with Storm-> TAC to Hsien Ko, land, Rikoumon-> DHC to Hail or Elemental Rage->Sent Drones

Option B- Raw Hailstorm->immediate DHC to Rikoumon, immediate hard tag Sentinel. (the hail covers even the Sent hard tag)

Using these strategies, i was able to get an armoured Hsien Ko assist in pretty much 100% of my matches. Which says a lot more than starting Hsien Ko on point.

As far as team play with the armored Hsien-KO, it’s like a super storm/sentinel. DHC glitches everywhere. Hsien-Ko scales combos pretty badly, but sentinel will still hurt.
Best, you can toss out low B xx, fly and hsien-ko will either cover you to safety, or combo to allow a hit confirm into B,S, then combo off floor bounce.
I also like using Stand B+ hsien-ko xx rocket punch, then confirming the hit into plasma storm or HSF. Stand B is great b/c it covers you against air attacks better.

With Storm? I dunno, go nuts. Call hsien ko and high/low them like 4 times during the blockstun. Pretend like it’s MvC2 and call hsien-ko and do hail to crush assists.

I would STRONGLY recommend blowing your Xfactor on Sentinel assist kill combos. leaving it for hsien ko in the back is a huge waste.

not to discredit what you’re saying because I agree xfactor sentinel is too good not to use
but I don’t think it’s a waste on lei-lei if you have meter it could be a problem for the opponent
because you can just armor up and you blow threw everything but you also don’t lose your life while doing it
because the xfactor regains your red life
granted to kill most chars you’ll have to open them up twice but that’s ok imo because if they block back throw combo is fine

again using xfactor on sentinel is obviously better but I wouldn’t say it’s a huge waste on her

and if they have phoenix I’d actually save it intentionally for lei-lei because I think she can handle her better than sentinel

I have some freetime, so I’ll fill it out.

1. Who characters and teams will you use (in order of selection)?
SheHulk/Morrigan/Hsien-ko

  1. What type of game-play strategy are you pursuing with this team? (Explain)
    A structured mid range physical type with a lot of range. Morrigan goes against this, but she’s a buzz saw when you get close up, so it keeps people on their toes, especially if I have to play a defensive Shehulk

3. What advantages does your point (first selected) character have?
Extremely good range with extremely good damage and defense. She’s crafty and that slide catches people off guard, especially when you use it for a crossup.

What disadvantages does your point character have?
She’s hella slow, even with her run, and has terrible dashing.

What maneuverability options does your point character have?
Sliiiiiiiiiiiiiide. And Gotcha-now. Both can let you slip in and out of enemy range. Running start can be useful but it telegraphs really brutally.

How will your assists aid your point character?
Hsien’s pendulum can be used for interesting mixups, and can allow for she-hulk’s BnB combo to start up, but it’s not that useful.

4. What advantages does your secondary character have?
Morrigan has a tremendous rushdown that I rarely see being used effectively. And her Illusion Mirror Hyper can create walls of projectiles that has one of the strongest keep away tactics out of anyone in the game.

What disadvantages does your secondary character have?
She has a crazy dash which makes trijumping tough, but not impossible. Her damage output is really low though and her combos scale really poorly, though It can do well to build meter.

What maneuverability options does your secondary character have?
She’s crazy fast and her dash lasts forever, making her be able to sail above most keep away tactics. Most people don’t know how to deal with drill kick very well.

How will your assists aid your secondary character?
They really don’t. Morrigan’s anti air is nice, but knocks enemies too high to continue comobs and the fireball is only marginally effective and doesn’t provide resets. She can build meter, but it’s not that necessary if you’re getting inside. No need for a battery on this team, everyone can hold their own generation wise.

  1. What advantages does your last character have?
    I find Hsienko to be one hell of an anchor. Lvl 3 Xfactor pretty much strips away the speed problems she has and pendulium mixed with air dash can catch most people.

