Subject: Vampire Savior, Hsien-ko tips
From:
[email protected] (Neil)
Date: 17 Jan 1998 10:12:16 GMT
Newsgroups: alt.games.sf2
A few months back someone asked about tips for Hsien-ko/Lei-Lei,
though I am not sure much docs was given to him beyond the usual
Special moves. I have done some slight updates to this doc. No real
guarantees for accuracy beyond my memory.
Enjoy.
Some of the (none of which were in continuity) manga for the game
seemed to imply that Lord Raptor/Zabel had more than a feeling of lust
for Hsien-ko and may have even been willing to be civilized to be with
her.
Should be interesting to see what the story line for the next game
for her is.
-----
DarkStalkers 3/Vampire Savior's Hsien-ko/Rei-Rei Guide
Version 0.5
Feel free to copy this document. Hopefully this will encourage more
people to use this character more.
Introduction
This little document is intended to help new and experienced
players use Hsien-ko to the her maximum potential for both enjoyment
and defeating opponents (not necessarily the same thing). In general,
this document is arranged in a loosely chronological order to make it
easier to grasp. It will be assumed that the reader will have already
have some familiarity with DarkStalkers game terminology; however, the
actual names of the moves are left out.
Hsien-ko is a character for advanced players. Her slow response
time and long recovery times from her moves makes it difficult, though
she does have a lot of potential. Hopefully CAPCOM increases her
response times and recovery times in later editions.
Players should play her as a kind of "synchronizer", due to her
wide selection of counters against most attacks. This means she should
not initiate attacks, beyond harassment. She should keep countering
and reacting depending on where the opponent is and does. Once a
counter connects, she should immediately use the opening to go into a
chain combo (generally to force the opponent away). Her slow response
time prevents her from more agressive strategies, and her dark force
mode disables her specials though she becomes better in her "normal
attacks".
Background
Hsien-ko (Rei-Rei in the Asian version) first appeared in
DarkStalkers 2 (Night Warriors). Her sister is named Mei-Ling (Lin-Lin
in the Asian version). Hsien-ko is dead person filled with undead
energy. Mei-Ling turns herself into a paper-like talisman that
controls Hsien-ko's body. Some think that Mei-ling is a Taoist
priestess. Some think that without Mei-ling, Hsien-ko would lose
control of her body and it would go berserk (although that is
contradicted by the end of the DarkStalkers 2). Regardless of those
speculations, they became what they were to try to build up the Karmic
balance so that their mother's soul will go to heaven (she died in
battle against undead). The price was their own souls, since every
time they merged they would use up their (Mei-Ling's?) life energies a
little more.
At the end of DarkStalkers 2, they accomplished their mission at
the cost of using up their remaining life. Their mother's spirit
grants them a second life by reincarnating them. They return as
sisters in a new life. In an early version of the Japanese arcade
machine the ending went beyond that, where as they grew older they
regained their memories and powers.
In Darkstalkers 3, they are no longer the tragic characters that
they once were. In fact, they are among the characters that could be
considered heroes, at least by the human background characters. The
use of their powers no longer requires using up their life energy.
Hsien-ko is now living being with an undead nature and can live
independently of Mei-ling, though Mei-ling gives her the power to use
her specials and can enhance her abilities through rituals.
Basic Control Key
Stick control directions:
d: down/ducking
s: standing (centered)
u: up (jumps up)
b: back (rear of character), away from opponent
f: forward (front facing of character), toward the opponent
Button control directions
LP, MP, HP : Light punch, Medium punch, Heavy punch
LK, MK, HK: Light kick, Medium kick, Heavy kick
P: Any punch button
K: Any kick button
Start: the appropriate player button
Extra terms
All: Press all three buttons of the corresponding type. Actually, for
fighting moves you only need to just use 2 buttons, but just hitting
all 3 buttons makes it easier.
Hold: Unless specifically told to do something else at the same time,
this usually mean hold down the button or stick in the appropriate
direction for about two seconds.
Tap: Press the button rapidly, or press the stick in this direction a
number of times.
+: Means use this button in conjunction with the previous direction
,: Fluidly go the next action without stop
Programming Note:
One new feature to DarkStalkers 3, is that when two missile paths
cross, the missile fired second will normally deflect the first one and
continue unstopped. The only time the second one is overpowered is if
it is an ES (a missile enhanced with energy) or an EX (a super move).
