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

thanks:3

Good job Trag. Too bad even you can’t do miracles with her and find out some crazy combos. Oh well… I still love Lei-Lei. =)

this is the best stuff i could come up with hsien-ko so far.
I don’t really post here but thought maybe if we share hopefully we can come up with better ideas and improve her.

Especially since the hsien-ko user community is pretty barren, though I hope clockw0rk and sabre continue to use her.

[media=youtube]zZ-J_RkNVUs[/media]
^ my bnb combos

[media=youtube]01vf7f8s-Us[/media]
^ my set ups vs neutral get up

all the combos have different purposes but pretty much go the same:

1st combo is hsienko solo 2bar xfc 100% w/ dorm assist (can use magneto’s hyper grav or similar assists to go into senpu bu as well)

2nd combo kills and switches in your 2nd character, or in this case dorm. Easy alternative if you don’t want to mess up Chireitou otg link.

3rd is no xfc and allows dorm to come in and stack 3 destruction points for free or whatever you want basically.

4th sets up reset cross up situation, which should have been in the following mix up vid. (note: you can still combo off any senpu bu likewise you can do this setup of any strength if you want.)

hope you guys enjoy and maybe come up with some better ideas off this.

Food for thought:
Getting 3 hits on chireitou in the corner lets you link a 2c afterwards and then cancel into launcher. Easiest way to set this up is just a standard juggle combo in the corner, then backdash and super. Even on the first relaunch, th j.c is too slow to combo, but you can go straight from j.b to j.s fine.

Sweet! And there was me waiting for them to land after a throw like a lemon :lol: Is there anything she can do after air throws?

Good stuff.
I’m cracking my head trying to figure out some combos using Chun’s L. Legs assist and Tron’s Gustaff Fire assist. If I get them to work I’ll post them here.

I tried this out. I really liked how it looks! It went like this:
2L 2M 2H 5S (jump straight up) jM jM jS land backdash 236AA 2H 5S jM jM jS land 214AA
Did a few more than 600k damage.

Appreciate it, helpful to have videos to explain things since I don’t have recording equipment.

Don’t forget that you can do an unblockable on your own with H item throw + :d::h: or dash -> :d::l: if they don’t roll… or you get a bomb/stunner.

Good to see you here, man.

just some quick tid bits:
-H Anki hou hits high(except bonzai tree, gold star and bomb). You can throw it out immediately or wait til it drops and sweep for a nice unblockable to launch combo.
-First hit of tenraiha also hits high.
-Senpu bu doesn’t get pushed away when using pushblock.

Hopes this inspires some shenanigans!

Is the air combo in the corner gong loop combo character specific?

Like the whole launch, m, m, l gong, l l, l gong etc.

EDIT: Is her corner ground loop with 6H and M Gong character specific too?

As far as I know, the timing changes depending on the size of the character.

how many reps of the ground gong have you guys been able to pull off? At most I can get two before the character jumps off.

Okay so they both work on everyone I just need to change the timings. Okay cool thanks!

If I remember correct, wasn’t it m, m, l-gong, l, l-gong, not two l’s? Maybe 2 l’s work on some characters though.

Something I was messing around with today, aside from my team’s combos, is comboing after an air-to-air hit. Her air pokes are some of her best tools so it should help a lot to practice capitalizing on them if you land one.

For instant airdash j.H, if your opponent is close then you can buffer S each time you use it and you’ll get 1 hit of j.H and 1 hit of j.S, making it easy to connect st.M, cr.H, launcher -> aircombo whether they jumped or not.

If you’re further away, you can use j.H and watch for whether the enemy jumped. If they did, you can immediately jump forward j.M. It’ll combo if the j.H hit even at long ranges, so the full combo would go something like:

j:h: (land) (jump forward) j:m: j:m: j:h: (1 hit) j:s: (land) st:m: cr:h: st:s: -> aircombo.

If you’re doing a normal jump j.H, you can chain it late (after the 3rd hit) to j.S and then st.M cr.H launcher -> aircombo when you land. This seems to work even at max normal jump height, as long as your normal jump took you close enough to land j.S.

These were tested on a couple characters including Viewtiful Joe IIRC, so it’s far from comprehensive, but it seems like these should work on most characters.

Also, last minor note, since I found out Doom’s missiles can OTG under certain circumstances, I’ve been trying to find a decent meterless combo that makes use of that. This one seems to work on most characters with minor tweaks, and is probably the easiest assist combo I’ve found with this team.

cr:l:/j:m: (st:m:) cr:m:+:a1:(Hidden Missiles) cr:h: st:s:
:uf: j:m: j:m: j:s:
(land) (jump forward, airdash forward) (missiles hit) j:m: j:s: st:m: cr:h: st:s:
:uf: j:m: j:m: j:s: (land) -> mixup/Tenraiha

It does 395k-405k depending on how many missiles hit. The combo carries the opponent so far across the screen that it’s difficult to use Chireitou effectively after it, but Tenraiha is fine. Chances are, they’ll be cornered unless you were near your own corner when you started it, so the mixup afterward is usually good.