What disadvantages does your last character have?
Her damage output could be better, it stinks that, even xfactored, you can’t 100% anyone with 2 bars of meter. Randomness in hypers creates tough variables in the end.

What maneuverability options does your last character have?
Air dash and pendulium. Otherwise she is turtle slow, which can be a problem against people like dormammu or Doom.

How will your assists aid your last character?
She-Hulk’s clothesline can be great if it hits, allowing hsien to start a air down S or air C combo start up. Depending on how quick you are, you can use her OTG assist to start a pendulum combo as well, but then, the big problem is damage scaling.

  1. What kind of Delayed Hyper Combo opportunities do you think your team will have?
    That’s the real tough part. Leading in with Shehulk is great, because you can use knives, the Super armor tag in succession. But She-hulks offense is reliant on burning meter quickly, so taking the option to wait can be a pain. But of course, she has resets for days, so if you are effectively starting combos, you should have 3 bars after 2 combos. The issue is morrigan. Other than knives, she has nothing that can be effectively comboed into. Missiles are only useful when used as a combo ender, and even then, you will always be in the air. Shehulk’s antiair hyper always wifs when DHCing and Hsien’s weight will be too far away to connect. The only good combo is missiles to tag, and if you want to save tag Shehulk in, you’ll be wasting meter. It’s not a great situation. She hulk just doesn’t have very good hypers for DHCing into while the other two have at least one option.

  2. What type of impact will your Team Hyper Combo have on your opponent (Explain)?
    None. Everyone’s hypers go in different directions and she-hulk’s are single strike specials. Team hypers are unnecessary for this team.

  3. What are some of the weaknesses of your team?
    Pretty much everything I said about team cohesion. there isn’t much of it at all, but they still work okay together. Just too many Divas I suppose.

  4. After filling out this questionnaire, are you still comfortable with your team?

Yup. Still my mains, and I still love playing as them.

It worked the first few matches when people were hitting buttons.

When they just blocked and didn’t hit anything she was so free. They just waited out the armor and xfactor and killed her. HK is so easy to block it’s ridiculous, and her throw combos do ass damage.

HK’s throw combos do ass damage, but her supers scale very little off of her normal throws. Blade super following a throw will do almost 400k. Throw in the Ball Drop super and you’ve got close to 600k.

yeah, that’s all I’m saying is that you can get in for damage because they’ll have to block (if they don’t good) and when they do throw combo them

damage sucks but it’s something rather than nothing

So I’m not seeing a whole lot of DHC talk with LeiLei. Most of my friends think Tenraiha to anything is pretty much impossible because of the spike balls not actually raising them off the ground each time. Things like IM’s Proton Cannon or most beams will whiff unless they have OTG properties. See Ryu’s Shinku Hadouken from the air.

Something that I love to use is DHC’ing the first hit of Tenraiha into anything. The actual anvil hit will raise them up and allow for attacks like beams or Trish’s Round Harvest to actually hit. Tenraiha’s balls just tack on extra damage and rarely will knock them out of the follow up Hyper. I’m actually trying to see if DHC’ing into a counter hyper will allow for schenanigans. Gonna test how much spike balls rack up hitstun and damage decay.

Anyone with a long projectile type Hyper you can use Cheireitou then hard tag into them, at least it works with Deadpool’s Happy Happy Trigger, not a DHC but I think it’s pretty cool. Obviously mid-screen only.

Problem with Tenraiha DHC is you’ll either not get the full damage of Tenraiha or the spiked balls might end up hitting them out of the second Hyper :frowning:

With my team:
Tenraiha > Dancing Flash never works (always fall out of the end),
Tenraiha > Kitty Helper doesn’t really achieve much. I can tack on a Toy Touch jxx Dancing Flash but then I’ve wasted Kitty Helper,
Tenraiha > Please Help Me is expensive but worth it to finish a character or team methinks,
Tenraiha > Happy Happy Trigger sometimes gets hit out of Happy Happy Trigger,
Tenraiha > Cutting Time doesn’t get full damage from Tenraiha :frowning:

