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

Ah, I see. I was thinking of Hidden Missiles myself.

Anyway, it’s great seeing LL.ND using the new Tenrai Ha + Gong tech with meter to spare. Also, I like how he hit Taskmaster as he was falling down with the iron balls at the start of TH. is that what you’re referring to in your “practice this” list?

Finally got round to testing the Gong xx Tenraiha loop and shit that’s some pretty tight timing right there. With a very simple starting combo and full meter I got over 1.1 million damage in the end (should hope so with that much meter XD) :3 Also luckily both my assists are able to stop the ground bounce but I’ll need to do more mid-screen testing to make sure they’re not pushed out of range.

So you can one touch level 1 X-Factor combo with Hsien-Ko using the Gong/Ball drop technology using the most basic of basic combos. Alter it however you’d like. This version builds 1 bar and costs 2 bars, and will do about 1.1 million damage.

j. :h: | :m::h::2::h: X-Factor :l::m::h::d::h::s:: | sj. :m::m::h::s: | :rdp::m::qcb::atk::atk: | :rdp::m::qcb::atk::atk:

So dead. Ironic no?

Anyways, I just came back from a session with my friends and tried out something I didn’t think was legit with Lei-Lei until now. Her okizeme game is actually pretty potent, leading to an almost vortex like situation if played properly. It shines best in a corner, but the mid-screen version isn’t too bad either. What you’ll need is a beam/projectile assist that will keep the knocked down foe in place. For safety reasons, the farther back they spawn, the better. I personally use Dante, but Doom and IM work well too. Sentinel not so much, just because he’s too slow. Magneto’s active frames also make him a not so desirable candidate. You want the beam to have a bit of a delay and loads of active frames, so that it’ll fire just as your opponent is going to get up. Doom fits the bill pretty well, since it also goes for a knockdown on hit.

What you want to do first is toss up an Anki Hou H right after the knockdown. Call your assist and make your call on whether they’re gonna stay still, roll back or roll forward. While you’re trying to make up your mind, you should be using her dash. Lei-Lei’s dash makes her invisible for a long while, and she’s impervious to anything while gone too. Best of all, she can cancel the dash at any point before finishing. This is how you mask your attack. With Anki Hou H coming down as an overhead, your beam assist about ready to fire on the screen, and you invisible on the screen, your opponent will have to make a decision:

  • Will they teleport to the back and cross me up?
  • Will they go for the unblockable set up?
  • Will they read my forward roll and go for (place attack here)?
  • Will they read my jump and air grab me?

Lei-Lei’s IAD also becomes somewhat usable, since you can appear however far you are in your dash. If they back roll you can usually catch them with a kara L command grab or a IAD j.H. Standing Heavy into Anki Hou L is also a decent option, since it’s relatively safe. Same goes for a forward roll. If you see them rolling forward, you can either cancel the dash into a backdash and attack accordingly (kara command grab, blockstring, overhead with multi-hit jump attacks). I like landing the command grab L (or H when I can), since it puts me in the same situation again with the foe.

This is entirely dependent on how well you can keep a check on the opponent, since nothing she does is particularly fast. The point of this set up is to utilize some of her ‘slow’ properties to give the user some time to choose what to do. Her dash lasts forever and a day, so that’s a plus.

This just in from the front page:

So, looks like Gold Armor can absorb directional counters from TACs. Well, well.

Saw that happen in a match once, sadly not all that useful since it still kills the combo you just don’t get blasted across the screen :frowning:

I’ve had some success using this and mixing people up, but this won’t happen very often as you have to be gold and hope they counter it correctly. Still nice to know though.

Yeah, that’s what I was thinking. Probably more useful for building meter with Zero.

And the opponent is invincible while they’re in that pose, right? So no relaunches?

Yeah, they’re invincible until they touch the ground. Also, I forgot to mention(nor was it mentioned anywhere in thread I think), Hsien-ko is the only character in the game that is able to re-power up through a dhc. So if you already have a armored hsien-ko you can dhc/dhc glitch into her to attempt this.

Without armor, Hsien-ko can basic ground bnb > S, MMH, L gong, LM, L gong, LM and then from there can up exchange to your next character OR down/side exchange for an uncounterable tac and get a free mix up(similar to chun-li and morrigan?). Try to delay the first air H so that Hsien-ko is a little below her foe and then cancel into L gong. Doesn’t work in the corner. :frowning:

I’m pretty disappointed at the changes Lei-Lei’s been getting, especially because it seems at this point that the development team just doesn’t know what to do with her. What a sad tale to behold after getting top 3 (out of 50) with this past weekend with our lovable ghost that a fair bit of the community seems to think is “perfectly fine.”

We don’t need any more QQ that matches SRK’s current trend of topics, so here’s what I kinda did to place high. The teams I used were the following:

  • Ironman (Unibeam/Repulsor)/ Lei-Lei (Henkyo-Ki)/ Taskmaster (Vertical Arrows/Horizontal) main team
  • Wesker (Samurai Edge)/ Lei-Lei (Senpu Bu/ Taskmaster (Horizontal Arrows)

The reason why I’m posting it here instead of the team thread is the validity of DF Henkyo-Ki, which I think is being slept on hardcore. Senpu Bu is great at killing momentum, we all know this. The cons of it range from the speed of the pendulum, the damage scale on hit, and how long Lei-Lei is on the field…which makes her a liability against a lot of characters. Go look at P.Gorath to see what I mean.