Interestingly, if you can break the concentration of the attacking
character with a hit, you can cause the missile to dissipate.
Your Special energy bar is charged by making attacks and can read
up to 9 before starting from 0. It does not carry from opponent to
opponent, so you may as well use up your specials before the end of the
fight.
There is no break between rounds and the victor gets to carry over
life to the next round. All characters start off with two "lives" per
fight. There is a little time to move or attack between the rounds.
While it is not confirmed, it appears that if you continue a game
after losing the AI appears to increase the difficulty level. Then
again, it might be that the player's muscles gets a chance to rest by
waiting.
Color Scheme
These are done when selecting your character. Each button gives a
different color scheme (for a total of six). There are suppose to be
two extra color schemes available by pressing either All punch or All
kick. Personally, I prefer the LP color.
Normal, Turbo, Autoblock options
Normal makes the game play easier, though it seems to me the AI
speeds up the reaction time of its character slightly and has a
tendency to play in a style that is rather irritating (which is the
main reason for making this guide so you can defeat them).
Turbo makes the game faster, and the AI noticeably favors the
above style of fighting.
Autoblock is suppose to make it easier for beginners. It appears
that most machines have this option disabled from the factory. It
automatically blocks attacks and supposedly only allows you to
accumulate up to only one energy level on the Special gauge at any one
time.
Beginning Scene
Unlike the Dark Stalkers 2, Hsien-ko is standing up instead of in
a coffin when Mei-ling merges with her. She says a little yell at the
beginning.
Basic Move Notes
While this is probably well known, you need to be able to stop
hitting the buttons when she is in the middle of an attack sequence
that you do not want to be canceled. This is especially true of throws
and pursuits. Timing is very important.
Taunt:
Start button: She whistles while blowing on her talisman.
Interesting. Has no apparent benefit beyond wasting time.
Blocking and counter/guard cancel:
b or b/d, f, d, f/d+P: The official way to block and guard cancel.
b/d, f, b/d, d, f/d+P: The unofficial method to block and counters with
a pendulum scythe move.
Blocking should always be considered as a last resort, but can be
used whether in the air or on the ground as long as she is not in at
attack move yet. The first two higher options are: use an attack with
higher priority to disrupt the opponents attack, and move out of the
attacks way. Remember that Hsien-ko is slow in response time.
Getting out of a throw:
f+M or H punch or kick button
Getting up:
f(hold) or b(hold): Shifts your position while getting up.
Dashing:
f, f: Dash forward. If on the ground, she turns briefly invisible,
possibly allowing her to pass through missiles without effect, though
timing it would be a problem. She can dash through opponents, though
this also requires timing and placement. If done in the air during a
jump (u), she runs in the air, but is not invisible, though she can
avoid some ground attacks. I have seen the AI use both dashes to go
through fireballs, though I have also seen it fail to get through too.
b, b: Dash backward. She does not turn invisible, though she can do
this in the air.
Normal Attacks:
f+MP: She swings a spiked ball in front. Good response time. Stops
most dash based attacks.
d+MP: She brings claws in an upward direction. Can catch opponents
jumping in from a distance. Can work its way past some blocks, though
it is slow in reaction time.
f+HP: She fires off her claws in a diagonal upward path. Slow response
time. Used against far away jumpers.
s+HP: She extends a blade about her length along the ground (good
range). Slow response and recovery speed. Can be used to deflect some
attacks (non-missile) without conducting up the blade.
d+HP: She uses her claws like a lawn mower, which drags her forward.
u+HP: Her claws rotate while jumping.
s+MK: Her shoes become like wide blades extending forward. Catches
close range jumpers.
d+HK: She kicks high. Catches close range jumpers.
Throws:
f, f/d, d, b/d, b+P: A cool ground throw. Try it whenever an opponent
gets in range.
Note that this is opposite of her move in DS2.
u+MP or u+HP: Throw while up in the air.
f+MP or HP: Regular throw.
Pursuit:
u+K: To hit an opponent while briefly out. If you have the energy,
using all kick does extra damage.
ES moves:
d, f/d, f+P: Throws an item along an arcing path. LP arcs along the
ground, which can deflect missiles along the ground, though the range
is about 50% of a screen length. MP arcs in an upward diagonal then
down, generally against jumpers and diagonal missiles. HP arcs up and
goes down right in front of her. Using All P just sends 3 spiked balls
along the ground, and the recovery time prevents you from attacking
while the opponent is blocking.
f, d, f/d+P; tap P when hitting; press K to release: Turns her into a
pendulum like scythe. If released while up in the air, she has enough
time to do an ES move before landing, even doing this ES move again.
