Marvel vs Capcom 2/Psylocke: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= psylocke|full=Psylocke|short=PSY|content=
= Introduction =
== Introduction ==
[[image:MvC2psylocke.png]]
== Story ==
Elizabeth "Betsy" Braddock - or Kwannon, depending on who you really mean - better known as Psylocke, is a character from the X-Men series by Marvel. A powerful telepath and telekinetic, Psylocke battles for the X-Men with precision and graceful power thanks to her mastery in martial arts.


Psylocke is most well known for having the best anti-air assist in all of Marvel vs Capcom 2. Her assist is probably the number one reason why teams such as [[MSP]] have the reputation they have today. Because of this, she (and many other good assists in the game) is a big target for being snapped in during matches. Again, she is mainly a top assist, and doesn't hang with the "God 4", or others in the top tier. However, she is still a very decent character and shouldn't be taken lightly, because while she doesn't have obvious exploits like unfly combos and infinites (besides her lone infinite against [[Sentinel (MvC2)|Sentinel]]) she is still a somewhat versatile character, with great speed, good priority on many important normals, and a rather flexible magic series chain.
==Gameplay==
Psylocke is best known for being one of the best anti-air assists in the game, if not the best. However, that's not all to this martial arts master. Psylocke on point is a fast paced rushdown character with flexible normals for any situation, and a nice fireball and uppercut. Her movement is very solid, with a fast ground dash and a triple jump which allows her to press her way in. Her combo game is very freeform, as she has a completely free magic series, and her specials are very solid for ending combos. Her Psy-Blast is a fireball that recovers very quickly, while her Psy-Blade is an invincible uppercut type move that can lead into super for incredible damage off an extremely quick reversal. Psylocke on her own isn't that great, but as part of a team she's a force to be reckoned with that can make or break teams. If you want a fast paced character that can do a bit of everything and look super stylish while doing it, then float like a butterfly with Psylocke.


= Colors =
{{2 Column Flex|flex1=6|flex2=4
First row: LP, HP, A1. Second row: LK, HK, A2.
|content1=
{{Content Box|content='''Psylocke''' is a rushdown character who can use her array of fast normals and powerful specials to control the opponent before opening them up with her stagger pressure. Her main strengths are a great fireball, great normals, and fast movement, but her weaknesses are her low health and her trouble with characters running away.
{{ProConTable
|pros=
* '''Fast Movement:''' Psylocke has a good ground dash, allowing her to wavedash to close space effectively.
* '''Stagger Pressure:''' Having a freeflowing magic series makes her stagger pressure very good, especially when combined with assists.
* '''Fantastic Assist:''' Her anti-air assist is one of the best in the game, making her a solid assist choice.
* '''Good Mixup:''' Her instant overhead j.8HK allows for her to have some good mixups against turtling characters.
* '''Triple Jump:''' Having a triple jump allows for her to maneuver around the screen in a more careful way.
|cons=
* '''Stubby:''' Many of Psylocke's pokes are pretty small, and those that aren't can usually be ducked.
* '''Average Damage:''' This isn't that bad of a weakness. Her damage is not bad, but against top tiers who can kill you in one or two touches, having just average damage doesn't look good.
* '''Low Health:''' Psylocke takes 12% more damage than normal characters, meaning she will die faster with less mistakes.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>Kdn0ZQZpUsY</youtube></center>
}}
}}
}}


[[Image:Mvc2-psylocke.png]]
== Character Summary ==
 
{{3 Column Flex
=Moves List=
|content1=
{{Content Box|header=Special Moves|content=
;Psy-Blast
*{{qcf}}+{{p}} {{airok}}
;Psy-Blade
*{{qcf}}+{{k}} {{airok}}
;Ninjutsu
*{{hcb}}+{{p}} or {{k}} {{airok}}
*Press a direction and any attack button after teleporting for a followup attack
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Psy-Thrust
*{{qcf}}+{{lp}}{{hp}} {{airok}}
*Aimable, press a direction and a punch up to 2 times
;Psy-Maelstrom
*{{qcf}}+{{lk}}{{hk}}
;Kocho-Gakure
*{{qcb}}+{{lk}}{{hk}} {{airok}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Anti-Air Type
*Assist: {{hk}} Psy-Blade
*Counter: {{hk}} Psy-Blade
*Combination: Psy-Maelstrom
;Type β - Projectile Type
*Assist: {{hp}} Psy-Blast
*Counter: {{hp}} Psy-Blast
*Combination: Kocho-Gakure
;Type γ - Balance Type
*Assist: {{hp}} Psy-Blast
*Counter: {{hk}} Psy-Blade
*Combination: Psy-Thrust
}}
}}


