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

Would be nice to see some videos, want to see how people use her just a pity she’s so rarely used :frowning:

There was one guy at Final Round who was using her to some success on point. Basically played like a few people in here have recommended: spammed gongs when it was safe, used pendulum covered by assists to approach and mix-up, poked with H normals a lot from mid-to-close range. He’d leave her in until she was at about 50% before activating armor and tagging out. Didn’t catch his name though.

There was a different player on the stream station later who couldn’t seem to do SRK motions. >_>

Ill post video’s friday, its a bit harder since this game doesnt have a replay function :sweat:

[media=youtube]4bYYZA_8fzA[/media]

I think she is good on point.

Her keep away is strong and very tricky. A lot of people think her projectile is ass when its very diverse and covers serious parts of the air/ground. Gongs are really good, they are just big slow projectiles that stay there and then you can tiger knee them for less recovery/more range.

Then on offense she is REALLY good. Her jump hard is great to get in on and then she can just keep at you with small chunks of damage. Her mixup game is great by using her normal throws into combo and just keep constant pressure on with the air dash and Sent assist or something. Then her kara command grab is really awesome and makes people respect her crazy range on all of her normals/grabs/mixups.

She is good people! :open_mouth:

i created a video thread and put a few vids up there, i am by no means an expert but they show that lei lei can hold her own, if i lose its because of my mistakes not because of the character.

So does anyone know a reliable way to land teleport dash crossover into Chireitou after a corner knockdown (IE any air combos that make it easier)? Or is just pianoing LMH for a dash as soon as you land the best way to go?

I don’t have any videos, but I’ve been having some decent success playing her as an aggressive zoning character. By this, I mean that instead of backing up across the screen and spamming (where she can’t really do any damage), I play aggressively towards my opponent while tossing out her specials.

I like to do a normal jump (neutral, forward, or back, depending) and do double or triple gongs as I’m falling, so it looks like a wall of force waves. When you hit ground, you can poke with normals, do f+H and/or toss an item upward if they try to jump, dash or pendulum in behind your wall and go for cross-up, etc.

I’ve also had some luck going for dark force as someone is about to counter a blocked hit, so that I can combo right through their counter.

She definitely needs space-controlling assists, and it’s a good idea to pair her with someone (or even two people) she can easily DHC to for big, fast damage, but Ko is not a lost cause.

@Wedge_Antilles: The air combo posted a while back with two gongs in it is pretty reliable. You end up pretty close to the ground and have a lot of time to move after landing.

Anyway, I had almost lost hope here until Nageki actually started a video thread and said what I was too indifferent to say myself. Kudos. I’ll post some stuff I find useful for Lei-Lei.

In general, Lei-Lei is weird. She can be keep away depending on the matchup, but in general you want to be offensively zoning. By using her tools to force the enemy to take certain actions, you can then respond accordingly. I talk about it below in a little more detail, but making them jump with gongs and then hitting them with her upward hitting moves is one example. Her rushdown is pretty crappy, and she’s very easily pushblocked, so stick to zoning for the most part.

Jumping C: I use this move a lot. Maybe even too much. I find it useful to throw out early because it has so many active frames. If someone tries to start something while I’m on top of them, they’ll usually get hit. It hits from really far away, so use that to your advantage. You won’t always get combos from it, but damage is damage, and she needs it wherever she can get it.

Jumping B: This move is kind of cool because it can cross up and cancel into jumping S, but I rarely find myself in a position where that matters. Lei-Lei is slow, so it’s really hard to chase somebody who tech rolls if you’re floating around. That being said, it recovers a lot faster than jumping C, so it can be safer in some situations.

Jumping S: This move has a really nice downward hitting angle. Unfortunately, like jumping B, I rarely find myself in a position to use it. If for whatever reason somebody is in the corner and blocking, I guess you could start a string with it, but you’ll probably end up getting pushblocked whatever attack you use.

6C: This move is really good at hitting people out of normal jumps from a distance. If you use it right, you can beat moves like Haggar’s pipe every time. What I find to be particularly useful is to throw a couple fierce gongs, which will force them to jump, and then knocking them out of it with 6C. It doesn’t do a lot of good against people who are directly above you though, so if they’re in closer you’ll want to do something else.

6B: This is another good move for keeping people out. It doesn’t reach as far as 6C, but it seems to have a lot of priority and it lingers. I typically throw it out when somebody is trying to rush me down from mid range. I’ve had a lot of success with it against characters who need to get close, but have a hard time closing the gap, like X-23 and Felicia. It still does not cover directly above you, but its active hitbox is closer to Lei-Lei, so it’s safer than 6C. One way to use it would be to use a fierce item toss to cover above you, and then use 6B to cover your front.

Item Toss: This is pretty crappy as a projectile because it’s random. You’re not going to be winning any laser wars with this. What I typically use it for is to end guard strings that get push blocked. People seem eager to push block, so take advantage of it. End a ground series with 5C, and if they pushblock, cancel into either an A or B item toss. A lot of times they’ll pushblock, but then realize they actually want to be close to you and charge back in. If they’re not careful, they’ll get tagged, and if it’s a stun item you get a free combo. Don’t use it if they don’t pushblock though. If you get a bomb you’re screwed because it doesn’t have a hit.