This is her guard cancel move (different from before, which was her
gong shield). Using all punch in the beginning uses up an special
energy level and allows extra damage. When releasing in the air, there
is enough time to either form another pendulum action or use a gong
shield.
d, d/b, b+P: A gong shield. Can reflect missiles. Supposedly has a
high priority, but its slow speed and short duration makes it difficult
to use to counter missiles or attacks. Using all P makes the effect
last longer and does extra damage.
EX moves (needs one level of special energy):
Unlike the other characters, her EX moves (while neat looking) are
not that great by themselves (unless your opponent has no idea of how
to use the simple block). They only show their true value when used as
a part of a chain combo.
b, b/d, d, d/f, f+All K: Sends blades up from the ground. Best used as
the beginning of a chain, by immediately following it with dashing in
the direction of you opponent and attacking while the animation
sequence is proceeding and the opponent is bounced in the air.
LK, HK, MP, MP, u
LK, LK, HK, MP, u
LK, HK, MP, MP, u
LK, LK, MP, MP, u
: A number of reliable sources seems to each give their own version of
the code needed to activate this. Possibly a sign of the different
versions? Check to see which one works and rewrite the later sections
to take the particular machines programming that you are using.
She drops a weight that creates a small earthquake, followed by spiked
balls smashing the ground. Best used towards the end of a chain.
Remember to keep moving and attacking as soon as possible. Apparently,
the falling spiked balls can bounce the opponent into the air, so
attacks against the opponent can be part of the chain just like
previous EX move.
b, b/d, d, d/f, f+All P: Fires off a time delayed bomb. It can affect
her and be moved around. Should only be used for amusement.
Dark Force (press same strength P and K):
Her sister turns to human form and does a magic dance that
corresponds to Hsien-ko's actions amplifying them. She becomes a
little faster, stronger and more resistant to damage (in other words,
for a short time you get some of the benefits of the AI controlled
Hsien-ko response time). Special moves are not available (since her
sister is not joined to her at that point) during that time. There may
be a difference in what strength buttons is chosen, but this is not
certain. Her unusual "normal" attacks appear to be still available to
her (like s+SP).
Like many things about Hsien-ko, this should be used only by
advanced players. To get the most out of this, you need to be able to
spend most of the time engaged in advanced chain combo maneuvers. When
the timer runs out, Mei Ling changes back into a talisman and re-merges
with Hsien-ko (which is a somewhat long recovery time).
Opening Moves
Always vary your attacks and keep moving. This keeps your
opponent off-balance and helps prevent making you into a target. Make
use of dashes both in the air and the ground to help do this.
To counter dashers:
1) f+MP: This usually has a good enough priority to stop dashers as
they charge.
2) s+HP: Blade can hit them as they come in. Can be used against some
attacks like Felicia's Please Help Me. Its slow reaction and recovery
makes it difficult to use.
To counter distant jumpers:
1) f+HP: This can hit them as they jump.
2) d, d/f, f+MP: Throw an object at them.
3) d+MP: Can hit them as they come in.
4) s+MK: Can hit them as they come in.
5) d+HK: Can hit them as they come in.
To counter missiles:
1) d, d/f, f+LP or MP: Throw an object to deflect an incoming object.
The Punch button to use depends on the direction of the object.
2) u, f, f: Jumps up and hopefully over the missile (if the missile is
moving along the ground).
3) d, d/b, b+P: If timed right it can deflect most missiles.
4) b, b: Some missiles have a limited range.
5) b or b/d: Block.
To counter normal attacks:
1) d, d/b, b+P: Gong shield. Can be used to counter air defenses
against her while jumping in.
To counter someone who meets you in the air:
1) u+ All P: Throw while up in the air. This uses up one level of
special.
Chains combos
When creating your own chains, always try to alternate between low
and high hits to keep them off balance.
Against cornered opponents
1) d, d/f, f+HP, f, d, d/b+P: Throws a vertical object and combos it
with a pendulum scythe.
2) f, d, d/b+P, tap P, K, s+LP, s+LP, s+LK, s+HK, s+MP, s+MP, u:
Pendulum attack followed by a chain up into the falling mad weight and
spiked balls.
