Tested with LMH:d:HS j.MMHS Tenraiha, depending on Tenraiha doing the j.H was roughly the same or did more damage. I like to use s.H as a hit confirm too :3
Not sure if this is already in here but you can kara her f.H into her command grab for some serious range. I’m guessing you can kara into her other specials too, haven’t tested this out yet.
This sorta became a guessing game for my friends when they were in the corner. Get grabbed normally if they are close, if they jump they eat the f.H into gong into corner BnB (use an assist to keep them in the corner if they block in the air), or get command grabbed.
I’ve been struggling getting the timing down on that pendulum ball super to ground knives. Sometimes I DHC, other times it won’t even connect. I can’t pull this off consistently at all, it would make my Hsienko a lot better.
[media=youtube]8U8PcbqF9y0[/media]
thanks!^
Thanks for posting that! The first video wasn’t so clear on how to actually do it.
As for actually doing something with it, maybe mixups? I don’t know; I haven’t been able to try it out yet.
@ HyStrike: How far away can you be when kara’ing the :f::h:?
Thanks Takeda! the original video I saw of this wasn’t very clear, I thought he was just two button dashing with different buttons. I was getting it to come out but very rarely and the time I was getting it right was because I accidentally plinked the buttons Lol, now I’m getting it more consistently.
So, has anyone been able to pull off anything cool using this improved dash? I haven’t really put it to work yet but I’m wondering how useful will it actually be for her? she still can’t move around on the ground all that quickly but it’s definitely an improvement.
NEW HSIEN KO VIDEO IN THREAD, LOOK AND BEHOLD… thakn you
the plink dash, in my opinion improves hsien ko TREMENDOUSLY any kind of increase in her mobility will aid in the long run,
I was kinda hoping people would be doing things with Hsien Ko a bit quicker but seems no one’s really decided to take her up yet. I would say people should really be running her anki hou item toss move a lot. She gets a lot of screen control by placing different ones on the screen and like Faust in Guilty Gear some give big benefits like an instant dizzy. A lot of the people in the thread seemed to be focused on rushing in with her but I think people need to work on space control with her more so since that’s the way she was designed. Her spinning scythe move is good because it can’t be advanced guarded but I dont think its something to rely on (at least not yet) for winning matches.
Yeah Definitely, the Hsien-ko boards are developing much slower than most of the other characters like X-23, Viper etc. I agree her Anki Hou item toss is great, it’s fast and controls space well especially when combined with gongs, other projectile assists. I’ve been practicing using her great long range normals as well to control space. I don’t think she’s too good at rushing in, although her jumping H is a pretty good move to throw out to pressure people overall her game definitely isn’t rushing in all the time.
Let’s get moving Hsien Ko players! lol
I think Hsien-Ko’s rushdown can be very good. Its very safe if done correctly, and hard to pushblock, and revolves around hitconfirms off of moves with pretty good hitboxes and long range. I don’t think her keep away game is solid enough to play her like other zoning characters. Personally when I’m playing her I think its best to zone from around 2/3 screen away with a lot of gongs and the occasional well timed 6H or anki hou. Then when they get near her sweet spot (where you can start safe rushdown without having to chase them down) I use remaining gongs as cover and go in with jumping normal mixups, light pendulums, and crossups or feints with her teleport dash. When I land a combo I either set up gold armor and get her out, or get a gong out and go for more dash mixups on wakeup. I also think she does pretty good in the corner when you manage to get the opponent there. I’ve been busy lately but I plan on working kara command grabs into my game when I get the chance too.
However, I don’t often play her as a point character. I prefer to get gold armor, and tag out safely as soon as I can, because my team relies on her assist. In this situation she usually ends up as my anchor as well, so I try and save X-factor for lvl3 because lvl3 XF Gold Hsien-Ko is ridiculous. I play dorm in my 3rd slot and feel very comfortable with him as my last character, but I still prefer Hsien-Ko as my anchor, its too fun.