==Normal Moves==
== Moves List ==
{|border="1"
!width="6%"|
! Frames
! Advantage
! Cancel
! Block
!colspan="3"| Hitbox
! Notes
|-
|colspan="9" align="center"| '''Standing'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke_s.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"|
|align="center"|
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_s.mp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_s.mp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|align="left"|  [[File:Strk.png]]
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke_s.hp.png|center]]
|align="left"|
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke_s.lk.png|center]]
|
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_s.forward(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_s.forward(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_s.hk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_s.hk(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:f.png]][[File:Hk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke_f.hk.png|center]]
|
|-
! [[File:P.png]][[File:b.png]][[File:Hk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_p,_b+hk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_p,_b+hk(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke_c.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Psylocke.c.mp.png|center]]
|
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| -
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_c.hp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_c.hp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
| [[File:Launch.png]]
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Psylocke_c.lk.png|center]]
| [[File:Otg.png]]
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Psylocke_c.forward.png|center]]
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| KD
|align="center"| -
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Psylocke_c.hk.png|center]]
|[[File:Otg.png]]
|-
|colspan="9" align="center"| '''Jump'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Psylocke_j.lp.png|center]]
|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_j.mp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_j.mp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
| [[File:Launch.png]]
|-
! [[File:Hp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Psylocke_j.hp.png|center]]
| [[File:Aircombofinisher.png]]
|-
! [[File:Lk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_j.lk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_j.lk(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Mk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Psylocke_j.forward.png|center]]
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_j.hk_(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_j.hk_(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:U.png]][[File:Hk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Psylocke_ju.hk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Psylocke_ju.hk(2).png|center]]
|valign="bottom" style="border-left:0px;"|[[File:Psylocke_ju.hk(3).png|center]]
|
|-
|}


==Command Normals==
=== Variable Assists ===
Triple-jump.
{{MoveData
|image=MVC2 Psylocke QCF K 02.png
|caption={{hk}} Psy-Blade
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hk}} Psy-Blade
|TeamHyperCombo=Psy-Maelstrom
|description= Psylocke AAA comes out right in front of your point character and quickly does Psy-Blade. This assist is fast and has a big enough hitbox that it is hard to avoid. Psylocke is fully invincible until she gets an active frame, so she is pretty guaranteed to get a hit off. She does not maintain invincibility throughout the move, so trades or losing to opponents attacking late is a possibility. Aside from being an excellent tool to disrupt the opponent, Psy-Blade knocks down directly in front of her. This allows for easy combo conversions via juggle or otg making it invaluable for any rushdown character.


QCF+Assist A/B: Snap Out (3 frames)
The flexibility of the assist makes it both an offensive and defensive engine. Call it after blocking a jump in or string, call it after your own attack to combo via hit confirm or continue pressure. The alpha counter, optionally cancelled into air super, is a potent way to cycle through a team and keep characters alive.
(*Snap in uses standing fierce animation)


Light Punch + Light Kick/Fierce Punch + Roundhouse: Tag (16 frames)
Most of the time, you'll be picking this assist, and it's what she's known for and is also part of what takes Magneto from top tier menace to absolute god.
}}
}}<br>


== Special Moves ==
{{MoveData
|image=MVC2 Psylocke QCF P 01.png
|caption={{hp}} Psy-Blast
|name=Projectile
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Psy-Blast
|TeamHyperCombo=Kocho-Gakure
|description= Psylocke's projectile assist is fine, but nothing special. The team super is Kocho-Gakure, which could be useful for some teams. Her anti-air assist is better, so this doesn't see much use.
}}
}}<br>


