Night Warriors: Darkstalkers' Revenge/Lei Lei (Hsien Ko): Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
Standing LP - Whiff crouching opponents, can be Rapid Fire Weak Attack Chained | |||
Standing MK - it can be a good anti air | |||
Standing HP - your far range combo ender. | |||
Standing HK - your close range combo ender and can chain her pursuit super. | |||
Crouching LK - best crouching combo starter, hits low. | |||
Crouching MP - it had good horizontal range. | |||
Crouching HP - your low combo ender. | |||
Crouching HK - your crouching anti air and can chain her pursuit super at corner. | |||
Jumping MK - best horizontal range one for air ot air. | |||
Jumping HP - it had a good hitbox for jump in combos. | |||
Jumping HK - Useful for quick air dash overheads. | |||
== Special Moves == | == Special Moves == | ||
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Hsien-Ko throws parabolically an object randomly, the height depends of the button you press , the variations mades the same damage anyway , you can use it as a overhead mind game if you teleport dash and as a chain addition when low rush your opponent. | Hsien-Ko throws parabolically an object randomly, the height depends of the button you press , the variations mades the same damage anyway , you can use it as a overhead mind game if you teleport dash and as a chain addition when low rush your opponent. | ||
ES version | ES version its a low ground two times projectiles. | ||
---- | ---- | ||
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Hsienko drums her Gong as a wave shield and its considered a keepaway move due to her low startup speed, but can reflect normal projectiles. | Hsienko drums her Gong as a wave shield and its considered a keepaway move due to her low startup speed, but can reflect normal projectiles. | ||
ES version had more distance | ES version had more distance. | ||
---- | ---- | ||
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Her Command Grab and only throws the opponent to behind with a high attitude, it doesn't make much damage alone, but had the enough recovery to be comboed with a Pursuit easily | Her Command Grab and only throws the opponent to behind with a high attitude, it doesn't make much damage alone, but had the enough recovery to be comboed with a Pursuit easily | ||
ES version it dont have too much difference. | |||
---- | ---- | ||
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Hsien-Ko nails her chain to the top of the screen front diagonally and mades a pendulum movement with her body, the lenght of the chain and also the movement depends of the stregth of the button you mash, anyway the recovery isn't short enough to land safe and can be a risky move, its only useful against large hitboxes characters or to cross up it if the opponent is cornered. | Hsien-Ko nails her chain to the top of the screen front diagonally and mades a pendulum movement with her body, the lenght of the chain and also the movement depends of the stregth of the button you mash, anyway the recovery isn't short enough to land safe and can be a risky move, its only useful against large hitboxes characters or to cross up it if the opponent is cornered. | ||
ES version makes more hits and had faster start up | |||
== Super Moves == | == Super Moves == | ||
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= Advanced Strategy = | = Advanced Strategy = | ||
'''Quick Air Dash''' | |||
Only Tap uf,f and you air dash and got the enough attitude to overhead an opponent. | |||
= Frame Data = | = Frame Data = | ||
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<TD rowspan="2" class="color1-center attack-header1">特<br> | <TD rowspan="2" class="color1-center attack-header1">特<br> | ||
殊</TD> | 殊</TD> | ||
<TD class="color1-center"> | <TD class="color1-center">[[File:F.gif]] + MP</TD> | ||
<TD class="color2-center">8</TD> | <TD class="color2-center">8</TD> | ||
<TD class="color2-center">4(1)3(2)5</TD> | <TD class="color2-center">4(1)3(2)5</TD> | ||
Line 250: | Line 279: | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD class="color1-center"> | <TD class="color1-center">[[File:F.gif]] + HP</TD> | ||
<TD class="color3-center">12</TD> | <TD class="color3-center">12</TD> | ||
<TD class="color3-center">15</TD> | <TD class="color3-center">15</TD> | ||
Line 262: | Line 291: | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD rowspan="6" class="color1-center attack-header1"> | <TD rowspan="6" class="color1-center attack-header1">Crouching</TD> | ||
<TD class="color1-center">LP</TD> | <TD class="color1-center">LP</TD> | ||
<TD class="color2-center">6</TD> | <TD class="color2-center">6</TD> |
Revision as of 22:56, 27 October 2016
Introduction
A new character in the game, she is speciallized in low rushdown with pursuit enders and also had a lot of special projectiles for mind and defensive games.