Also, here’s a trick some of you guys might find useful. If you hit your opponent with a gong just before you activate gold armor, fast beam like DHC’s (Dorm, Ryu, etc.) should be able to connect before they recover. Since you’re probably placing gongs when you want gold armor anyway, this is really useful.
what kind of dash mixups do you go for? and how do they not just roll out of it? I don’t know many of her mix ups or how to land her cross ups so I have a lot of work to do.
I think I found a pretty nice reset combo in training mode just now, after a launch M>M>H>S(close to the ground)>OTG assist(I use X-23 idk if it works with others yet.) L Pendulum>air M(at this point they air reset) dash forward H command throw>Chriteou>
her dash gets you right in their face just as they land from the air recover, and a couple of times I was able to cross up with the dash on their landing. Haven’t tried plink dashing after they reset, that might work to get her to cross up easier.
I think the reason these boards are moving slow is because most players have dismissed her as an assist character, but that’s just what the general opinion seems to be, unfortunately. But there is hope!
Concerning Anki Hou, dizzy items are the only items with big benefits. Bombs would be nice if they didn’t pass through the opponent. I mentioned it the other page, but it’s annoying throwing an item at someone while trying to keep them at bay, only to have them just fly through the opponent and have Lei Lei get beat up. Personally, I’d change it so that bombs hit the opponent like a normal item, then bounce off and counted down. That’d actually make them desirable (at least more than a regular item).
But that’s neither here nor there, and she has bigger issues that Capcom needs to address. How do you guys adapt if you get that unlucky bomb?
As for comboing with Pendulum, would it be better to use j.:h: after you cross up? Or would that cause too much scaling?
And non-serious point: My d’awwww bone was tickled a little when I heard her XF quote
“I’m very angry!”
With no menace in it at all.
for some reason plinking teleports works INSANELY good at close distances. i personnaly dont mind the pace at which the hsien ko thread is growing. the other threads you mentioned just got different versions of the same crap. while we get fresh and usable stuff for our chinese zombie.
for the crossup pendulum thing, i havent tested it but in theory doing a j. may not leave them in enough hit stun for you to get to the ground and continue to combo. you shouldnt really worry about damage scaling. unless she is in the corner all her combo’s do the same damage give or take a few ten thousand
also can we get more video’s in the hsien ko thread besides me??
Yeah, at first I thought it was a good thing that they made the bomb toss part of her item toss special instead of wasting a hyper combo slot on it, but now I tend to think the opposite because it makes the item toss that much more unreliable.
Of course, that wouldn’t even really matter if the dizzy items appeared at predictable intervals like they did in VS.
after doing a pendulum if your quick you can do a quick M>M the second M comes out right before you hit the ground then immediately after landing follow up with another M>down H>S the benefit of doing air M> air M is that it does more damage than air H. Sometimes you can do M>down M > Down H>S but I’ve missed it a few times.
@Nageki how does plinking teleports work well at close distances? do you get suprise cross ups or something?
Also Idk if anyone was watching but Justin Wong just won the fight for Relief tournament with Thor Chris and Hsien Ko Lol. He does think Hsien Ko is the worst character in the game and he did pretty much just abuse her assist with Thor on point. But during the times when his Hsien Ko was out and not getting rushed down he played her pretty well. In the final rounds of the last match he started zoning with gongs more and he made her look pretty good. Either way, first tournament won with a team with Hsien Ko on it! and Thor and Chris for that matter lol
Actually I believe it’s “You make us very angry!” Her voice is too cute to sound angry really, I never saw her as a cute character until this game so I sport the “Cute Corpse” title :3
On the topic of scaling, is it done per hit or per attack? Anyways I found that using j.H doesn’t really make any different compared to using j.S so if there is scaling it’s pretty minimal.
From a low enough air dash you can do j.MS instead of just a j.H and catch people with the j.S if they duck too quickly. Pretty obviously but might be a nice trick to mix-up with regular j.H.
