Marvel Super Heroes/Psylocke: Difference between revisions

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===Magneto===
===Magneto===
 
Space Gem gives him full invincibility and makes him unthrowable. If you can't use it up before he does, run away. He WILL be chasing you down to try and throw you.  Magneto has no real high-low game to speak of in this iteration, so the main thing to watch out for is running into attacks, getting thrown, and getting Hyper-Grav'd out of attacks (like Psy-Blast).  That said, his ground dash is very quick and he can build meter very quickly if you don't chase after him should he fly up and mash 3P.


===Psylocke (Mirror)===
===Psylocke (Mirror)===

Revision as of 23:14, 23 April 2014

Introduction

Psylocke returns from X-Men: COTA with quite a few changes. While she has gained more moves and somewhat more mobility, her damage has been nerfed in a game where everyone else still does a fair amount (or at the very least has better health). This puts her in the bottom tier, and makes her more reliant on gems to compete with the top.

Moves List

Psylocke still has quick moves with decent hitboxes, however she does suffer from bad range on her crouching short and launchers, making the standard low into launcher->air combo a little more awkward for her compared to others.

Psylocke has a triple jump.

Normal Moves

Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag

Throws


Standing

MP: Pretty quick punch with good range and a decent hitbox. When Gem Alpha Countering, this will usually be your go-to move to combo into due to the range.
f.MK: Slow-ish cartwheel kick that's still not an overhead, but you can combo after. During Time Gem, you can repeatedly combo into and out of this (see Gem notes)
f.HK (hold): Hold toward to roll over with a decent amount of speed and momentum as well as pass through your opponent. In normal use, this is dangerous since you'll likely get hit/thrown as you are passing (they recover before you do), but with Time Gem active this move is excellent for a side-switching midscreen combo.
b.HK: You hop back slightly and slowly before throwing a standing HK. As an attack, there isn't much use, but there's some gimmicky usage in using it to slightly alter your ;position, then cancel to something else (Psy-Flash, Teleport..)

Crouching

c.LK: Your quick low with rather poor range.
c.MK: Mini-Launcher
c.HK: Sweep, also with somewhat limited range.

Jumping

u.HK: Upward striking 2 hit flip kick. In normal jump mode, this will pop up even grounded opponents. In super jump mode, the second hit causes flying screen and knocks away.

Special Moves

Psy-Flash (Psy-Blast) - D,DF, F + Punch , ground/air
LP: Downward and outward angle
MP: Straight ahead
HP: Upward angle
This move is slower and not nearly as spammable as before in COTA (only one can be on a screen at a time). While a needed tool to zone and build meter, using it too often will result in the opponent getting around it and in, or trading with it and hitting you with something that does more damage and potentially knocks down/juggles. It's a bit more annoying for big characters who have trouble avoiding it.

Psy-Blade - D,DF, F + Kick , ground/air
LK: Straight ahead
MK: Upward angle
HK: Straight up
Hit another kick after the initial one to get another spin in the type you hit, up to 2 extra hits. You can't hit the same one 2x in a row, but you can hit it again after hitting a different one (ex QCF+LK, HK, LK). Psy-Blade now knocks down, but is rollable. It recovers a little quicker but if blocked at close range, it will still get punished. If used in an air combo (especially a high up one), it's likely not safe against rolls.

Nin-Jitsu (Teleport) - F,DF,D,DB,D + Any Attack, ground/air
(HCB + Any) The button you hit corresponds with where you will appear, tap another button and direction to attack after reappearing. The attack is to discourage people from hitting you out of the recovery (you recover faster if you don't attack). Reappearing on the ground with no attack recovers fastest. If the attack (a mini Psy-Thrust) hits, you will bounce off them and they will be knocked away. If they block the attack, you bounce back a ways, but most characters have something fast enough to catch you. If the attack whiffs and you land, you recover.

Super Moves

Psy-Thrust: D,DF,F + PP , ground/air
Ground startup seems to be greater than air.

Psy-Maelstrom: D,DF,F + KK , ground only
Probably the best super to go for.

Kochuo Gakure: F,DF,D,DB,B + KK (HCB) ground/air
Pretty easy to combo into, but so much recovery (especially if done in the air) that it had better kill them when you use it, or you'll probably get killed on the way down. Really, avoid using this unless you're sure it will kill.

The Basics

Advanced Strategy

Gem Notes

Specific combos and tactics during offensive gem power ups. Ideally, you'll want to activate these Gems as a punish where the Gem startup hits the opponent, or hit them out of an attack string (grounded preferably), combo into standing MP then whatever the situation calls for. If you Gem Counter an airborne opponent, they will be knocked away (unless you have them flush in the corner).

Time Gem

Power Gem

Reality Gem



Match-Ups

Blackheart

Don't get too predictable with Psy-Flashes or he can try Inferno you out of them.

Captain America

His dashing pokes (HP in particular) will beat out your dashing pokes most of the time, and take off a chunk of life. Jumping HP has an enormous hit radii that can mess up your attempts to dash under him and scoop him up from behind when he jumps. Crouching MK has unblockable frames, so getting stuck in grounded block strings is quite dangerous.

Hulk

Fast, high health and very high damage. It's a lot of work to get his life down. On the plus side, he's a large target with a bit of a limited moveset.

Iron Man

Juggernaut

Not as fast as Hulk, but has armor. Space Gem gives him hit invulnerability, but he can still be thrown and take damage from it. Using up Space Gem from afar rather than waiting to use it as a Counter isn't a bad idea, simply so he can't use it against you.

Magneto

Space Gem gives him full invincibility and makes him unthrowable. If you can't use it up before he does, run away. He WILL be chasing you down to try and throw you. Magneto has no real high-low game to speak of in this iteration, so the main thing to watch out for is running into attacks, getting thrown, and getting Hyper-Grav'd out of attacks (like Psy-Blast). That said, his ground dash is very quick and he can build meter very quickly if you don't chase after him should he fly up and mash 3P.

Psylocke (Mirror)

Shuma Gorath

Spider-man

Standing Strong your worst enemy. Damn Pixie.

Wolverine

Also damn pixie.