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

Oh, and Sekai, when you mention trapping the opponent with the Gong shockwave, is it kind of like a mini Aegis Reflector?

I was watching this hours ago: http://www.youtube.com/watch?v=pTR_3VOUOEs

I think the guy with the Darkstalkers team went decent overall. I love how he turns Hsien-Ko in a beast in the 2nd round.

I wish Gong was like Aegis Reflector. Multiple hit pindown? YES PLEASE! If you mean just the advancing projectile lockdown, then yes it does act like a poor-girl’s Urien. The good part is that when you get Lei-Lei armored up, this works just like a Haggar or a Tron assist, except she’s unstoppable the whole way through. The durability of the gong is meh, but works decently enough to protect her from getting normal projectile’d and recovers infinitely faster than Senpu Bu. Again, people who have teleports benefit from the sandwich tactic the best.

After that, I’d say anybody who can do a ground reset on an aerial opponent. Something like IM’s combo into repulsor blast -> st.l -> dash cross up. Call Lei-Lei during the jab and you got yourself a delayed mix-up.

Speaking of her gongs, they also are interesting carriers for her bombs. The way I look at bombs in this game is that they don’t have a hitbox when first used, but last on the field a while and are influenced by their surroundings. Joe’s Shocking Pink and even Chris’s grenades follow this trend. If you ever get a bomb out and are already working on your zoning game, a nice present is to send a few gongs (I prefer M, then H) towards your opponent. Bombs will literally hop on top of the gong’s shockwaves and make it’s way to the opponent. While not as reliable as say, Joe’s Shocking Pink set ups…it does give Lei-Lei some interesting tactics in her control game. That’s the way I’ve been playing her thus far. Control the pace of the match with anki hou and gongs. Lei-Lei runs and stalls like a real pro.

I dunno if Capcom designed her to be that way, but it’s pretty lame thus far. My team generally tries to do as much damage in set time intervals. I’m constantly gauging the clock with how much offense is being generated. Wesker is good for this role, as he can eat up the clock with his gun shots and controls the cast so well. His high stamina and skills as a battery allow me to build up meter so that when Lei-Lei (my 2nd slot) comes in, she can either unload a 5 bar chain of Tenraiha or armor up and get out. Snapbacks are pretty common for my team too, as I like to use the meter generated to snap in the other members of my opponent’s team and just damage them as much as I can before my pointman dies.

If my pointman did the job of getting meter and wrecking enough shit, then Lei-Lei keeps the stall game going. Combining SJ pendulums with gongs and some Dhashim-like normals, it really just comes down to whether or not you can keep reading your foe and keeping them out of their happy zone. Lei-Lei is also REALLY good at retreating, with a wave dash backwards still viable along with the gongs and anki hou’s. Anki Hou in particular covers nice angles.

Obviously this isn’t fool-proof and people like Logan and Magnus can ruin all your hard work real easy. Normally, I can run down a good 15-25 seconds off the game clock with Lei-Lei and this does things to opponents. Playing lame might agitate them into reckless rushdowns, where you can use one of our Chinese girl’s long normals to hitconfirm into standard BnB. She’s an provoker and needs to control the pace of the fight in some very awkward ways. Makes me think that she’ll benefit greatly from Ghost Rider and Hawkeye in the next game, both of which I’m considering for my UMvC3 team. Hope this helps and I’ll be back later after my local tournament night is over.

Forward+H into M Anki Hou > Haggar pipe spam. #winning.

This I will have to remember.

Ah, yeah, I remember doing that with the Gong and a Bomb an accident once. Never thought about it again. Huh.

I don’t think this is what Capcom intended for her originally, but maybe they’re trying that with her new changes or something now. I think you’ve found a very creative way of dealing with what she has, though. It’s an odd decision if they really tried turning her into a zoning character, though; a lot of her tools aren’t meant for that kind of gameplay at all (i.e., Pendulum, despite being able to waste time swinging around at the top of the screen). But only time and dedication will tell. And an interview with Seth. I still really want to hear what their reasoning behind her change from mixup heaven in VSav to this version were.

So here’s a fun thing: end a regular blockstring with :d::h:. If you aren’t pushblocked, she still creeps toward her opponent. With good timing, :d::h: can be cancelled into Houten Geki just as they recover from blockstun, and you get a free throw.

So I’d like to take a moment to talk about how poorly designed Chireitou is. I don’t know what their status as objects are, but they aren’t projectiles, as they seem to have no durability whatsoever and most if not all projectiles will phase right through them, like our good friends the timed bombs. Some non-projectile special moves will blow right through them as well - Dante’s Jam Session, and Akuma’s Tatsu for example. If you also happen to catch two or more characters with the move, often the point character will be dropped and recover from the blades for seemingly no reason.