If you’re going to DHC into something, it needs to be more damaging than just following with Chireitou, since that is one of the most damaging level 1s in the game. The only level 1s that I saw that can out-damage it after being fully scaled are Spencer’s Bionic Maneuvers, Spider Man’s Maximum Spider, Storm’s Elemental Rage, Deadpool’s Cutting Time, X-23’s Weapon X Prime, C. Viper’s Burst Time, Hulk’s Gamma Quake/Crush, Ryu’s Shinku Tatsumaki Senpukyaku, Chris’ Sweep Combo, Doctor Doom’s Sphere Flame, Tron’s Servbot Takeout, Super Skrull’s Skrull Torch, Thor’s Mighty Thunder, Dante’s Million Dollars, Wolverine’s Fatal Claw, Dark Phoenix’s Phoenix Rage, and MODOK’s Hyper Battering Ram or Hyper Psionic Blaster with 4+ levels of understanding. Most of those are around 6k-20k more damage and many are cinematic, so they aren’t very good for DHCing into. Hyper Sentinel Force, Emerald Cannon, Rekkoha, Chaotic Flame, and Maximum Voltage do the same damage.

Sugami I’ve been doing a lot of experimenting with Tenraiha > Dancing Flash, and I’ve gotten it to hit a bit more reliably but the window of opportunity to get it to actually work without them falling out is just too small to be of any practical use. The spike balls do actually pick them up off the ground briefly, so Felicia can connect and start her combo, though more often than not they fall out of her string of attacks right before the uppercut for seemingly no reason.

Tenraiha > Chireitou gets you the most bang for your buck if you’ve got at least two meters to spend and were going to DHC anyway. If you have more bars, try hard tagging in Felicia, doing a forward dash and executing a Dancing Flash right after the 6th blade shoots them into the air. Felicia will connect as they come down from the air.

One final note is that I was able to find a solution to the issue of opponents falling out of a DHC into Tenraiha if a ground bounce had been used earlier in the combo. The trick is to set the opponent up so that they’re in a position that the anvil shot will whiff. The anvil appears lower than where the balls drop, so as long as you get them above that, you’re golden. For my team setup, it goes something like this:

Combo with Felicia on point > Dancing Flash up to the 11th hit > DHC to Tenraiha > DHC to Morrigan’s Finishing Shower and aim up.

You miss out on the damage of the anvil, but it’s better than having them fall out, and you maximize the damage you’d normally get from Finishing Shower. Obviously this works best when you’re in the corner.

Sorry that it has little to do with DHC’s, but couldn’t the Tenrai Ha balls completely lift the opponent to the top of the screen occasionally in VSav? Usually, they just stay on the ground or get lifted up slightly to about mid-screen. If they could lift the opponent to midscreen in this game, I think that could solve some of the issues here. What made it like that? Just the order the balls fell in?

I usually find that Dancing Flash > Tenraiha they’ll somehow bounce out of it if I DHC after the launching upwards kick, I’ll have to play around with that a bit more but I usually like to DHC into Cheireitou if midscreen then hard tag into Deadpool for Happy Happy Trigger if I have more meter, otherwise probably DHC into Dark Force and hard tag back or DHC again into Happy Happy Trigger. Hmm~ Felicia does a lot of juggling, I guess the stun decay might build up too much so that the first hit after the ground bounce they “instantly” recover. Might want to consider using Cheireitou, usually get 3 spike hits after DHC in the corner, I’ll have to check the damage values.

Currently the balls cause a ground hit animation, like Storm’s Ice Storm and Deadpool’s Air Happy Happy Trigger, if my theory is correct then lifting them off the ground won’t be helpful as unlike other Hypers the delay betweens hits is comparatively large and long enough for a recovery if there have been substantial air hits in the combo.

