MvC3: Hsien-Ko Combo Thread

I’ve been in the lab lately and discovered that my midscreen combo that uses the :l::rdp: into :m: can be made a lot more reliable if you throw out a :l: before :m:.

Hello. I am new to this board and I have an interest in Hsienko so I am trying to learn combos with her. This is just a suggestion but is it possible to post up all the combos gathered in this topic and put it on the top post like other character specific combo threads? This is just a small issue. Other than that though, I am happy to see that people have found some stuff out with her. I am having a hard time doing that gong loop myself in the corner because when I go for forward h cancel to gong, its either too high by the time they get hit by the gong or right in front…Any suggestions to that?

Yeah, I think that’d be helpful. Maybe a little guide with tips on how to do Gong loops would be nice too.

Been in the lab with Hsien-Ko for some time and I’m proud to present the following combos. They are all solo combos that do not require X-Factor.

This is a fairly easy combo, but it requires that you be able to instantly recognize the spacing between you and your opponent.

j. :s: | :m::d::f::h::rdp::l: | :l::m::h::d::h::s: | :m::m::h::s: | :f::f: :qcb::atk::atk:

Builds 1 bar, costs 1 bar, estimated 577,100 damage depending on how many of the spiked balls connect. Does not require any particular area of the screen, but it does require you to be very close - throw range - to the opponent in order for :rdp::l: to connect, and that is the lynchpin of the combo. There appear to be some characters with abnormal aerial hitboxes that this doesn’t appear to work on - Captain America is the only one I’ve noticed so far. The :rdp::l: will whiff on these odd characters and cause the combo to drop.

Warning - this is a difficult combo and will take a lot of practice to get it to work consistently. I practice this combo on a daily basis and still flub it on occasion:

j. :m::s: | :m::d::h::f::h::rdp::m: | :f::h::rdp::m: | :f::h::rdp::m: | :m::d::h::s: | sj. :m::m::s: | :f::f::qcb::atk::atk: :qcf::atk::atk: | sj. :h:

Builds about 2 bars, costs 2 bars, estimated 845k damage depending on how many of the spiked balls connect. Requires corner. Works on all characters, but the timing between the second and third :f::h: takes some getting used to. It has to be as low as possible before they hit the floor. Doing it earlier will cause them to air recover before the :rdp::m: hit them - doing it too late will cause it to whiff entirely. I have been told that you can simply use :rdp::h: instead of :rdp::m: to remove the issue of timing for this section of the combo, but for the life of me I’ve never been able to get it to work - if you can though, go for it. The :m::d::h: at the end of the combo also requires correct timing - throw out the :m: too early and they flip out before :d::h: hits. Too late and they hit the floor. Super jump :m::m::s: also requires specific timing - take too long they’ll air recover - go too fast and you won’t be able to dash behind them for :qcb::atk::atk: :qcf::atk::atk:. Last but not least, there is specific timing between :qcb::atk::atk: and :qcf::atk::atk: - do :qcf::atk::atk: too early and you’ll trigger a DHC. Do it too late and they’ll recover from the spiked balls before you can get :qcf::atk::atk: to connect. I believe this is as much damage as you can produce with Hsien-Ko outside of X-Factor.

Good luck!

Edit: Fixed Tenrai Ha inputs thanks to Noble Cactus!

Thanks again…I will try to do this combo right now

And a tiny, tiny nitpick Ranadiel: You have Tenrai Ha’s input as a reverse DP.

Now I’m not sure what good that did, but I felt it needed to be said.

Ranadiel, the first combo you posted above my reply, does it require the corner?

No, it can be performed anywhere, though Hsien-Ko has to be very close to her opponent in order for :rdp::l: to hit, and you have to cancel :f::h: almost immediately.

Ok Im going to try it when I get back on MVC

There are some characters it just won’t work on either, as I mentioned Captain America earlier.

I tried to revise the gong loop in the corner and make an easier version with the use of an assist (at least for me, I can never get the 3rd gong to hit from her corner combo), and in my case, Haggar’s Lariat because of the special knockdown it causes. Other assists can probably be done instead of Haggar’s, but since he’s in my team, yea.

j.:m: j.:s: st.:m: cr.:h: :f::h: :rdp::m: :f::h: :rdp::m: Normal Jump :a1: j.:m: j.:m: j.:s: cr.:h: st.:s: Super Jump j.:m: j.:m: j.:s: Dash to Other Side :qcb::atk::atk: :qcf::atk::atk: Foward Super Jump j.:h: (858,100 or 658,300 with just Tenraiha)

Make sure the the assist hits the victim after Hsien-Ko does from her small normal jump combo otherwise the victim recovers from the air instead.

