Subject: Vampire Savior, Hsien-ko tips From: nowhere@nowhere.com (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.