With the repeatable Henkyo-Ki into Tenraiha technology out there, Chireitou seems to have been made all but worthless. Considering the agonizingly slow startup, recovery and travel speed of the blades, it is just not really worth using imo. The only utility I have found for it is to just throw out to cover ground space against players who enjoy constantly calling out assists - as the 6 blades travel, it basically prevents them from safely calling one out. This is of course made useless if they just super jump over the blades…

I kinda wish the blades were wider and taller. Right now they come up to just about the height of the bottom health bar, but I’d like to see them extend all the way up to the top bar. If they’re going to be so damn slow, they might as well take up more of the screen.

Unfortunately, they do the same thing in VSav. Probably an oversight, though, like a lot of stuff with her. Never noticed the opponent dropping out if it hits their assist; now that sounds like an oversight. Does Magnetic Shockwave have this issue? Probably hard to test, because the opponent’s going to get hit by the pink waves before anything could even get to Mags.

Making them bigger would help with one of their functions: pushing the opponent into the corner. If Shockwave can cover all of the screen in a blink, why can’t Chireitou? Another one to add to the wishlist.

Neither Magnetic Shockwave or Thor’s Mighty Thunder have this issue and as you mentioned, they reach the top of the screen, and they beat all incoming projectiles. Chireitou is basically a far inferior version of these similar moves.

I find Chireitou simply a combo only hyper to send the victim closer to the corner plus it can do some unique DHC stuff like hard tagging into someone with a beam hyper then use it. Everything else, Tenraiha does the same or better. Both hypers suck for dealing full damage on both the point and assist character. Like Ranadiel said, the point character will randomly drop out and only the assist will get hurt from Chireitou, while Tenraiha’s spiked balls only hits once, so the damage will be basically split apart, though it’s better than Chireitou for that matter.

Also, has anyone else been working on her teleport dash and the cross ups/fake cross ups with it? I find that move worth learning and exploring, but no one else seems to be discussing about it. I’ve been working about it for a while and I seem to find it a great move if done correctly, but then again, I’m just an online warrior, so my opinion can be flawed and easily lose to tournament players.

When tagging the point character and the assist with Tenraiha, you can actually do the gong method to repeat it and get the full effect on both characters, but the timing is pretty crucial. Basically you always want to be throwing out m. gong before cancelling into Tenraiha whenever possible, just in case you want another rep. However, I will use Chireitou as a match finisher if I X-Factor cancel Tenraiha, as the motion is easier to do than a gong cancel into Tenraiha.

When Tenraiha fails hard though, it is spectacular. Like you’ll get the weight plus maybe 4 of the 20+ balls that drop. It used to infuriate me, now I just kinda shrug my shoulders. That’s Hsien-Ko for you.

As far as her teleport is concerned, I attempt to use it every now and again to keep my opponent guessing, but in this game where people are constantly mashing out attacks and one touch can lead to death it doesn’t really seem worth it. Often I’ll swap sides just in time to start getting poked.

I try every once in a while, but it comes out and finishes kind of slowly so I get punished. Plinking helps, though. I probably just need to practice using it more.

I forgot to add the teleport dash with assists that benefits her. Very few actually use Hsien-Ko with assists helping her out and with Hsien-Ko actually being used in the first place, it’s very hard to get any inputs on her dash. Anyways, I’ve been trying Hsien-Ko with daggers assist backing her up, and whenever I have the chance, I’ll try a cross up with her dash and either hit confirm if the daggers hit, attack after the blockstun is gone if foe blocked, go for a quick airdash into air H overhead, or do her normal/command grab. The only problem I find is that since Hsien-Ko does shitty damage, it makes it a low reward technique. But hey, at least she got a hit in.

I’ll have to try that with Tasky Arrows. Anything to help her out. Just hoping someone will play her on the stream to show off her problems.

You say ‘problems’ as if they weren’t intentional!

I still want to post on Niitsuma’s Twitter/wherever people ask questions about her, but these newfangled kids and their contraptions confound me.

Good god, the stream chat is more mind-numbing than usual. Just get to Mahvel already so I can get my Hsien-Ko play over with.

I’ve had a lot of successful mix ups with dashing + cold star assist in the corner and generally do this when I kill a character. From there, I air dash towards the incoming character, make them block(j.M) on the way in + cold star which allows hsien to get in a number of ways: dashing back & forth, air dash cross-up j.m, tick throws, H anki-hou unblockables(don’t recommend it). From midscreen you can make 'em block a normal+cold star, cancel into L senpu bu or plink dash, but this is less effective and only allows enough time to get in their face once they’re done (push)blocking cold star.

Also, I hate to bring this up, but I’m sure some of you noticed that sometimes her dash doesn’t fully auto-correct when crossing up, but this doesn’t happen often and may seem to happen on certain body types. Anyone wanna do some research/discussion why this is so? Hope this is fixed for ultimate…

I’ve noticed this happens often when I am facing characters who have longer/larger hitboxes, namely Sentinel and Tron.

That’s good to hear from you, LLND. I can sometimes do a cross up with the daggers assist from mid screen because of the speed of the daggers, but it’s pretty difficult since I have to almost have the plink dash done perfectly. Her dash can also make the easiest 50/50 setup on most incoming characters with the Lariat assist. It almost makes her cheap. Almost.

And no, I never noticed her dash not fully auto-correcting on certain characters