MvC3: Two Girls one Corpse: The Hsien-Ko Thread!

@Sixfortyfive: You could advance guard, but the opponent can get right back in your face before you get anything off (besides your assist/DF)
I’m not sure where the tier talk is coming from. All I’m saying is she’s kinda on the weak side (damage-wise) and she’s slow for some reason. It’s probably because I fail and need to l2p, but I’ll be practicing with her tonight.
All I know is Akuma/Magneto/Dante or anyone else with fast normals and projectiles is going to be a huge problem for her.

Edit: These are just some small observations I found out just now:
-Her throw (not command) can lead to a small reset (mp/lp)->into pendulum for added pressure. It can also be used to combo either hyper (tenrai or chirei).

-Chireitou is very easy to combo into as all you need as hit confirm is the first hit. (OTG, ground basics)

-Her forward dash can be canceled into a backdash for “shenanigans”. Right as she hops forward, press PP back to cancel it. The window to cancel the teleport is very wide too. I guess this could be used to bait rushdowns who try to read your teleport (tri-jumping in). While dashing, you can quickly throw out a normal (back and forward), so you could potentially punish people who like to throw out normals.

-You could also let go early of PP to push Hsien slightly forward (she has to at least phase out) and use C (saw) as a poke (if hit, you can combo into chireitou). This cuts her dash distance by (~) half but allows you to put some pressure (like the tip of Ryu’s f.HP in SSF4) and gives her a pretty nice speed boost.

-The dizzy weapons are the glowing star and a vase (?). There doesn’t seem to be a pattern, and if you get two bombs to hit each other they instantly blow up. Weapons can be used to push the bombs.

-This isn’t game-play related but she grabs onto chains for her super jump lol.

Okay so tomorrow I’ll actually be able to test a few things. Only got to play for a few minutes today. So need to test out how she meshes with Haggar eh? I’ll try and see how them armored pendulums helps Haggar keep 'em in place.

Try and test gong against as many projectiles as possible. What does it beat clean, what does it nullify, and what does it lose to?

If possible, check to see if it’s possible for the opponent to change from low to high block on reaction to Tenraiha super freeze.

Also check if H projectile still hits overhead.

There’s a bunch of unanswered questions on previous pages too.

Check to see if u can do something other than her Anvil hyper from her commando through. I didn’t have much time to play with her when I was at the GS to see if there was something else. Couldn’t tell the difference between the strengths too.

I’m fairly certain Swords’ll hit from the command throw, I think I got that once. Could be wrong, but I seem to recall it working. I’ll try and see if an OTG assist will come out fast enough to continue a combo too.

Command throw into swords definitely needs otg assist (wesker). The strengths go 96 k (L), 144 k (M) , and 192 k (H). Like always, L has the most reach.
As for the overhead projectiles, all of them do hit overhead except for the ones that stun. They can even cross up if you’re close enough.
-Chireitou has a bit of a startup time, so it’s possible to change block.

Gong tested so far:
Unibeam -nullify
task - reflect
jean - nullify
amaterasu (cold) - reflects
morrigan - reflects
magneto (disruptor) - nullify
hsien (gong) - creates a mini shockwave and hits anyone close / (weapon) reflects on low, nullifies on high
Trish - nullifies (blade/elec shots)
Deadpool - reflects bullets
Arthur - everything gets reflected unless arthur is upgraded. While upgraded, his lance breaks through gong, as well as the blade that moves forward (not axe). His bracelet super breaks through gong.
Ryu - reflect
Sentinel - sentinel force gets reflected/ H (laser mouth) gets nullified / rocket punch breaks / bombs either get reflected/nullified
Storm - whirlwind gets nullified
cap - shield gets reflected
Thor - spark gets nullified

I was pretty hyped for Hsien-Ko but after playing her for a while, she feels alot slower than in VS especially air dash and pendulum with no cancel btw -_- Still trying to figure stuff out for her I just know she’s hiding something in those big sleeves. I’m really liking the dark force + pendulum swing assist except they gave pendulum way too much delay seriously.

What about Wesker and Chris guns? I assume nullify?

Very nice list. Were the beams tested at different strengths too, or just the L variations? I would have loved to have had her in MvC2, with this much zoner-frustrating power. Though as broken as that game was, Cable’s beams probably woulda nullified her… :frowning:

At any rate, especially mixed with her dark force, I like being able to uptoss weapons VS rushdown players. Expecially if you get the dizzy variety. Puts a nice curb on their aggression. Her crouching :l: seems REALLY slow compared to the standing stabs, but her midrange normal game felt pretty strong.

