MvC3: Hsien-Ko Combo Thread

Do this one instead: st.M, cr.M(optional), f+M, j.MH(3hits)S, land, st.M, cr.HS, j.MMHS. Easier to do and does 279/288k.
Or this harder version: st.M, f+M, j.MMH(1hit)S, land, st.M, L gong, st.M, st.H(3hits), cr.HS, j.MMS - 303k

You can Air Dash after jump canceling the f+H making the j.H link 100 times easier. f+H creates a good amount of hit stun while the last hit of j.H creates a moderate amount of hit stun as well, that way you don’t need to use j.S and can continue right on into s.M.

I guess for simplicity I’ll omit most of the magic series.
cr.:h:, f.:h:, AD (Air Dash), hesitate as long as desired j.:h:, Land, st.:m:, …, :s:, j.Magic Series, …

Should be able to get two reps with slight alterations to the standing magic series.

Thanks.

Alright, thanks. I’ll try that combo out.

Midscreen combo: st.M, cr.H, f+H, j.MH(3hits)S, land, st.M, L gong, st.M, cr.HS, j.MMHS - 421.3k

st.M to L Gong? That’s a really tight link… You sure it’s worth it?

The trick is to do the j.MHS asap after the f+H so that your foe is well above h-ko, it makes it easier to link the st.M after L gong. It’s still kinda hard to do, and maybe not applicable against all opponents, but I’m putting it out there to see which one of her extended mid-screen combos is the most damaging and reliable go-to. So far, I’ve had the most success with jux’s land j.LMHS version(minus the last f+H, j.H part).

Gaaaaaah, I’ve got it down already but when I take it into a match my dumbass ends up doing HS j.MMHS Tenrai Ha… Why does my mind not want to unlearn Hsien-Ko’s ABCs when I on-the-spot alter my Chris and Taskmaster combos all the time?

I ran into the same problem for a bit, it think it is because you remember doing 3 air normals then j.:s: then Tenrai-Ha as a section of a lot of her combos. So when you want to do the j.LMHS your muscle memory goes strait into Tenrai-Ha.

Bit of a silly question, but has anyone ever managed to get any type of follow up after her airthow? I swear I have tried almost everything I can think of.

The only way I know is off Chris’s land mine assist. just call him before you air throw.

So pretty much you need something active on the ground already I guess. Cool thanks.

Does anyone plan on making some video examples for these combos? Having some to go by often helps people like me, and since I’m not a big (or good) MvC3 player I figured I shouldn’t be the one. If nobody else intends to I’d be more than happy to, if only because Hsien-Ko is super cool!

I’ve thought about making a hilarious Hsien-Ko BnB video, but every time I work up the nerve I realize how bad of a player I am.

I don’t know if this works in vanilla, but I know it works in ultimate. It doesn’t work every time as it’s screen position dependent, but it’s UN-punishable when you get the grab even when the combo doesn’t work properly, and grants you the initiative.

Back Throw, Immediately hold tag, done.

This is a combo in most cases.

In the case of Nemesis, that’s particularly dangerous for your opponent when it hits. While you can’t combo off it without x-factor, Nemesis has a combo igniting, unbreakable command grab. The lost initiative in this situation is dangerous because although Nemesis can’t cancel his dash with attacks, he can still cancel it with down [and then attack immediately…]. This means a few things:
1]He can dash or wave-dash in and use the HCB command as the down-cancel to get the command grab out of the dash.
2]He can delay the wave-dash so that it works as either an option-select vs your recoveries or a confirm of direction.

Theoretically, if something like this happens with this particular character, you’re screwed; you in theory would have to randomize your recovery and hope the Nemesis screws up. Calling assists might work too, but if Nemesis calls his, you risk Nemesis having a “happy birthday” should he call his assist while you’re rolling to snuff yours. Also, many people forgot they can call assists while rolling.

-neutral recovery isn’t an option. Nemesis can command grab you.
-back recovery can be planned for via confirms and option selects netting the command grab.
-forwards recovery can be grabbed instantly, but sometimes you roll past the person screwing up their commands. The player can control the situation by down canceling at the right time creating a confirm or option select for facing, and get the command grab anyways.
-Jumping back in combination with any of these could work, but the player if he did it right will be in a position to change the button from light to hard and still be likely to get the snatch.

Hawkeye’s tag also combos with this, and I’m sure that as long as you get the screen position correct, it should work with everyone. It doesn’t matter much if you don’t get the 2 to combo since this is a safe tag tactic. Having the 2 hit [and they hit 75% of the time] is the icing on the cake.

Could someone please start a UMVC3 thread for this character?

If no one objects I suppose I could do it, most of it will be the info earlier this page though. Plus we still need to decide on a name.

I propose something Ghostbusters-related! Possibly even “I Ain’t Afraid of No Ghost”?

Anyway, I found some decent throw combos. This one works on regular and large-size characters from a ground back throw mid-screen:

(back throw), jump forward j.:m: :h: :s:, land, s.:m: c.:h: f.:h:, jump forward j.:h: :s:, land, s.:m: :s:, super jump j.:m: :m: :s

Does 293,300 without hypers. This same combo works on ground front throws midscreen on Nemesis and Sentinel.

“Combos so easy, even a dead person can do them: The UMvC3 Hsien-Ko Combo Thread”

I’ll see if I can mess around with those throw combos tomorrow.

Let me know if you get anything new off that; I haven’t been able to.

Came up with a Level 3 X-Factor specific combo that’s fairly easy to confirm into (but somewhat difficult to finish). Corner only.

c.:l: s.:m::h: (3 hits) xx :rdp::h:, X-Factor Cancel, s.:m::h: (3 hits) c.:h: f+:h: :rdp::h: c.:h: f+:h: :rdp::h: c.:h: f+:h: :rdp::h: c.:h::s:, neutral super jump, air :m::m::h: (3 hits) :rdp::l: :s:, land, :rdp::m: :qcb:+:atk::atk: (mash)

Does 957,600 before the hyper. Mashing Tenrai-Ha usually guarantees a kill on anyone, especially if you backdash before the last Henkyo-Ki. For what it’s worth, this actually leaves you positive on meter gain too.

Unfortunately, I couldn’t squeeze anything else out of it, though I didn’t get much time/hadn’t played for a little while, so I was kinda rusty.