Hey, guys I was wondering if at all. Is there a thread for like basic options for Hsien-ko. I wanted to post kinda like a guide of basic things to do in some situations.
No, but you’re welcome to make one. Would help new players out a lot; I know some of the other character subforums have them. Basic info on their normals, special move applications, assists, msic. stuff like backstory and the like.
Also, I’ve been meaning to post this for a while but kept forgetting. Don’t forget to turn it down to 240p for full effect!
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Discussion time:
Suppose you are running Hsien-Ko second, and she’s unarmored. Your point character has the opportunity to kill the opponent, but only through a DHC to H-Ko. You only have two bars (say this is a start of the round scenario). Do you finish off your opponent but go a while longer without gold armor support, or do you armor up, tag back to the point, and attempt to regain control of the match at the cost of starting at neutral again and the opponent tagging in their next character to save the first one?
Can your point character DHC glitch?
I’d rather finish off the character because I believe killing off someone is a higher priority then using hyper armor. After the kill, I either let Hsien-Ko stay on point and do an incoming mix up with the help of an assist, or raw tag back to my point character and go back to step one on my game plan.
Depends on how much life they have left, or how dangerous the character in question is. If it’s say Zero, Spencer or Vergil hell yeah I’m burning the bar to kill. A character I’m not too afraid of, I’ll go for the armor and take my chances.
Always this. most players put their best/most effective character first, getting that kill turns down your foe’s team potential.
The less options the better. Having even a sliver of health left gives you a option But… When you don’t kill someone in certain situations. You can bait a raw tag or make them burn all there meter. It’s really up to you and the situation .
This just came up from my head and it relate to Noble’s question. Say, the same situation occurs, but you have the option to do a reset. If the reset is done, not only will you save meter, but then you can get Hsien-Ko with hyper armor with no penalties. The problem is that it’s a reset, meaning there a chance of the reset failing and not killing off the character. What do you guys think is better, going for the guaranteed kill, or attempt a reset to get Hsien-Ko with hyper armor as well as killing the character? I personally think it’s worth it depending how good the reset is. For example, Haggar’s Hoodlum H reset on the corner is very hard to escape so I would I use that if the opportunity ever happens.
May have found some new tech. Though, it may take awhile to get all the data put together. Stay tuned, folks.
Guys does ultimate Hsien-ko seem to have even less hitstun? Because I can’t seem to do stair case gong loops from high jump as much anymore or I could be nervous. But, I really feel like it’s gone.
That new tech involves sempu bu assist as a dirty crossup tool on incoming chars? sempu bu takes the characters out of the corner , and there is a glitch i mentioned the other day regarding some weird semi-teleport for ground dashes allowed by sempu bu on cornered characters.
ah, The assist sempu bu does weird things I noticed. When I have x-23 on point and keep on dashing forward near the corner. While she is hitting. Sometimes she goes through Hsien-ko. Causing odd crossups.
It’s still there. You just won’t be able to do it often since her normal jump cancel bnb puts too much hsd for it to work. So you can only do it if you don’t do the f+h jump cancel portion or TAC into her. It does feel just a tad different though…
Nah, not that. Though I use the senpu-bu+cold star set up for launcher dash mix ups. I’m coming up with some anki hou H applications for instant overheads, fuzzy guard set-ups and unblockables.
From what I can tell, this only works in the left corner but I’ve seen it work sometimes with the right corner and it doesn’t happen often. It looks like after she finishes senpu bu, she occupies space behind your foe and forces them to move forward sometimes crossing up your point character. It’s pretty character specific(both on your foe and point character and how thin they are when standing) and easily nullified if your opponent pushblocks or crouches, so it’s not very reliable. However, you can combo into senpu bu with your foe at the left corner and set up some gimmicky cross up tricks.
I wonder why it only works in the left corner. I know Task has a left corner-only crossup that doesn’t really work on big characters. Something to do with hurtboxes?
Can’t find the video, but the left corner funniness was new to umvc3. But yeah, it depends on both character’s hurtboxes for it to work.
Anyways I’ve been reluctant to put up the anki hou H tech since it’s too character and assist(ammy only it seems, maybe sent) dependent, and probably too much work. But whatev’s. The goal was to make your opponent block and set up unblockables if they were crouch blocking and fuzzy guard instant overheads if they were blocking while standing. The fuzzy guard method can still be usable as you can instant overhead anyone standing(except maybe arthur, joe, ammy, and coon) and easily more recognizable to perform but requires your foe be next to corner. The unblockable method is more tedious. You would have to remember what to go off if your foe does or does not pushblock, requires the corner, and as mentioned before, character and assist dependent.