After landing Chireitou, I was kinda suprised how quick :h: Sempu Bu let her get back in to her optimum normals range. Or you can let them stay at full screen, and begin the weapon toss harassment. Having dual Beam THC team mates, or even just maybe DHC’n Dark force to something like Max-Wesker / Max Spider, would allow anyone with meters to truly punish off any full screen dizzies one lands…

I agree with Sixfourtyfive’s “Passive aggressive” moniker, ha. She really, at this time, seems to have her own early niche that’ll be interesting to see develop. She’s different than VamSav, but I think it kinda works for this game.

Her :H: Command throw doing 192,000 damage sounds pretty nice, too. Mixed with OTG assist and a Hyper, I’d assume she could so some lower lvl 3-like damage with a lucky throw + meter…

Doom- Rocks (null) , beam (null) , photon array (reflect) , the missles are kinda pointless to gong because of how high they are. just block them
dorm - dark hole (null) , forward h gets nulled, purification (nulled)
Chris - machine gun (nulled from afar, reflected if close enough to chris) , shotgun (reflected) lol , magnum gets reflected and wall bounces chris , all grenades blow up upon contact with gong
Wesker - his forward H gets reflected (horizontal gun shot)

-I’ve found Sent (A) , Doom (B) , Dante (A) , and Arthur (Y) to be really good assists for Hsien for locking people down and getting in position.
-You can cancel her airdash, and pendulum, afaik, can only be canceled after the sequence is done into a quick air normal. She’s not mag, or anyone with flight mode so don’t get too giddy about doing some supreme rush down.
You also can’t cancel your normals into air dash because of their long animations. She needs assists to compensate her lack of speed, and can apply pressure through air dash+H which can lead to combo possibilities. and if they’re turtling too much, go for L command throw into Tenraiha.

-As far as gong and projectile strengths, there doesn’t seem to be any difference between them. They either move faster/slower or start up faster (i.e. light gong). So you could react on point to these projectiles with light or just apply pressure with H. Gong and force them to block your strings.
-you can combo into her stun projectile but they need to be grounded (not knocked down).

And for her supers, a full Chireitou goes 317.7 k, tenraiha 273.5 k

Final edit: I find it funny sentinel moves so much faster and does even more damage than hsien with 1 meter (standard magic into rocket punch>super) :frowning:

So how does that work, if both Hsien-ko and the gong are in the radius of the dark hole, the gong will nullify it and it wont hurt hsien-ko?

FUUUU! Both characters that i like using end up being reflected. LOL.

The shockwave emitted from the gong travels forward and nulls them.

Ahhh, I think I worded my question badly. I mean to say, does the STR of the Enemies projectile matter? As it seems that light and heavy version of some of their beams, have different hit numbers. So, in theroy, if a Gong nulled 5 hits, if the enemey did an 8 hit beam, 3 hits would still get through, and be able to hurt Hsien-Ko.

Hitting aerial opponents with the Stun projectile seems to lead to hard untechable knockdown though, so I’d imagine there could be some (possibly gimmicky?) Potential there (Jam Sessions OTG into Sempu Bu maybe?)

Hyper damage numbers are quite welcome, too!

Yeah, I also don’t understand this either. Sent’s stupid amount of power would have made me suspect that they’d let her maintain at LEAST her VampSaviour speed levels…

Think of it this way: it doesn’t matter how many projectiles is sent against the gong because the first hit that hits the shockwave either gets nullified/reflected instantly and interrupts the other # of projectiles left. i.e Chris’s machine gun gets canceled the second the first shot hits the shockwave and hits chris. Otherwise the reflected projectile cancels out the rest. So to your question, no.

For the dormammu gongs, shock waves need to hit the projectiles. If they’re (purif./dark hole) placed on you, you need to have the l.gong activated instantly to null it but it’s kinda difficult to land this.

Here’s a video of the I would say GODLY pendulum put to use online. Subscribe for more!

[media=youtube]8U5_ZLWLa8s[/media]

Armored Pendulum is indeed GODLIKE. Having used it myself it’s one of the few assists you can fire and forget in this game pretty much.

Yeah, I figure as long as you’re not stupid enough to chuck her into a beam super or something, pendulum assist is pretty solid.

There’s some Hsien-Ko play early on in Buktooth’s videos on the front page. Check 'em out. Repeating :f::h: xx Gong seems like a pretty good way to control space at close to mid range.

Gong loses to Taskmaster arrow hyper.

Is there any meterless combo that doesn’t involve starting with magic series on the ground? The tendency of her S to completely whiff and not combo 90% of the time is making me mad.

A major weakness, as a matter of fact the only thing thats bugging me about this character is her ground mobility. When playing she feels VERY strange. Anybody feel this as well? When I dash I sometimes over dash, and if I hop, I cant get there fast enough. I mean in my mind, I think that the teleport would be godly when used right, but right now it just feels weird.