Edit: Okay scratch my theory it was complete crap :rofl: I guess I was just being dense since I must have been doing a ground bounce before to have Tenraiha not work properly since it’s working perfectly as DHC now (both with and without Anvil hit). My favourite way to combo into Dancing Flash with Felicia is: call assist > Toy Touch > Deadpool’s Quick Work hits > M Cat Spike, which causes a ground bounce so if I want to DHC into Tenraiha I’ll just have to scratch the M Cat Spike to avoid the ground bounce. Alternatively with Deadpool I’ll have to use Air Happy Happy Trigger rather than the regular version after Katana-rama.

Cheireitou DHC in corner sucks too :frowning: Must just be a VS Sentinel thing.

I dhc into stalking flare which is pretty nice because the flare follows so it will definitely hit
and dorm is idle while it’s hitting so I can either hit them with a dark hole/purification or store dark spells the latter is what I personally do but yeah I get the anvil hit, I’m unsure whether or not it does more damage than going into cheireitou but I don’t do it for damage I only dhc out when I have a lot of red life to regain

Thinking Storm whirlwind/Hsien Senpu/Doom beam

Can you do the dhc trick into hyper armor, then get a full combo or something for damage before tagging her back out so storm has a stupid assist to back her up?

**1. Who characters and teams will you use (in order of selection)?
**Trish/Chun Li/Hsien-Ko
**
**
2. What type of game-play strategy are you pursuing with this team? (Explain)
Keep away and rush down. Always getting a way for hsien-ko to power up

3. What advantages does your point (first selected) character have?
Good keepaway tactics, and can rush down with air dash.

What disadvantages does your point character have?
Recovery on her projectiles are horrible.

What maneuverability options does your point character have?
Flying, air dash, double jump

How will your assists aid your point character?
Knowing they dont have OTG both chun and hsien-ko can help extend combos (eaiser for me to combo lvl 3), plus hsien-ko can keep away with hyper armor, senbu pu.
Keeping them in block stun to set up traps throw out the boomerang.

4. What advantages does your secondary character have?
Good Rushdown, easy to combo to hypers, Lightning legs —>sweep —> lightning legs hyper----> Xfactor–> Lightning legs -> sweep-> Kikosho or Lvl 3

What disadvantages does your secondary character have?
Low Health, Low Damage

What maneuverability options does your secondary character have?
Triple jump, i find it a good way to bait beam hypers

How will your assists aid your secondary character?
Again Hsien-ko assist to extend combos, Trish’s Low Voltage and peekaboo to keep away

5. What advantages does your last character have?
Has plenty of tools, Zone, Rushdown

What disadvantages does your last character have?
** **Slow walking speed, wierd airdash

What maneuverability options does your last character have?
Swing, air dash

How will your assists aid your last character?
Most of the time they are dead and by now, but if they aren’t projectiles, and combo extendors

6. What kind of Delayed Hyper Combo opportunities do you think your team will have?
Many possibilties
usually once I launch them to the ground I Round Harvest --> switch to Hsien-ko --> Hyper armor. (Is that considered DHC?)
set up unblockable then air exchange
Spiked balls super —> Chuns lighting legs Hyper —> Max Voltage
Air Max Voltage —> Lighting legs hyper ----> hyper Armor/Spiked balls

**
7. What type of impact will your Team Hyper Combo have on your opponent (Explain)?**
None

8. What are some of the weaknesses of your team?
Lack of OTG outside of Spiked balls hyper, and below average health overall

9. After filling out this questionnaire, are you still comfortable with your team
Very! These 3 really let me play the way i want to with pure rush, but if i really have to i can use Trish and Hsien-Ko to help zone out.
and by the time Hsien-Ko comes out, the opponents pretty much on the brink of death, Hsien-Ko with Hyper armor and X-factor.

