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

Some combos with Hsien-ko/Doom/Phoenix. Sentinel was my target dummy, so your mileage may vary.

  1. cr:l: st:m: cr:m: cr:h: st:s:
    (wait) :u:/:uf: j:m: j:m: :rdp::l: j:l: j:s: (land) (dash) :qcb::atk::atk:
    –Slight extension to her normal BNB into Tenraiha. Waiting to superjump allows you to extend the combo with gong.
    –Does slightly more damage than the regular meterless BNB, but leaves you further away, probably not worth it unless you’re going to do a followup hyper.
    –This is mainly for when your combo will carry the opponent to the corner but you’re not there yet, because if you do this midscreen you’ll land far from the enemy, and if you’re in the corner you have better corner combos (not sure if hitstun from the loops will allow use of gong in the air combo)

  2. cr:l: cr:m:+:a2:(TK Shot) :f::h: :dp::l: (TK shot hits) (pendulum hits) (wait slightly) j:s: st:m: cr:h: st:s:
    :u:/:uf: j:m: j:m: j:h: j:s:
    –Meterless anywhere combo using Phoenix’s TK shot assist. Did 387,100 damage IIRC.
    –The timing on pendulum -> j.S -> st.M is very tricky at first. It’s easier if you’re NOT point blank on top of the opponent when you start it, because when I am, sometimes (depending on my cancel timing I guess) I’m facing away after pendulum and the j.S doesn’t always connect. In that case I can use j.M to hit behind me but I’m not 100% sure I can link into st.M from that. It might be possible to use st.M instead of cr.M at the beginning of the combo to avoid the problem entirely.
    –Not sure whether this results in more damage with a hyper tacked on than the regular BNB due to scaling, or if I can tack on the gong aircombo to add more damage, didn’t try.
    –Either way, just the ground portion up to the pendulum does roughly the same damage as the basic aircombo BNB, ~300k. If I’m worried about missing the combo, I could just continue with mixups after pendulum.

For when I feel like spending meter:

3a) cr:l: cr:m: cr:h: st:s: :u:/:uf:
j:m: j:m: j:s: (land) (hold forward a little) :a1: (Hidden missiles) :qcb::atk::atk:
–Default combo into hyper with oki, missiles landing on wakeup. Most effective in the corner.

3b) Same as above, except with extra midscreen damage. After the Tenraiha, instead of teleport mixup or whatever, I just wait for it to recover and use Chireitou. If my timing is right on the delay between landing and Tenraiha, the Chireitou followup seems consistent. Then the missiles hit the enemy during Chireitou.
–This does something around 665k, and I can superjump to follow the opponent.
–Timing on the doom assist and Tenraiha is important. If I do it wrong, Doom missiles carry the opponent out of Chireitou’s hitbox. Short delay after landing, then call Doom and immediately do the hyper seems consistent.

3c) Same as 3b, except after the Chireitou, I hold A2 to call Phoenix. When she gets in I can do Phoenix Rage for more extra damage (800k total.) Regular DHC seems to do less damage.
–Instead of the hyper, I’ve been able to call phoenix in and connect a quick rdp+M teleport into st.S. The timing on the tag-in is weird to get used to though, and I can’t visually time the teleport recovery because she’s offscreen. But this should allow an aircombo afterwards to gain some meter back and/or add potentially a lot of damage off of any connected Chireitou.

If I can get the chireitou-> call phoenix -> teleport link down, I imagine it will be more worthwhile to just go straight into Chireitou instead of bothering with missiles/Tenraiha. Only spend 1 meter, get a free aircombo, get some meter back and do some good damage.

So far I don’t see any glaring weakness in Hsien-ko besides mobility and damage that an assist can’t cover. I play her on point, and instead of trying to rush down I pester my opponent into coming in with Magneto’s disrupter assist and Hsien-ko’s Anki hou, then pissing them off further with her jumping H, which has nice priority, or pendulum swing. If given the chance I try to go for my bnb which is just j.H,c.L,c.L,c.L,c.M,s.H,c.H,S,j.L,j.M,j.M,j.H,S, Tenrai Ha, or Chireitou if they’re not in the corner. So far the only thing remotely putting a nail in Hsien-ko’s coffin for me is her damage out put. Her Hypers do shit for damage, and sometimes not even worth the meter. I figure some resets need to be discovered for Hsien-ko, to get more damage in, if anyone knows any please share.