{{MvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Psi-Blast
|image=MVC2 Psylocke QCF P 01.png
| {{qcf}} + p
|caption={{hp}} Psy-Blast
|  
|name=Balance
| airok
|subtitle=[[File:Gamma.png]]
}}
|input={{a1}} // {{a2}}
{{MoveListRow | Psi-Blade Spin
|data=
| {{qcf}} + k
{{AssistData-MVSC2
|  
|Damage=
| airok
|Startup=
}}
|Active=
{{MoveListRow | Ninjutsu
|Recovery=
| {{hcb}} + {{p}} or k
|AlphaCounter={{hk}} Psy-Blade
|  
|TeamHyperCombo=Psy-Thrust
| {{airok}} Press {{p}} or {{k}} to attack out of it.
|description= Basically a better projectile assist, because the alpha counter is an actual invincible move. Still, the actual anti-air assist is better, so once again this doesn't see much use either.
}}
}}
{{MoveListFooter}}
}}<br>


====Psy-Blast (QCF+P)====
=== Normal Moves ===
''(Can also be done in the air)''
:Basic projectile. Direction of the move is based on strength of the punch used. However, unlike many other projectiles in the game, this is a rather special case: not every projectile can cancel it out. Although most will, it will go through a few projectiles and/or supers (such as [[Storm (MvC2)|Storm]]'s Hailstorm). Also, when the Psy-Blast hits something, Psylocke will recover almost instantly. For example, doing a Tiger Knee motion Psy-Blast to stop Storm's Hailstorm. You can do it after Storm has started the animation for her Hailstorm, and since the Psy-Blast is so fast, chances are that Psylocke's projectile will hit Storm after the Hailstorm activates but the first few rocks of Storms super will not hit Psylocke because the Psy-Blast will have already hit Storm, allowing Psylocke to block what little came from Storm's super.


*Overall, not really too useful alone, but it does have it's uses.
-When grounded, Psylocke has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.


====Psy-Blade (QCF+K)====
''(Can also be done in the air)''
:Her anti-air. This move is generally a good move to help stop pixies like [[Magneto (MvC2)|Magneto]] and/or Storm and their Tri-Jumps. It has really good priority, it's really fast, knocks down, hits multiple times, and can be canceled into her Kochuo Gakure super (which in turn can be DHC into a safe super from one of her teammates, most likely Magneto's Tempest/Shockwave and/or Storm's Hailstorm). If blocked however, it gives the opponent enough time to punish Psylocke, and since this is MvC2, that can usually end a match.


*A very useful move, just be careful of when and how you use it.
==== Ground Normals ====


====Ninjitsu (QCB+Any Attack Button)====
{{MoveData
''(Can also be done in the air)''
|image= MVC2 Psylocke 5LP 01.png
:Psylocke's teleport. Generally there is no a good use for this move. It's slow, has plenty of start up and recovery time. The only real use it may have is trying to avoid a possible messed up guard break from Cable. Other than that, avoid using this move, opponents will have no trouble punishing it even if their attempt is late.  
|caption= Talk to the hand
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=  
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a fast palm strike. This normal has a sneaky hitbox on her knee, meaning that even though it looks pretty high hitting, no character can crouch underneath this. Solid fast button for scrambles up close with nice range.
}}
}}<br>


*Location depends on what attack button you use. Jab punch will teleport Psylocke onto the top left side of the screen, Short kick will teleport her onto the lower left side of the screen, Fierce punch will teleport her onto the right side of the screen, and Roundhouse kick will teleport her onto the lower right side of the screen.
{{MoveData
|image= MVC2 Psylocke 5MP 02.png
|caption= Punch 'em
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a body punch. Combo filler medium, doesn't really have a defined use.
}}
}}<br>


==Super Moves==
{{MoveData
|image= MVC2 Psylocke 5HP 01.png
|caption= That long thang
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a high punch coated in psychic energy. This move causes a recoverable knockdown on hit. Unfortunately, due to its high hitbox placement, many shorter characters can duck underneath this normal. Gets the job done, but there are better ways to finish a string.
}}
}}<br>
{{MoveData
|image= MVC2 Psylocke 5LK 01.png
|caption= Toe tap
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a vertical kick. Could be used as a non committal anti-air, and covers a nice angle, but it doesn't last for that long and the hitbox isn't as great as it looks for that.
}}
}}<br>