After tinkering for a long while on what team Lei-Lei could be on so that she could have a way to get in, open up enemies, DHC well, and provide support as an assist, I’ve finally got a winning formula that doesn’t rely too much on established top-characters in the meta. My formula would be:

X-23 (Ankle Slicer)
Lei-Lei (Senpu Bu)
Amaterasu (Cold Star)

The only real weaknesses apparent from the start is that the highest health bar belongs to Lei-Lei at 900,000, each character does weak damage individually, and all three are difficult to master. A giant hurdle that would throw many people away, but this team has a lot of creativity and flexibility to work with. I’ll start off with the DHC potential in this squad; which is capable of not only tagging in one another off of any of their Hypers that’s not a lvl. 3, but also able to do the DHC trick even if Lei-Lei is defeated. Here’s a small list of DHC possibilities and I won’t list the ones with Rimoukon. Those are brain dead easy and can be done with just about anybody.

X-23 Starts

  • Rage Trigger -> Tenraiha: Really simple and effective because X-23 will always place herself close to the enemy. The foe will also be lined up with the anvil hit for the Tenraiha tag in.
  • Rage Trigger -> Chireitou: For max damage, you have to DHC out just before the last few hits of the final kick. Since Lei-Lei is coming in at the position where the first sword will cleanly hit, this is the answer of choice for mid-screen combos if you’re not going for an armor DHC trick set up.
  • Weapon X Prime -> Chireitou: I know you can also do Tenraiha for the same reason you can do Rage Trigger, but you don’t get as many options out of it as you do with using Chireitou. Once damage resets after an X-23 loop (even the most basic one), tag in either X-23 or Amaterasu and pursuit after the foe. I personally like using Amaterasu in Thunder Glaive, so I can get a ground bounce after the final hit. After doing that combo, Amaterasu could also go for the air throw reset into Vale of the Mist DHC glitch. This is very effective when done in this order, since Ammy (who’s usually last) will now be in the front and the second person is now X-23. DHC glitching off an air throw to X-23 is very feasible and generates two damage resets in a single combo. The only problem with this possibility is that the meter management is whack, but that’s the reality of this game.

Lei-Lei Starts

  • Tenraiha -> Silent Kill (block or hit): This is one nasty set up that’s pretty costly, but dangerous regardless. On hit or on block, you can tag in X-23’s lvl. 3 and nail it with ease. Since each of Tenraiha will hit OTG, you can choose to nail the enemy during those times or just wait till it’s done and charge an Ankle Slicer for a loop into it. Hell, you could even do an Ankle Slicer reset because you’ll probably still be invisible after all this. Just make the right guess and assassinate them. On block this is effective too because the balls will pin the foe down Laura to do her work. No matter the result of Tenraiha’s hit, the foe’s gonna be taking a dirt nap so long as you don’t mess up the kill.
  • Tenraiha -> Weapon X Prime: Tagging in to a potential DHC glitch is always fun. If you have the extra meter, tag into Amaterasu’s Vale of the Mist and Thunder Glaive loop them to death. If not, the best timing is if you can nail the enemy after they get relaunched by a spiked ball. For an easy hit, but less damage, just DHC after the anvil hits. You’ll get them into the cinematic hyper no matter what.
  • Chireitou -> Vale of the Mist: Kinda awkward and I haven’t found as many uses for this yet. Damage is still scaled, so it’s not as effective as the version with Laura starting it off. Though for two meters, you get the potential air throw reset and constant damage. Vale of the Mist is generally used as another way for Lei-Lei to get in, so tagging her back in isn’t such a bad idea too.

