Night Warriors: Darkstalkers' Revenge/Lei Lei (Hsien Ko): Difference between revisions

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[[File:VHLeiLei.png|left]]
= Introduction =
= Introduction =



Revision as of 12:24, 30 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

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes


LP 6 3 7 +4 +2 // LM ○/連打可
MP 7 3 17 +2 0 // LM
HP 8 3 22 +1 -1 // LM ×
LK 6 3 10 +4 +2 // LM ○/連打可
MK 12 8 30 -15 -17 // LM ×
HK 9 4 25 -6 -8 // LM ×


LP 6 3 8 +3 +1 // LM ○/連打可
MP 7 3 17 +2 0 // LM
HP 12 4・4・4 23 -4 -6 // LM ×
LK 6 3 10 +4 +2 // LM ○/連打可
MK 12 8 30 -15 -17 // LM ×
HK 9 4 25 -6 -8 // LM ×

F.gif + MP 8 4(1)3(2)5 13 -9 -11 // LM × 2段目以降の攻撃判定は地中に出現
F.gif + HP 12 15 24 -4 -18 // LM × ヒット時吹き飛び
Crouching LP 6 3 8 +3 +1 // LM ○/連打可
MP 8 6 21 -8 -10 // LM ×
HP 10 14 20 Fall -13 // L ×
LK 6 3 6 +5 +3 // L ○/連打可
MK 7 3 16 0 -2 // L
HK 12 8 28 KD -15 // LM ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




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 ×
 







Specials
暗器砲
     
Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:17 - Total:51 -1 -3 // HML 空中ヒット時KD
弾:18 - Total:52 -1 -3 // HML
弾:18 - Total:52 -1 -3 // HM
ES 弾:17 - Total:133 0/ 0/ 0 HML
旋風舞
     
Dp.gif + P(連打)
(空中でも使用可
Kで中断可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
29 78 9 // HML 空中ヒット時KD
31 86 1 // HML
33 94 1 // HML
ES 31 173 1 0/ 0/ 0 HML
返響器
     (GC技)

Qcb.gif + P
(空中でも使用可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:12 - Total:41 +4 +2 // HML 空中版 着地Recovery:0
弾:13 - Total:48 -2 -4 // HML
弾:15 - Total:55 -7 -9 // HML
ES 弾:15 - Total:63 0 -2 0/ 0/ 0 HML
放天撃
     
相手の近くで
Hcb.gif> + P
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
2 1(5)1 43 KD - / 投げ 間合いが遠い場合
     Startup:8
投げ空振り中
12F目~18F目はInvincible
2 1(5)1 43 KD - / 投げ
2 1(5)1 43 KD - / 投げ
ES - - - - - - -
 







<A name="ex"></A>Supers
地霊刀
     
Hcf.gif+ KK
Startup Active Recovery Hit Guard Guard Height Notes
弾:35 - Total:85 KD HML
天雷破
     
LK HK MP MP Up.gif
攻撃 Startup Active Recovery Hit Guard Guard Height Notes
分銅 16 2 72 鉄球の跳ねる方向はランダム
(上から落下する位置は一定)
地震 20 10 - Fall -49 L
鉄球 22 (初弾) - - KD HML
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1 43 KD +29 後方 K投げと同じ
Close B.gif or F.gif + MK or HK Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1 43 KD +29 後方 P投げと同じ
投げ空振り中の12F目~18F目はInvincible







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
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
     
Up.gif要素 + K
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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