Gong: This move has a lot of uses, but how you use it really depends on the matchup.

Against characters without projectiles or teleports it’s great cover. Three waves slowly moving across the screen is a huge pain in the ass for characters who have to get in on you, and it beats out a lot of cover assists they might be using to as well. Just be careful you don’t get tagged by a random fast invincible super.

Against characters with teleports, this move is pretty useless. They don’t cover behind you, so unless you’re baiting the teleport, I’d use gongs sparingly.

Using gongs against projectiles is where it gets kind of tricky. You have to learn how gongs interact with each projectile. Some it reflects, some it goes through, and some it loses to. Depending on the situation, the strength you’ll want to use is different. I’ll just go over a few examples.

Reflects:
Drones
Ice Barf (Fierce gongs are good here because of how long this projectile hits.)
Rocks
Bullets (This is great for getting Wesker to shoot himself in the face.)

Beats:
Plasma Beam (If you throw fierce gongs, eventually they’ll hit Doom if he keeps spamming.)

Loses to:
Whirlwind
Trish’s Fireball (It seems like her top fireball’s hitbox is above the top of the gong or something.)

Really Annoying:
Phoenix’s Fireball (It explodes on contact with the gong, damaging Lei-Lei rather than Phoenix.)

Pendulum: This move is good for annoyingly flying across the top of the screen, but be careful when landing. It’s easy to get crossed under on the way down.

What I find myself using this for most is an approach. With a good cover assist, you can pretty much fly across the screen, and the transition from pendulum to jumping attacks is pretty seamless. I usually end with jumping C because it hits the farthest. A lot of the time I end up too far away to hit with anything else. Make sure you delay your hits a little if you cross up so they don’t just perfect guard it.

Swinging back and forth is okay, but it kills any cross up potential, so I mostly do it to waste time.

Command Throw: This is one of the things I’ve had a hard time incorporating into my game. Because it’s so easy to pushblock Lei-Lei, I feel like I’m never in range. One thing you can do is gold armor after you kill a character, and then get them with grab when they come in, but even that is kind of sketchy. It also leads to pretty mediocre damage and you can only super afterwards, so it doesn’t seem that worth it anyway.

Gold Armor: Aside from the obvious use of powering up her assist, I usually use this to counter other power up supers. Morrigan activates? Gold Armor. Then if she tries to rush you down, just hit her. It at least buys you some time and forces them to reconsider their approach. And if for some terrible reason she’s your last character, you might as well do it anyway if you have the meter. It’s not like she has a level three to save for.

The last thing I’m going to touch on is fitting Lei-Lei onto a team. I know I talked a lot about her on point, but I think her best position is a second slot. Even though she can do well enough on her own, it’s a total waste not to use her assist. Combo into something, DHC into gold armor, and either DHC or aerial tag her back out. If you’re smart about using her assist she won’t take too much damage before she has to come back in.

Hope this helps.

updated the video thread, i think you guys are going to like the last fight of video one. :tup: top tier my ass
you may notice that i dont use her gdlike assist alot, the reason being that i want to know her has more than just some assist. i dotn dont want to end up using it as a crutch, so i tend to shy away from it unless i know that it will prevail and not just “another” assist.

also i added shuma to my team and dropped trish, i did this for many reasons but a very big one is that his hypers otg which make leilei more of a threat when she lands a full combo now.

Thanks Tachi for the overview. And I’m glad to hear Shuma works well with Hsien; I’ve been thinking of swapping Doom out for Shuma to go with Tron/Lei Lei, though I’m concerned it may be too assist-dependent. I apologize for perpetuating the despair of Page 45; looks like I learned my lesson.

The Gong is certainly a large part of her gameplay. Is anyone willing to to test all projectiles in the game vs. Kenkyo Ki? Like Tachi pointed out, some projectiles react oddly to the gong, so a comprehensive list of how each one reacts would be helpful.

Well, this didn’t really spark as much interest as I had hoped. Oh well.

@Noble Cactus: Greg’s Vice was actually nice enough to make a video covering most projectiles. It was posted a while back, but here it is again: [media=youtube]98yAONhVqSY[/media].

tachi, actually i’m really thankful for your post. it was a very long and informative writeup. don’t feel like you wasted your time! however, i think your post will eventually get lost somewhere. maybe we should have a hsienko basics thread. your idea of using forward+B is interesting.

although i’m not sure if you always need to dhc or aerial combo her out? if you activate golden armor and don’t dhc her out, the enemy might expect you to naked switch in someone else. the enemy might end up holding back in order to punish your naked switch. but this gives you an opportunity to get in. i think if you mix it up and don’t get predictable i think you can naked switch in to save a meter. while it’s bad to have her as ur 3rd because of how easy she is to avoid (even w/ x factor), if you are in this situation, her golden armor is great because if they attack you, you dont need to block and you’ll land a combo on the opponent. if they block, you can throw them. the problem is of course, they can usually run away… but it depends on what character they have

i think hsien ko really needs someone to help her catch her enemy. personally i’ve used doom’s hidden missiles. what have you guys been doing to supplement her ability to catch opponent while on offense?