The trick is that Doom missiles won’t come down if the opponent is already knocked down, but you can’t do it too late because then they’ll wake up, so you have to knock them down after the missiles start coming down but before they hit. This combo happens to have the perfect timing to make 1 or 2 missiles hit, picking up the opponent for a relaunch.

The st.M at the start is optional, but against some characters you have to drop it (MODOK, Tron). Against Viewtiful Joe, the j.S after the airdash will whiff so you have to use another normal. Other than doing the first cr.H -> S as soon as you can cancel it, the timing on this combo is pretty lenient.

It would probably be possible to make more than 1 or 2 missiles hit, but it would make the relaunch harder and probably scale the combo more. I think there’s also potential for a universal combo into midscreen pendulum from the same OTG missile, but I haven’t tested it enough yet.

I was in the lab with her yesterday. Tried some ideas we got here on the thread, here are some numbers:

cr.:l: cr.:m: cr:h: :f::h: :rdp::m: :f::h: :rdp::m: :f::h: :rdp::m: :s: sjc j.:m: j.:m: j.:s: (does around 435k, if you add Tenraiha you’ll get around 595k)

cr.:l: cr.:m: cr.:h: :s: sjc j.:m: j.:m: j.:rdp::m: j.:l: j.:m: j.:rdp::m: j.:l: j.:s: land Tenraiha (around 515k)

cr.:l: cr.:m: cr.:h: :s: sjc j.:m: j.:m: j.:s: land backdash Cheireitou(3hits) cr.:h: :s: sjc j.:m: j.:m: j.:s: land Tenraiha (around 609k, but if you omit Tenraiha you get 462k)

All corner only.

Still no luck on using Tron’s Gustaff Fire or Chun’s L. Legs assists to extend her combos.

I’m sure this is old but for those who don’t. If you time it right after her command throw you can do her tenraiha or the ground knife super after your opponent has hit the ground. Its strict but it gives decent damage. That’s all I have, and keep on pushing.

edit: Nevermind saw it in the Trag video now. Sorry Trag. Good Shit.

Just wondering how everyone is feeling about Hsien-Ko. If the team does some balance patches I really think they should give back her VS speed, which wasn’t even all that fast. I just think she doesn’t do enough damage or have crazy enough mixups to justify making her move like she is in quick drying cement. Also change her gong command back to :f::df::d::db::b: in VS that gave you a nice little os where if the command grab wiffs gong comes out (I tried to replicate that by doing b. hcb but it didn’t work). Also let her cancel her pendulum whenever. That’s it, I think those are reasonable changes. I’m working on some re-jump combos I’ll post them when I get the kinks ironed out.

EDIT: I know it’s really early to talk about any changes, just mentioning some minor buffs that I think would help her.

Even though the game has only been out for a week, the changes you mentioned are simple (and logical) enough to point out. I really don’t see any reason for her to be so slow when she wasn’t blazingly-fast to begin with in VS, just fast enough to mess with the opponent’s mind (notably, her airdash and Pendulum canceling). I finally got the chance to play for the first time last night at a friend’s house, and I feel she has the potential to be a large threat but is missing something, whether it be speed or damage output or whatever. She definitely doesn’t feel like a pure zoning character, though, and it feels like she’s supposed to be played mixup style like in VS but is a tad too slow to actually get in.

But what has been done has been done, and until Capcom decides to pull her speed out from “I’m moving underwater” levels, we’ll just have to cope and make the best we can out of her. 'Tis a shame, really. She’s my favorite DS character.

Then, of course, there’s dat Hyper Armor assist. Are people starting to catch on to it online? If so, we’ll need to come up with counter-counter-Pendulum strategies so that she doesn’t become a one-trick Jiang Shi. Then again, I could be wrong, and it could be a matter of just using the assist intelligently and not just throwing it out randomly.

Speaking of the Gong, though, has anyone tried her old VS trick of doing a (formerly ES) Gong in midair, then airdashing with the shockwave as a form of cover? I forgot to try it out last night, but one person on the SRK guide’s video mentioned it. It might help with getting her in close to the opponent.

And does her j. :m: still have minor crossup properties like in VS?

Are you kidding? People have caught on to “Don’t jump at Hulk standing C” yet online. Hsien-Ko will take awhile.

I would allow her to cancel Pendulum, as well as make the startup slightly faster, to enable comboing from jumping heavy or special.

Anti Hsien-KO DFP strats?

Snapbacks. I’ll either snapback hsien as a point character and deal with the “real team” without her assist. Or if they’ve hyper armored her, i’ll snap her back in so the timer wears off. You’re not allowed to tag or call assists for about 4 seconds after a snapback. If they had full timer on tagout, they may be able to raw tag and still have DFP activated.

Watch it when Spencer does his grapple hook. It’s a projectile+grab properties will knock down a DFP LeiLei it seems. Spencer can also confirm a hit into Bionic Lancer for big damage. >.>

I have to say, I’m very happy with Capcom in regards to how good the Darkstalkers character models look in this game, it seems like they spent a lot of time making sure they stood up to the old character sprites, I just noticed while training a little while ago that Hsien-ko still twitches when she’s idling… (seeing Lord Raptor in Dormammu’s ending was dope too, lol).

VS was my first fighting game, so I appreciate seeing Capcom put effort into repping it in MvC3.