{{MvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Psi-Thrust
|image= Psylocke s.forward(2).png
| {{qcf}} + {{lp}} + hp
|caption= Gut kick
|
|name= Medium Kick
| {{airok}} Target with joystick.
|linkname= 5MK
}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
{{MoveListRow | Psi-Maelstrom
|data=
| {{qcf}} + {{lk}} + hk
{{AttackData-MVSC2
|  
|Damage=
| [[file:mash.png]] Mash buttons for more damage.
|Startup=
}}
|Active=
{{MoveListRow | Kochou Gakure
|Recovery=
| {{qcb}} + {{lk}} + hk
|Guard=
|  
|Special Property=
| airok
|Cancel=
}}
|Adv. Hit= 
{{MoveListFooter}}
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a body kick. Another combo filler medium.
}}
}}<br>


====Psy-Thrust (QCF+PP)====
{{MoveData
''(Can also be done in the air)''
|image= MVC2 Psylocke 5HK 01.png
:A drill-like super that can go in any direction she chooses. Also, by mashing she can perform the super again, and even change directions from the initial direction she chose, without the cost of another super meter. Generally, this super is best used if trying to chip. The damage on hit isn't worthwhile, and isn't really versatile compared to her other supers.  
|image2= MVC2 Psylocke 5HK 02.png
|caption= These hitboxes last for two frames
|caption2= These ones last two more
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=  
|Cancel=  
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock= 
|description= Psylocke does a reverse kick over her head. Has a lot of hitstun, so can be cancelled into special moves. Shifts her hurtboxes very far forward, but takes a bit to do so.
}}
}}<br>


*Overall it isn't a great move. If you land a hit and want to go for damage, it's best to use her Kochuo Gakure super instead.
{{MoveData
====Psy-Maelstrom (QCF+KK)====
|image= MVC2 Psylocke 2LP 01.png
:Her anti-air super. It's fast and has good priority. The drawback, does nearly no damage and it's pretty much a waste of a super. The most damaging hit's come out at the end up of the super and if you wish to DHC into another super, you lose that damage.  
|caption= Backhander to the junk
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=  
|Recovery=  
|Guard=  
|Special Property=  
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a backhand strike while crouching. Tied for your fastest normal, and has a bit less recovery than 5LP. Will generally be the normal you default to in scrambles due to its fast startup and small hurtbox.
}}
}}<br>


*Really, this move has no real use, even as an anti-air. If you want to score an anti-air hit as well as some damage, stick to Psy-Blade XX Kochuo Gakure super.
{{MoveData
====Kochuo Gakure (QCB+KK)====
|image= MVC2 Psylocke 2MP 01.png
''(Can also be done in the air)''
|caption= Would you believe it's more combo filler
:Her most versatile super. It can be followed by an air magic series combo, can be canceled from a number of her moves, does decent damage, and is rather helpful for linking DHCs with other characters such as Magneto, Storm, and even [[Iron Man (MvC2)|Iron Man]]. It is also somewhat safe on block depending on the position of both characters. This is Psylocke's best super by far, so anytime you want to use a super out of a combo, this is the one to go with.
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=  
|Active=  
|Recovery=  
|Guard=  
|Special Property=  
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a lunging palm strike to the body. Yet more combo filler.
}}
}}<br>


Note that when this is done in the air while super-jumping, Psylocke enters into normal jump mode and can call an assist.
{{MoveData
|image= MVC2 Psylocke 2HP 01.png
|image2= MVC2 Psylocke 2HP 02.png
|caption2= Pick em up!
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke's launcher. Has fast startup and not terrible range, and thanks to her flexible magic series allows for two or even three hit confirms into this. Will lead to nice damage with air chains and supers.
}}
}}<br>
{{MoveData
|image= MVC2 Psylocke 2LK 01.png
|caption= It's definitely a low
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a low kick. Crucial because it's a low, otherwise just a combo starter.
}}
}}<br>


==Assist Moves==
{{MoveData
|image= MVC2 Psylocke 2MK 01.png
|caption= Weird half launch thing
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a diagonal kick upward. Puts the opponent into an airborne state, but does not launch. More combo filler, for the most part.
}}
}}<br>


{{MvC2CharacterAssists
{{MoveData
  |[[file:hk.png]] Psi-Blade Spin || Psi-Maelstrom | [[file:hk.png]] Psi-Blade Spin |  
|image= MVC2 Psylocke 2HK 01.png
  |[[file:hp.png]] Psi-Blast || Kochou Gakure | [[file:hp.png]] Psi-Blast |
|caption= It's a sweep! Shocking.
  |[[file:hp.png]] Psi-Blast || Psi-Thrust | [[file:hk.png]] Psi-Blade Spin |
|name= Crouching Heavy Kick
}}
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
  |Recovery=
|Guard=
  |Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a sweeping low. It sure is a sweep. Can be cancelled into a LP Psy-Blast to catch people who don't tech roll the knockdown, and that confirms to super. Gimmicky thing to rely on though, so be careful.
}}
}}<br>