That got me thinking, just what else can you do to make her viable. I’m about as hard headed as the lot of you in playing her, and using Henkyo-Ki was the shocker of the day. Even without DF, she appears behind the character and is relatively fast. You could use it as a last ditch effort to reflect things, but I like it for a different reason. Henkyo Ki M goes a decent range, and mixed in with a character who can tri-dash and reset fairly well, you got yourself creative block stun and cross up scenarios. Think of it like slow projectiles for KOF-esque combo videos. You’d apply it for a close range mix up or combo continue like Morrigan 's Soul Fist. Call out the gong, it’ll appear behind you at first, which gives some characters like Doom, IM, Mag, Storm some options.

In my case, I combined the Henkyo-Ki with the IM air throw reset. By air-throwing with IM, I called for Lei-Lei right away and also did Smart Bombs. From there, I can go for a small vortex in which, Henkyo-Ki will hit them after the smart bomb hits and I can go for the following:

  • air throw again
  • tridash + dash under
  • Get a combo off it.

Specific to IM, but he can combo off the air throw -> Smart Bomb, so by doing this and leaving the Henkyo-Ki on the field, you can go for a cross up or just choose to straight up damage them. You don’t really lose anything if you choose not to use the projectile our ghost leaves on the field. It’s harder to cross up with the gong because of the duration, but if you can get the spacing down…it keeps the foes on their toes. Especially if you nail’em with a reset midway, cross up and pin them between the gong and yourself. Playing around the edge of how far Henkyo-Ki goes also is fun, because people misjudge that shit all the time.

Interestingly enough, the gong also served as a nice GTFO me at times. Call her out when you think they’re gonna hit you (or even start pressure you), and they’ll either be forced to block the projectile, take the hit, or it’ll whiff (mainly against tridashers.) Unless you got hit by a move that has a ton of frame advantage, you should recover in time to at least block anything if the opponent happens to scout your assist guard. I can’t tell you how many times DF Gong assist saved me against Wolverine that tournament. Cross up or dive kick, they have to be mindful of the shockwave (or let his BFF’s tatsu take care of it, that happened too.)

Now if you excuse me, I’ma gonna have fond memories and play Vampire Savior. T^T

Ooh, those’re some nice-sounding mindgames. I dismissed Gong assist like everyone else because of how it appeared behind your point character, and I tried playing around with it at release but gave up too easily lol. That’s worth trying out. Oh, and thank you.

I’m enjoying playing as Lei-Lei, and I’m confused.

What does 6M even do? It isn’t an overhead, it doesn’t negate projectiles. It doesn’t go great damage. It has good range, but so do most of her normals.
Anyone have a use for it?

:f::m: is a poke. It might be her most useful ground normal overall, it just doesn’t lead into much extra damage right now. You attack empty space that you think the enemy is going to move into, and buffer it into gong whether it hits or not.

It’s a more well-rounded (less specialized) move than her other ground pokes. The startup isn’t too slow, it has a nice protective hitbox that covers a large area, and it stays out longer than any of her other normals. If standing :h: is for grounded opponents and :f::h: is for faraway airborne opponents, then :f::m: is the closest thing you have to something you can just throw out there when they’re about to close in and be relatively safe against most angles of attack. I found it pretty invaluable against characters like Amaterasu who like to airdash a lot but can come in fast from the ground as well.

It’s the only thing aside from jumping normals that really resembles an anti-air. :f::h: is slow and won’t hit closer jumps, and standing :s: is ridiculously situational. :f::m: still won’t hit directly above you, but it will hit just about any other front-side approach angle without needing to be timed very precisely.

You can’t be in the air all the time so getting familiar with this move can help a lot at mid range.

Yeah, it’s good for dash-ins.

It being cancelable in Ultimate will help with being able to confirm stuff off of it, I think.

6M also combos into Tenraiha on an aerial or grounded opponent. It’s easy to hit confirm an aerial hit, but the ground one is a bitch. Personally, I’m glad it’s getting the jump cancel tweak in UMvC3.

Found more uses for the DF Gong assist. It’s really like the Tron Gustaff Fire in terms of spacing, and works as a decent gtfo. Characters who have teleporting skills or quick mobility can take advantage of easy pinning. I’ve had a lot of success with Wesker, Capt. America, Jill (especially), and Ironman. I would want Morrigan to be able to use this, but so far…no luck.

Okay. Now to start using that move.

Yeah, I’ve noticed that the gong assist is more useful as a blockable move than a projectile reflector. It works pretty much like Wesker’s Ghost Butterfly or Haggar’s Double Lariat.

i’m going go have to try this out
i use senpu bu as a lock down assist primarily
i don’t see how it can be like double lariat though, doesn’t it only have like 1 point of durability or something

When I compared with Double Lariat, I meant how it can stun opponents. Unlike Double Lariat though, it doesn’t give a huge damage.