Hsien-Ko

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Author: Exwheckator

Last revision: 11 Oct, 2020 at 00:39 UTC

File size: 2.58 MB

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Description:

It’s Hsien-Ko from the Darkstalkers series! She is a Jiangshi AKA a chinese hopping corpse. She has an arsenal of hidden weapons up her sleeves that she uses for combat.

She has a knockback multiplier of 1.15, making her as light as Ori and Sein.

Complete Moveset Breakdown (Outdated)

All attacks have their frame data listed directly under the attack name. Its in a format that looks like this: 5-(6)-7
Normal numbers represent normal animation frames, whereas numbers in parentheses represent frames where a hitbox is active. For the example above, the attack would have 5 frames of start up, 6 frames where the hitbox is out, and 7 frames of ending lag.

Neutral Special

29-(1)-28 [Total=58]

Hsien-Ko takes a random item from up her sleeve and throws as a projectile. There’s 8 different items that can be thrown, each with there own unique stats and behaviors. Because the projectile that is thrown is random, there will be a display on your HUD showing what projectile that will be thrown with the Neutral Special so you know exactly what will come out. Here’s a listing of all 8 items & what separates them from the rest.

The Axe is the standard projectile that is always chosen to be thrown first at the start of a match. It deals 6% damage.

The sword has weaker knockback than the axe, but deals 8% damage.

The hammer has the most knockback out of all the projectiles, but only deals 4% damage.

The shuriken is the weakest projectile, dealing 2% damage, but improves the speed on the throwing animation, making the animation 4-(1)-10 [Total=15] making it 24 frames faster than all other projectiles.

The Akuma Statue deals 5% damage, and has the same knockback as the axe, but it spikes the opponent.

The Chun-Li Bracelet deals 3% damage, and bounces across the ground.

The Vega Claw has the exact same properties as the axe, except it is thrown into the sky, instead of forwards.

The Spikeball is rolled across the ground instead of being thrown. It deals 6% damage and has the 2nd highest knockback.

Side Special

20-(12)-(12)-(12)-(12)-(12)-(12)-12 [Total=104]

Hsien-Ko swings from a chain while swinging one of her claws in a circular motion. It hits up to 6 times and each hit deals 2% damage. Opponents cannot tech the knockback from the first 5 hits, so you can easily rack up some damage if you pin someone against the wall with it.

This ability can only be used once in the air, you can use it again by touching the ground, or doing a wall jump. Getting hit will not restore your ability to use it in the air.

Down Special

10-(1)-67 [Total=78]

This attack creates a slow moving projectile that stays on the screen for 2 and 1/2 seconds. This projectile can destroy on infinite number of projectiles, making it very useful against opponents with spammable projectiles.
The projectile deals 6% damage if someone touches it.

Up Special

[Total=28]

Her recovery is a recreation of her super jump animation from Marvel Vs. Capcom 3, where she grabs hold of a chain that pulls her into the sky.

Jab

4-(2)-4-(2)-8-(5)-13 [Total=38]

Her jab is a 3 hit combo attack that goes in this order: Knife, Kick, Claw. The knife and kick attacks deal 2% each and the claw does 3% damage. You can cancel into a tilt attack after the knife or kick attacks, making this an extremely useful combo tool.

Dash Attack

10-(28)-14 [Total=52]

Deals 8% damage.

Forward Tilt

7-(3)-(3)-(3)-(3)-(3)-14 [Total=26]

Hits 5 times, the first 4 hits deal 1% damage each, and the fifth and final hit deals 2% damage.

Up Tilt

6-(2)-15 [Total=23]

Deals 4% damage. Useful for combo-ing into up air.

Down Tilt

5-(14)-13 [Total=32]

Deals 5% damage. You can sometimes combo this attack into Neutral Air or Forward Air. This is one of the best tilts to combo into from jab.

Neutral Air

9-(3)-4-(3)-4-(3)-5 [Total=27]

Hits 3 times, each hit dealing 2% damage.

Forward Air

13-(18)-15 [Total=46]

Deals 5% damage.

Up Air

5-(5)-(5)-(5)-(5)-(5)-(5)-9 [Total=44]

Hits 6 times, the first 5 hits deal 1% each and the final hit deals 3% damage. This attack can be difficult to land all 6 hits with, so practice with it is crucial.

Down Air

5-(4)-24 [Total=33]

Deals 4% damage. This attack is a very weak spike, but quick. Due to its weak knockback, it can used on a grounded opponent at a high percentage and combo-ed into a jab.

Back Air

11-(8)-12 [Total=31]

Deals 7% damage.

Forward Strong

12-(13)-15 [Total=40]

Deals 8% damage. This attack has very weak knockback for a strong attack due to its range. The GIF shown does not show the range of the in-game move. (I gave it extra range compared to the original game.)

Up Strong

18-(16)-(6)-24 [Total=64]

The top of the blade deals 8% damage. There’s a 2nd hitbox along the sides of the blade that deals 5% damage and weaker, horizontal knockback. This move receives a damage and knockback bonus when the blade reaches its peak height, dealing 10% damage instead.

Down Strong

35-(12)-37 [Total=84]

This incredibly slow move deals 12% damage and spikes.

More Darkstalkers Characters?

I’m in the process of making all the Darkstalkers characters. This is going to take a long time, so I may lose the patience to make them though, since quality is a priority for me. I’m going to give making all of them my best shot though. I’ve created a poll listing the 16 other characters to see who you guys want to see in the game. This poll won’t directly choose the order in which I make them, but will certainly influence it.

Darkstalkers Character Poll [forms.gle]

(11-7-20 Dev Update)
I just wanna throw out an update to let everyone know that I’m not dead and I’m still continuing development for the Darkstalkers. My development for these characters pretty on and off for the last few months, but I got the Hsien-Ko overhaul out, and I’m currently working on Jedah. Jedah’s moveset is currently around 85% complete, but there’s still a lot of work to be done on him, but he’s still coming. After Jedah I plan on doing either Demitri or Jon Talbain, so you can look forward to that, but at the rate I’m developing, they are a ways out.