Darkstalkers 3/Hsien Ko/Strategy

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Strategy

Due to the nature of her natural moveset, as well as her projectiles, many beginning Lei Lei players take her to be a strict zoner, running away, and spamming different versions of her fierce punch and projectiles. While Lei Lei does have the moveset to add zoning to her repertoire, she plays much more effectively when rushing down.

Lei Lei has both an Instant Air Dash(iad), and her pendulum special move. both of which do an excellent job in allowing Lei Lei to mix up high and low attacks, as well as crossups.

As such, these are two primary ways in which you want to rush down an opponent. Coming in from a distance, you generally should opt to using different variations of her strong punch(mp). during iad's, all of her normal moves are practical for use. Lei Lei's j.forward and j.strong have a noticable amount of priority.



Lei Lei's primary goal is to score a knockdown. Off a knockdown, you have many options for wakeup. Your primary tool for a knockdown will be, more often than not, c.hp. From there, you have the option to pursue, or cancel the c.hp into a s.rk for further options.

After the s.rk, you can pause, to see the direction that your opponent is moving, and iad after them. Once you're on top of them, you can mixup with meaty overheads or low hits.

  • after the s.rk, you can go straight into the pendulum. Depending on where they go, you can let the pendulum continue swinging if they don't move anywhere.

If the opponent moves forward(relative to the direction you were facing upon knockdown), you can cancel the pendulum as it swings backward and airdash forward, or allow the pendulum to swing forward, and land on top of them in that manner.


To recall, once more, while the air dash allows for further controllability 
on where you would like to land, and at what hight you want to attack at, 
a well canceled pendulum allows for air chains, and air blocking.  So, in 
this case especially, you must be able to either predict your opponent's 
habits, or place yourself in whatever manner of your choosing to limit  
your opponent's options/habits.  


If your opponent strategically wakes up behind you(relative to the direction you were facing upon knockdown), you have, for the most part, the same choices as if they were to dash in front of you.

you could also just jump straight up to see the direction the opponent will go, and airdash or pendulum in their direction. Should they not move, you can go down on them with a j.rk, or j.lp->j.rk.



Of course, if you feel your opponent might have the best of you, you can instead zone them out. Though, this works best in the corner. Lei lei can stand 2-3 character-widths away, and control space really well with moves such as her s.F+mp, j.mp, and gong(of course it's not limited to just these).

s.F+mp is lei lei's farthest-reaching 1-hitting normal, with a high amount of priority. the most detracting part of it is its recovery, but that is remedied by canceling into Lei Lei's s.rk. So, s.F+mp is best used if you can have it blocked or hit.

Due to the nature of the game, you can [for the most part] jump up and down(depending on who you're facing), should you expect your opponent to jump at you. Doing so, gives you the option to j.mp, chicken guard into j.mp(which is quite effective for Lei Lei), do nothing, or air dash/pendulum in, should you see the opportunity to get in on your opponent.



Defensively, aside from some of her her jumping normals (j.mp/lk/lp)Lei Lei has no real solid and immediate form of defence against up front jump-ins. s.mp tends to trade, as does a tk hp gong. Going into DF mode is a viable option, due to the initial invincibility, and potential damage that can be net, but of course, it is done at the cost of a meter(which isnt necessarily detracting.)

From a character away, Lei Lei can use s.F+fp, c.mp, tk ES gong, mp projectile, or groundspikes. all of which are relicable, if not a bit slow.

Should you be cornered, and find the need to get away, likely your best option is to tech the opponent away, and pendulum at the peak of your jump. cancel that, and pendulum above the screen once more, where you can swing yourself away from the corner, and airdash in whatever direction you please.

Lei lei Querks

  • heaven spikes super(the ones that come fron the air).... heaven spikes sets up for an unblockable hp projectile.

-the BALLS hit otg. -the block thingy that falls initially is an overhead

Lei Lei has a more restrictive air dash, which prevents her from doing special moves. canceling from her pendulum however, allows her to airblock, airdash, airchain, and do special moves.


Thanx satome for inadvetently making start this this

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Anakaris
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Hsien Ko
Jedah
Lilith
Morrigan
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