Overall her zoning is pretty good but not the best since her damage is so low. Anki hou L hits from full screen, so it’s her best pester tool, until your opponent starts to jump, thats when you throw out pendulum swing, to catch their ass. Her normals also have some good reach too them, so try to get in at a distance that your opponents normals won’t reach you, but Hsien-ko’s will reach them. Anyway I’d say she’s pretty average, you can definitely win with her if you put in the time, I’ve even gotten a few OCV’s with her. Just play patient and smart, and learn how to move around with her.

Actually, it’s an instant overhead on taller characters.

On sentinel, any item toss that isn’t a star or bonsai hits him on the way up.

Immediately cancel into Spiked ball super for safety.

EDIT: bomb also doesn’t work.

combo on sent is to Anki hou H xx spiked balls, wait. Cheritou

500K

So I just watched part two of the Wednesday night fights video, and holy crap Clock’s Hsien-Ko is scary. Doesn’t use the Hyper Armor, just plays a slightly conservative rushdown with hidden missile’s covering him and builds meter for Pheonix. Nice to see her get used a little more aggressively instead being benched immediately for her assist.

Ok, don’t shoot me if it’s something obvious, but how the hell do you swing back when doing pendulum? The command list says that it can be repeated, so I’ve tried doing the input again, but it doesn’t work.

Personally I don’t think you should rush down with this character unless you’re x-factored. Suddenly vsav Hsien-ko!

But nah her keep-away is really good. 6H > item toss or 6H > gongs works well, super jump along with pendulum combined with the right assist(ammy for me right now), come back down safely with jH whiff canceled into gong.

If you need to move in or punish, crawl in with 2H. Whiff cancel it into gong for coverage. I personally think shes best played zoning with some awkward but effective mobility. Feel free to rush down when you have x-factor for some free pendulum cross-ups and teleport mix-ups.

You hammer the button you used to do it. I do admit, it seems a bit inconsistent as that can also lead to her disconnecting it and just falling while spamming air attacks.

I absolutely love doing her 6H attack. Don’t really know why, I just love tossing those claws out.

Thanks bud. I tried that but I can’t mash on pad that fast. Been bedridden the past few days so I couldn’t use my stick. Works fine now.

I apologize for this petty question but does Hsien-Ko have any followups to her command grab the game might not list? Or has anyone found a good use for it?

Well her two direct-attack hypers can be done from it easily, as well as an OTG assist which you could then combo from.

what OTG assists are you using to combo off of her comand throw? I tried throwing them point blank into the corner and using deadpool (katanarama is the fastest OTG assist in the game if i recall correctly) and it wasnt linking. Only thing i could get to work was tenraiha into whatever shenanigans I wanted.

Ah, well I have to admit I was just guessing that would work. I haven’t tried it myself but since her hypers do it I assumed there’d be at least some OTG assist that would, but then I guess I didn’t count on the quick start-up of the hypers. This might be crazy talk, I’ve only just got this game, but is it possible that there’d be a slow enough OTG assist to bring in before the throw? Or even if there was, would it just not track properly?

Good news: HKo has a small loop.
Bad news: It’s fucking hard.

You can do 2H 6H Hgong (wait) 5M 6H Hgong (wait) 5M S…

Vid coming soon.

edit: Apparently you can do 2H 6H Hgong three times, then go into launcher

I think that’s corner only?

Yes, it is. Does decent damage though.

Is there a video of this yet? i missed it :sad:

If it’s what I think he’s talking about, it’s on the front page. A few posts down right now.

Like I said earlier, you use an assist to cover you as you go rush down. Doom’s assist is nice because it comes a little later, and they’re spread out, as is Sentinel’s drone assist. You “rush down” by doing an instant air dash and hit air. C. Her air C has a ton of range, hits 3 times, and if it hits, you can hit confirm into cr.lp + magic series bnb stuff. If they push block you, they have to take chip damage from the assist, and you can just cancel into anki hous or gong.
Think of it as “square jumpins” for her rush down, or at least the one i’m talking about.

Indeed it is good sir, thank you

Gotta say tho, DAT PIPE