@ Tachi, Ah, thanks for the vid. I think I remember watching part of that right after the game came out, but then having to go do something else.

Anyone tried using Kenkyo Ki against Shuma’s projectiles yet? I’d imagine it’d just nullify the beam like the others, but I’m not sure about Mystic Stare. I assume they’d just explode on contact with the shockwave. Someone in the Shuma thread said she’s one of his “worst nightmares” right now, but he didn’t elaborate on what that meant.

As for your list, I suggest adding it to the Hyper Guide. Not sure what the review process or whatnot is like, though, so I’m ignorant there.

So how are you guys dealing with keepaway characters with Hsien-Ko? I have a hard time dealing with them still and it’s frustrating trying to get in on an opponent like Deadpool, Dormammu, or Ryu, especially when they have an assist like Jam Session backing them up. I have Hsien-Ko as my second character with Sent as 3rd. While Sent’s assist is great, I can’t call him out to help me get in all the time due to projectile supers.

lol Shuma hits on Hsien Ko more or less. Shuma’s got a good eye for the ladies.

Yes, I went there.

“Ugh, I’m not even gonna touch that!”
“Euw~, my clothes are all slimy now.” :rofl:

“Dohoho, that slaps me on the knee!”

  • Heavy

When does she say her slimy clothes line? I haven’t been able to play, but I remember hearing those two lines in her sound test. Capcom had fun with Shuma and the ladies (see: Morrigan).

Thought I’d bring this up again; it somehow got overlooked. I’ve yet to try it out, though I want to see it used in a match. It may be able to help out against zoners provided the invincibility frames are timed right.

Beat Shuma (i.e. he’s the character that you score the KO on) and she’ll say the slimy clothes line :3 I spotted that in the gallery a while back and thought it’d be about Shuma :stuck_out_tongue: There’s one line I haven’t worked out yet, something about her opponent liking tools/weapons/whatever as much as she does, dunno who that belongs to.

I’ll have to see what he says to Morrigan, no wordplay with Felicia (dunno if that’s a good or bad thing :P).

Edit: “I see this one likes weapons too.” aimed at Task Master, didn’t catch what he said. Winning she says, “Are all those weapons just for show?” All characters tend to have at least three unique entrance and exit quotes, still missing one. 3rd is mirror match, “Huh? Didn’t realise we were quadruplets.” and “Gotta watch out for these fakes.”

Shuma doesn’t seem to say anything unique to Morrigan o_O?

@liluoke: You certainly don’t always have to tag her out immediately, but if you have a good opportunity to get her back out safely, I wouldn’t pass up on it. A naked tag may not always be punished, but it is punishable, and I don’t like doing it if I don’t have to.

Tame makeup is also a factor. At the moment I’m running Storm/Lei-Lei, and that gives me more options. With Storm on point I can combo into Elemental Rage, DHC into Gold Armor for the damage reset, then combo into air tag back to Storm and finish with an air combo into super.

With Lei-Lei on point, any air combo ending with S can be cancelled into Gold Armor, then immediately DHCed into Hailstorm.

DHCing out of Gold Armor into another power up super is also a pretty reliable method.

As far as chasing, I try to avoid it if possible. I find that her comfort zone is in range of her normals like 6B and 6C, so I try to force people into that general area. One thing I’ve had a lot of success with is using Dante’s Jam Session assist. Between gongs, her normals, and a giant pillar of purple stuff, Lei-Lei becomes quite the wall, and you can force people to approach you.

Because her movement speed is so low, if you really want to get in on somebody, I’d suggest a slow moving projectile that she can follow behind. I was using Zero’s for a while, and it worked alright. Not great, but it got the job done. Alternatively, a longer hitting assist might also be useful to keep them in place because it’s so easy to pushblock against Lei-Lei alone. Unfortunately she seems too slow to capitalize off of fast assists that hit forward due to her slowness.

@Dash: Against Dormammu, sometimes you just have to jump forward and block. It’s not a great option, and it’s not very fun, but without a strong way of negating any of Dorm’s attacks, you’re kind of stuck with it. Once you get in close though, he can’t do too much except block or try to teleport. Multi-hitting attacks like jumping C will stuff a lot of what he tries to do. Just be careful not to get hit.

It’s pretty much the same for Deadpool and Ryu, but at least in this situation you can use her air dash to move forward a little quicker. If you’re REALLY having trouble, you can always try to get in a Gold Armor before you make your approach. That will at least force them to block once you get closer.

And in general, don’t be afraid to just stand in front of them or try to throw them. You don’t have to start hitting immediately (and then get pushblocked back out), and you might even be able to punish an assist if you play it safe.