Just FYI you can apply the new gong/ball super technology to my corner combo and dump as many super bars as you want. :smiley:

Ok so I tried it combo posted on May 30 from Ranadiel and it works on Zero Mags and Sentinel so far…Will continue to try on various common characters seen in tournaments and streams

Not sure if this is old info, but delaying your S in an air combo until all three hits of H gives you time to dash before the 214 super for full damage.

Basic Air to ground combo even works against people who super jump to a extent.
The goal is to get them above hsien-ko enough so J.5a comes out. So the basic combo is
j.b,j,b,J.c.(until they are slightly above you), Henkyo Ki L/ 421 a, j.a,j.s.
To keep this going if they are high enough
after j.s do 421 a again into j.a, j.s. when you get to the ground. 5b, 2c, Launcher or whatever else you like to do. I don’t see many people doing this yet.
So there you go.
There seems to be some weird things with using the medium and Hard Gong.
I think it’s for when they are really outspaced from you. I need to make those variation combos soon.

Keep on repping Hsien-ko guys.

Something I just pulled off last night in a FT15 money match after the tournament, is DHC Tenraiha from a hyper that launches the opponent fairly high into the air. I used X-23’s Rage Trigger, but I suppose it could work from Spencer’s hypers, Doom’s Sphere Flame, or more. The point is to find that sweet spot height where the opponent kinda just floats a wee bit above where the Tenraiha spiked balls spawn. What happens is that if they are hit from that height, Lei-Lei will recover from her awkward phase fast enough to catch the falling opponent and go into a combo from there. This works because the balls will all generally hit the opponent before they land onto either your st. :m: or cr.:h: into whatever, thus reducing the chances they’ll be randomly hit out. It’s also far more consistent than hoping for a random ball to OTG the opponent one more time for a pick up. Hardest part about this strat is the fact that you have to find the exact height where Tenraiha spawns the balls, you CANNOT let the anvil hit, and you have to pick up the opponent in a string. Certainly something to pick up though, as it’s consistent if you can get it down.

Lei-Lei can also do this solo by using :s: and SJC into a delayed Tenraiha, followed XF after the anvil hits the floor. The balls don’t add on as much damage scaling as the rest of her attacks, so you should be able to pull off a corner gong loop at least twice before ending it. I haven’t checked the meter gain on this, but it might get at least 60-75% of the bar you spent. I’ll try and replicate it in training mode.

Funny tidbit: Spencer’s arm assist (or hard tagging him in to do slant hook) works similarly to auto connect glitch he has with Akuma, if done with Chireitou. Timing is a bit wonky, but if it works…you should see an auto connect to the opponent much like the Akuma tatsu variation. Watch it though, the last hit of Chireitou tends to negate the pullback.

Odd that you mention that because one of my favorite things is DHCing Sphere Flame > Vertical Legion Arrows > Tenrai Ha. Now I have something new to try out, thanks.

Ooh, I use Spencer, so I’ll have to try this some time. Do you have recording equipment to record that?

Oh, and nice TRH find. I’ll have to try that with Tasky.

Nah, I don’t have recording stuff yet. I’m moving in a bit and will be purchasing that stuff for later. We’re kinda lacking that kind of stuff in the Lei-Lei forums. >.>

Here is something I was doing lately. With my team of X-23, Hsien-ko, and Taskmaster.

Basically some Raw Tag stuff.
Hsien-ko’s Back throw can be used to raw tag in the partner (screen dependant) Then Follow up after.

(Corner)
5.M>2.M>2.C>S>j.M>J.M>J.H(all hits)>J.S.>Back Dash (Kinda like Magneto’s Disruptor’s)>Chireitou
Blades 236(two buttons)>2.C>S>J.M>J.M>J.S.>
After that much it’s up to you to decide what to do like spend more meter or a do assist set up and etc.

The last one is hard to explain. Because it’s distance related. (Roughly the starting point of any stage and a back throw away from the place you want to do this.) (Hsien-ko)
5.M>2.M>2.C>S>(slight delay until you and opponent are the same height) J.M>J.M> J.S.>Chireitou
Blades 236(two buttons) > Partner Tag (X-23)> (3) Dashes> 5.S.>J.S (nice way to get Hsien-ko out) (ex.note. Hsien-ko could do this by herself too. Since the screen isn’t
moving she can do a few dashes and combo after if needed.)

I think Hsien-ko and X-23 compliment each other nicely. Claw Twins.