Moves List
Normal Moves
Standing LP - Whiff crouching opponents, can be Rapid Fire Weak Attack Chained
Standing MK - it can be a good anti air
Standing HP - your far range combo ender.
Standing HK - your close range combo ender and can chain her pursuit super.
Crouching LK - best crouching combo starter, hits low.
Crouching MP - it had good horizontal range.
Crouching HP - your low combo ender.
Crouching HK - your crouching anti air and can chain her pursuit super at corner.
Jumping MK - best horizontal range one for air ot air.
Jumping HP - it had a good hitbox for jump in combos.
Jumping HK - Useful for quick air dash overheads.
Special Moves
Anki Hou: QCF + P [ES]
Hsien-Ko throws parabolically an object randomly, the height depends of the button you press , the variations mades the same damage anyway , you can use it as a overhead mind game if you teleport dash and as a chain addition when low rush your opponent.
ES version its a low ground two times projectiles.
Henkyou Ki: QCB + K (useable in air) (Guard Reversal) [ES]
Hsienko drums her Gong as a wave shield and its considered a keepaway move due to her low startup speed, but can reflect normal projectiles.
ES version had more distance.
Houten Geki: Close, HCB + MP or HP [ES]
Her Command Grab and only throws the opponent to behind with a high attitude, it doesn't make much damage alone, but had the enough recovery to be comboed with a Pursuit easily
ES version it dont have too much difference.
Senpuu Bu: F, D, DF + P, press K to detach (useable in air) [ES]
Hsien-Ko nails her chain to the top of the screen front diagonally and mades a pendulum movement with her body, the lenght of the chain and also the movement depends of the stregth of the button you mash, anyway the recovery isn't short enough to land safe and can be a risky move, its only useful against large hitboxes characters or to cross up it if the opponent is cornered.
ES version makes more hits and had faster start up
Super Moves
Tenrai Ha: Press LK, HK, MP, MP, U
Hsien Ko hits the floor with a chained anvil to make rain spikeballs, her startup is faster and its your main Super Move due that it can be comboed as a Pursuit substitute.
Chireitou: HCF + 2K
Hsien-Ko summons giant blades that rises and buries from the floor continuosly as a wave, use it as a keepaway supermove only, her recovery its slow and you are unsafe.
The Basics
Combos
Crouching LK, MP, MK, HP - 4 hits, 21% Damage
Toss Anki Hou and Dash Teleport, Crouching LP, MP, HP - 4 hits, 25% Damage
Standing LK, HK, Tenraiha - 4 hits, 26% Damage
Cross Up Senpu Bu, Stop , Crouching LK x n, MP, HP -
ES Henkyou K , Dash, Crouching LP, MP, HP - 7 hits, 40% Damage
Near Corner Chireitou , Forward HP - 6 hits, 51% Damage
Advanced Strategy
Quick Air Dash
Only Tap uf,f and you air dash and got the enough attitude to overhead an opponent.
Frame Data
Jumping Normals | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
垂直め |
LP | 6 | 16 | 3 | - | - | // | HM | ○ | Cancel after Startup |
MP | 8 | 15 | 7 | - | - | // | HM | × | ||
HP | 9 | 2・2・2・2・2・2・1 | 7 | - | - | // | HM | × | 3ヒットした時点でRecoveryへ移行 | |
LK | 6 | 15 | 4 | - | - | // | HM | ○ | Cancel after Startup | |
MK | 8 | 8 | 11 | - | - | // | HM | × | ||
HK | 9 | 5 | 13 | - | - | // | HM | × | ||
<A name="throw-air"></A>Air Throw | ||||||||
お互い空中&相手の近くで![]() |
Startup | Active | Recovery | 投げ成立 | Throw Escape | Gauge Increase | 投げ方向 | Notes |
1 | KD | 不可 | レバー | |||||
追い討ち攻撃</ | ||||||
相手KD or Fall時に![]() |
Strenght | Startup | Active | Recovery | Gauge Increase (空/当) |
Notes |
ノーマル | 28 | 5 | 着地1 | / | ||
ES | 28 | 5 | 着地1 | 0/ 0 | ||
Match-ups
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