If you have Joe or Chun on point and you do Team Hyper Combo it makes Hsien-Ko’s Tenraiha an instant over head, there’s a video up somewhere about it. If they were blocking low at the time it’s apparently unblockable, along the same lines of not holding up before grab hypers. I want to try using Tenraiha in conjunction with Deadpool and Felicia’s low assists, see if I can get an “unblockable” going :3
What do you guys do when waiting for a character to jump on (if not doing Dark Force tag out)? I suppose she can do quite a lot of things but I like to throw H Anki Hou and catch them with it as it comes down for funsies
@ Noble Cactus
I’ve tried testing the max distance on it. Its character dependent because of their hitboxes. I was testing it out on Zero, but I’ll test it out on the other characters too. If you command grab him normally, then when they land, it would take two L. command grabs to get him again if you stay still, since she moves forward from her command grab anyway. But you can just do a kara L. command from that spot instead. I’d post a vid of it if I could. I can’t seem to find my camcorder.
Hey guys, I just wanted to point out a bug I discovered using Hsien Ko as an assist with the chain swing (sorry, I forget the name of it off hand…)
Using Hsien-ko as an assist, with an opponent in the corner, she will pass through the opponent and land on the other side, forcing them to “pop” out really suddenly. What’s interesting about this is that if you dash at them at the right time, you’re suddenly in the corner and hitting them from the other side.
The reason I know that this is a bug is because it only works on the LEFT side of the screen. She always lands in front of the opponent on the right side of the screen. This works on every character but Sentinel.
Now, this is really useful for Spidey because it’s become clear to me that using his Web Throw is the only way to get good damage off of his combos. This allows him to do some weird combos into WT for massive damage that he normally couldn’t get.
I’m not entirely sure how helpful this is, but uh… enjoy.
I’d love to post videos if I had a capture card or a video cam to use. Will be investing as soon as I can though…
Watched the Relief tournament and JWong showing a pretty bleh LeiLei throughout. I think the only worthwhile moment is in the winners final on the last two matches, where he actually started to play her properly. Lately I’ve been working more on incorporating some Faust/Vega strategies with her and got some success. Here’s kinda what I’ve gotten going:
Going Solo:
- Surprisingly, I’ve gotten a lot of mileage using her magic series leading to cr.:h: -> f.:h: -> Ankihou M/H. Swap out f.:h: for standing :h: on block obviously, but on hit this leaves the foe in the air and resets them for some more mid-range tricks. Either dash up, use her command normals again, more ankihou, pendulum approaches (not that safe…), or get an assist out. Something I like to do that catches people off guard is to use Senpu Bu L/M to get close and go for an air throw. The light version works the best from my experimentation and the distance is just right. If I expect some retaliation, I just swing back.
- Catching people with air
usually means I chain to :s: and Gong L. It keeps them stunned enough to do a ground chain afterwards. I dunno if we this can be used to do a ghetto carry loop that would bring them closer to corner. Wasn’t able to replicate it, though I didn’t work on it too much. I tried working with assists and it worked somewhat with IM’s Repulsor Blast. HATED the damage and hitstun scaling though.
- Faking out her f.:h: with Ankihou catches a lot of people. Even her f.
command normal helps her control space and only adds to that aspect. It’s kinda nice to have that sort of set-up potential with mid-range anti-airs.
With Assists:
- I’ve experimented with Storm and Chris and really liking the amount of control both characters bring with LeiLei. Chris loses DHC power though, but brings either increased chip damage or numerous amounts of resets with his other two assists. Punches sends them into an unrecoverable knockdown, which buys you time to approach and get into your happy range. It’s a worthwhile mention if you can constantly get enough hits with her strings, seeing that Chris uses his H version of the punches. I like to do Senpu Bu approaches or teleport cross overs if I ever do get something, along with Ankihou H for wake up options. It’s nice to see them either roll away and read where they go; or block and use more blockstrings.
Landmine allows for that much needed close range cover that LeiLei needs at times. Being more creative, pinning your opponent between it also leads to some interesting confusion and pressure strings. I don’t have much to say on this yet, but planning to experiment more and see what comes up.
Storm’s Whirlwind makes corner carrying so good, it’s silly. Doing mid-screen strings, call in Storm, and tack on Ankihou L does kinda bleh damage. What you get in return is knocking the foe closer and closer to the area where our combos start shining. It’s also a nice addition that Storm/LeiLei allow for the DHC trick.
I’ll try and add more later. XD