3) d, d/f, f+HP, d, d/b, b+all P, f, d, d/b+P, tap P, d+LK in front of
opponent, d+LK, d+HK, s+MP, s+MP, u, u+all K: Throws a vertical object,
chains it into the gong shield, pendulum scythes, chains, creates
falling weights, then hits the target while it is down.
If your opponent blocks a chain combo
1) f,f: Dash through your opponent and begin a new chain.
2) d+WK, s+HK, MP, MP, u: Mad weight with falling spiked balls. Will
usually go through the blocking action.
3) f, f/d, d, b/d, b+ All P: Throw, if you are close enough.
General purpose chain combos
1) d+LP, d+MP, d+HP: Low hits. Brings you in close to your opponent.
2) s+LP, s+LK, s+MP, d+MK, s+HP: A chain that pushes the opponent away.
3) d+LK, d+HK, s+MP, s+MP, u: A common chain combo that ends with the
falling weights.
Close range distance chains
1) d+MK, d/f, f+HP: Two-in-one move to use the vertical throw object.
2) d, d/f, f+HP, d+HP: Against close range opponents. The thrown
vertical object combos with the low attack.
3) d, d/f, f+HP, d, d/f, f+LP: Against a close range opponent,
launching alternating high and low objects.
4) d, d/f, f+HP, f, f, s+LK, s+LK, s+MP, s+HP: Uses thrown object to
combo with change in direction and attack chain.
5) d+HP, f, f/d, d, b/d, b+All P: Lawnmowers the opponent's feet, then,
while the opponent is blocking, throwing them. It might seem easy, but
the first move has a slow enough reaction time that you are very
vulnerable to being attacked too (Do not use against opponents with
quick reactions).
Air based chains against ground targets
1) f, d, d/b+P, K (in front of opponent), d+LK, d+MK, d+HP: The
pendulum gets the opponent to block high, then hitting him a low chain
combo.
2) f, d, d/b+P, K (in front of opponent), f, f/d, d, d/b, b+P: The
pendulum gets the opponent to block high, then throwing him.
3) u/f+HP, s+LP, d, d/b, b+P: Jumps in with an attack, does a weak
attack to hold target for the gong shield.
4) u/f+LP, f/d+MP, d+LP, d+MP, d+MK, d+HP: Hits with an air combo,
followed by a series of ground hits.
Long distance chains
1) b, b/d, d, d/f, f+All K, f, f, f+HP: Uses the ground swords as cover
to hit the opponent in the air.
2) b, b/d, d, d/f, f+All K, u, f, f, f+HP: It uses the ground swords to
push the opponent into the corner, then hitting them while they are
blocking.
Cap ending of chains
You will have to end the chain eventually, even those of your own
creation. Ending it right is the challenge. This is by no means
complete.
1) u+ All K: If the opponent goes down, hit them hard with an ES
pursuit. You need one special energy level to do this though.
2) f, f/d, d, b/d, b+ All P: If the opponent is still close to you by
the end of the chain, this will really add insult to injury when you
rip through his blocks by tossing him up.
3) s+HP: Pushes your opponent away, if you need the "breathing room".
4) f+HP: If your opponent is knocked some distance away upward (due to
an EX move). You may need to dash to your opponent to be in the proper
position. This is not often used due to the timing needed.
Ending of a fight
Hold down the Start button and press one of the attack buttons to
choose a winning pose. Unknown if pressing all Punch or all Kick will
give you other winning poses. It is not known when the critical "time
window" for activating a winning pose occurs.
Some winning poses: Hsien-ko bows and smiles to the player with
Mei-ling's face on the talisman. Hsien-ko bows and various objects
falls from her sleeves. Mei-ling turns into human form and does a
synchronized dance with Hsien-ko. Hsien-ko juggles a number of swords.
Winning statements (not necessarily accurate)
"Sister, you should work with me. Hey! Are you listening to me?" - to
B.B Hood only.
"Not all of us are evil" - to B.B. Hood only ?
"You are high in spirits, but are you okay?"
"We will change the reputation of Chinese ghosts."
"Winning isn't everything. Do not worry overmuch."
"You can use a weapon. This is not street fighting."
"Even after you are dead, you can feel hungry....Ahhh." (A Chinese
ghost in-joke, since Chinese ghosts can feel hunger for food and eat
food if given the opportunity).
Ending
End Boss (Jedah)
They are trapped in the Dark realm after Jedah's death, but their true
mother's spirit guides them back to Earth. There they get home to
their new parents.