I made up a comparison list of character hurtbox width while crouching to see what anki hou H could hit at point blank. If anyone wants it I can post it up.
A couple of things.
I believe Hsien-ko in certain situations should always be on point or second in command. Hsien-ko seems great as a character that forces your opponent to come in. But, when she can’t force people to approach. It can be a scary situation on your hand. Like against Dorm, Dante, and Magneto (w/o assist). So I like to support her up with Taskmaster arrows to get more chip and extend combos. Also, use X-23 for unblockables and otg. And in some situations… cause counter hits due to how low she(x-23) can get.
Alright, some weird things I’ve been doing of course situational. Raw tag combos using Hsien-ko. Basically do a gong I think it’s M or H. It has to last a nice amount of time. Then Raw tag if done right after the incoming character hits the gong should hit, while they do there incoming taunt. Allowing you to follow up after. I’m not in front of my console right now. So I can post more accurate stuff later.
There is also stuff you can do with team special w/ Hsien-ko. Even though she can normally do it herself. After using the OTG knives with the right partner and set up item toss, Senpu - bu mix up etc.
But, what I love most about Knife otg with Hsien-ko is the ability to raw tag out and extend the combo. Because of the hardknock down properties of the Knives. I generally use X-23 to do this. It’s easiest to do this around a wall of course. Also it’s great that you can make the opponent get into the corner because of this.
I really want to fight against dorms more often because he covers all of Hsien-ko weaknesses so well w/ air control and projectile neutralizing normals.
Hmm. I wonder if you can set up those fuzzy guards with Arthur daggers as well? I’ve been wondering how to work in the item overhead for a while.
Long time lurker of the Shoryuken boards, recently decided to join and contribute for own reasons. I’ve been utilizing a team of Lei-Lei/Sentinel/Hawkeye as a secondary team to my Strider variation, and it’s worked well as a zoning aspect (more so if I decide to swap in either Dante or Strider). Something that I’ve been working on conceptually in training mode is utilizing Tenrai-ha or Chireitou to set up for combos or incoming mix-ups for characters with power-up supers and can OTG by themselves. Characters like Zero, Dante, Vergil, Wesker to an extent, can utilize their own OTG to get extra damage during Tenrai-ha’s hard knockdown state and potentially even set up for a reset for a left right mix-up. I guess you could burn XF on any character DHC’ing as well, so long as they have a self-otg.
The idea is that after the anvil hits or depending on the timing after, you DHC into the OTG character and let them power up. As the balls are coming down, you utilize that OTG the character has to pick up the character and pretty much gives you a choice on what to do afterwards. The spike balls have a decent amount of weight to create multiple hardknockdown situations (or reset opportunities in my eyes, therefore more OTG opportunities) or even start up a new combo if you have a character with multi-hit normals like Zero that can confirm into a BnB. Something I try to aim for is doing multiple OTGs like TK Setsuiezan for Zero or 1-2 shots of Cold shower from Dante, then time it to where the last hit of Tenrai-ha will hit late due to HSD being racked up too high. Especially with the DMC twins, the character will pop out of it, and be forced to block the Tenraiha spike ball and leaves you with a very potent 50/50 left/right mix up with teleport characters. It’s kinda tight but fun to do because a single Tenrai-ha combo starter is nifty and can lead to death.
Or you could do something like a DS mix-up, and lead to a blocked Tenrai-ha into DHC power up super into mix-ups. That usually works a lot better and isn’t’ so reliant on you paying attention to how Tenrai-ha falls to the ground. Dante, Vergil, Zero, and to an extent, Arthur benefit from the lockdown generated by Tenrai-ha.
IMO, Lei-Lei can be made to work. She’s absurdly skilled in running away or stalling for time in the air, as she negates typical projectiles and her slow moveset actually makes for decent time stallers. Kinda see her as a Dhalshim in UMvC3, which I dunno how well that’s gonna work out in the long run. Her normals can stuff decent approaches if covered and read for various circumstances. Her j.H is disjointed enough to stuff a fair bit of aerials, and her ground command normals also help control space, especially with the ability to either JC or use Ankihou/Henkyo-ki after. Backdash wave dashing is good for retreats on the ground, and I guess she could start up a decent Oki game using the specific left corner wake-ups, or her forward dash mix-ups.