Amaterasu Starts

  • Air Throw -> Vale of Mist -> Weapon X Prime: If you have the meter, don’t bother with Rage Trigger. This DHC trick set up works major wonders. It works by first whiffing the Weapon X Prime, then using an Ankle Slicer to relaunch the opponent. Because Vale of the Mist is up, they’ll recover far slower than normal and allows Laura to go for a loop. Hitstun and damage is also good to go, so I try to use the best meter gain loop possible with the MSF and hop loops.
  • Okami Shuffle -> Weapon X Prime: Stolen from Clockw0rks’s version with Doctor Doom, though this team can do it from anywhere on the screen. Just time the DHC so that the final hit of the lightning bolt will smash the opponent directly into the charging Laura. Super easy to do once you get the hang of it. If you have the meter, go for the DHC trick. No meter? No problem! Still does a bit of damage off of any Okami Shuffle~
  • Okami Shuffle -> Chireitou: Same smell here with any Chireitou set up. After you do it, tag out immediately or power up and get out. The latter of the two eats meter but provides an easy way to get her into Dark Force and get back on the offense. Of course this is possible with any Chireitou set up, but you’ll be landing this hyper more times than any of the others. Tagging in Laura would probably be the best bet if you’re gonna do pendulum support. Her wavedash simply can’t be beaten and she’ll catch up to the foe who’ll probably be on the last sword.
  • Okami Shuffle -> Tenraiha (corner and close): I don’t know if this uses up the ground bounce or what, but I try to whiff the anvil if possible. Trying to see if the Lighting bolts will actually provide the same result as doing the Gong/Tenraiha technology. If you have extra meter to burn, go this route for easy damage.

Now Vale of the Mist is such a godsend for both Laura and especially Lei-Lei. Lei-Lei’s normally atrocious speed makes getting in on a runaway opponent a royal pain. With their options slowed down by 25% due to the mist, reap the benefits and get in. Either through plink dashing, Senpu Bu, or just normal mobility (total waste if you do this), and you’ll be in on that ass. Why do you want to establish that close range while Vale of the Mist is up? Most of Lei-Lei’s more damaging combos, like Ranadiel’s gong loops or the mid-screen Senpu Bu combo require her to be absurdly close to the foe. Set up your opportunity by getting that close. Now if you have the time, you also can practically set up the unblockable. Both Amaterasu and Lei-Lei benefit from Laura’s low hitting Ankle Slicer assist, seeing as they have overhead opportunities. Amaterasu has an instant overhead of some sort, and Lei-Lei can do her wonky IAD jump attacks to set it up. In Lei-Lei’s case, the time it takes for her to set up the jump attack will be just right for the low hitting assist. Plus, you can choose to add a follow up hit if you mistime the first one (j.m-> j.s or just using j.h). Long story short, Vale of the Mist brings the opponent down to Lei-Lei speed and that’s where the fight gets interesting.

Cold Star is used as a lockdown mechanic and a way to get in if used properly. Beam assists will beat it clean any day, but you shouldn’t be trying to call Ammy in order to do such a thing no? Adding Cold Star lockdown during a blockstring gives either Laura or Lei-Lei the opportunity to change up the offense. Laura can go for Mirage Step feints or cancels into her high-low mix up game and Lei-Lei can set up an Anki-Hou H unblockable or go for a kara-command grab reset. If you see an opening, Cold Star also makes an opening for either ladies to rush in. Think smartly about this assist and it’ll benefit you a lot.

Senpu Bu doesn’t need an explanation. It acts as a GTFO me assist and a combo opener for many. What’s great is that after Laura does a BnB, call either Ammy or Lei-Lei right before charging an Ankle Slicer and if done right, you can then combo into Weapon X Prime. The theory is using the assist to pin them down a long time so that you’ll be able to do what is normally impossible for Laura alone. Assists will also have plenty of time to unlock themselves, seeing as the cinematic mauling takes a while. No matter who’s next, you’ll get the DHC trick. I like Amaterasu’s follow up, as Thunder Glaive loops are perfectly set up. A Rimoukon tag in is pretty nice too, since you can get a Henkyo-Ki loop into aerial exchange into a hard tag. Be creative~!

Yeaah, I got top 8 in a local tournament with this team and while I can’t play stupid with these characters…it works so well. I really didn’t want Lei-Lei to be even more of a deadweight than she normally is in teams and redirected to being only an assist. Do note, you can swap out Laura for Orora (Storm) and get some good results too. My secondary team has Storm, along with Morrigan and Trish, so I kinda wanted something different. You’ll lose the unblockable, but gain even stronger DHC synergy and a team hyper combo worth noting.