====Alpha Assist (Anti-Air Type): Psy-Blade====
==== Air Normals ====
''(Highly Recommended!)''
:One of the top assists in the game, and the assist you want to choose when picking Psylocke. It's fast, has good priority, has a decent amount of block stun, and knocks down on hit. Does roughly about 14 points of damage on a normal sized character if all hits connect, allows for combos on hit and if using Magneto, can easily turn the tables with a single hit.


*(This assist will use the Psy-Malestorm super in a team super)
-When in the Normal Jump state, Psylocke has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
====Beta Assist (Projectile Type): Psy-Blast====
:A single projectile that travels across the screen. Does about the same damage as the Psy-Blade attack. However, besides the fact that it only does one hit, it can be canceled out quite easily, and even if the assist connects, it hardly would make up for anything compared to the Psy-Blade assist. This assist type is not recommended.


*(This assist will use the Kochuo Gakure super in a team super)
====Gamma Assist (Balance Type): Psy-Blast====
:Virtually the same as her Beta Assist. The only thing that changes is what super will be performed if a team super were to be activated. And since team supers normally aren't a good idea in Marvel vs Capcom 2, using a team super with Psylocke in it isn't really a good idea, and it just wastes meter, and can even probably put your team in danger depending on the super Psylocke is using. Again, like the Beta Assist, not recommended.


*(This assist will use the Psy-Thrust super in a team super)
{{MoveData
|image= MVC2 Psylocke j.LP 01.png
|caption= Bonk
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a small punch in the air. Air chain starter for most launches. Can potentially be used as an instant overhead on bigger characters, but you have a better option coming up.
}}
}}<br>


=The Basics=
{{MoveData
|image= MVC2 Psylocke j.MP 01.png
|caption= Up punch
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a j.{{lp}} or j.{{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a vertical punch. Combo filler medium. Has short enough recovery to link back into j.LP for some damaging air combos.
}}
}}<br>


== Combos ==
{{MoveData
|image= MVC2 Psylocke j.HP 01.png
|caption= Back to earth
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke swings down with psychic energy. Air combo finisher, good for when you don't have a bar to do DP into super for the ender.
}}
}}<br>


-Jump LP > LK > LP \/ d.s.LP > s.LK > s.LP > s.LK > c.HK XX qcf + LP
{{MoveData
|image= MVC2 Psylocke j.LK 01.png
|image2= MVC2 Psylocke j.LK 02.png
|caption2= Up kick
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does an upward kick. Combo filler, not going to be used much outside of air chains.
}}
}}<br>


-d.s.LP > s.LK > s.LP > c.HP XX qcf + KK
{{MoveData
|image= MVC2 Psylocke j.MK 01.png
|caption= Filler buttons, anyone?
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a flying side kick. More combo filler mediums.
}}
}}<br>


-d.s.LP > s.LK > s.LP > s.LK > c.HK XX qcf + LP
{{MoveData
|image= MVC2 Psylocke j.HK 01.png
|image2= MVC2 Psylocke j.HK 02.png
|caption2= Nice chunky hitbox
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does an axe kick. Has a nice hurtbox on the first active frame that changes to the second image on the next. Good jump-in on that frame, pretty average otherwise. Air combo finisher.
}}
}}<br>


-d.c.LK > c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.HP
==== Command Normals ====
{{MoveData
|image= MVC2 Psylocke 6HK 01.png
|caption= Open up button- wait, what??
|name= Forward + Heavy Kick
|linkname=
|input= 6{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a jumping axe kick. Despite having slow startup and it's animation, this move is ''not'' an overhead. It can be cancelled into special moves however, even on startup. Psylocke is considered grounded for the whole animation.
}}
}}<br>


-Corner Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LK > sj.u + HK /\ dj.u + HK /\ tj.u + HK
{{MoveData
|image= MVC2 Psylocke 4HK 01.png
|image2= MVC2 Psylocke 5HK 01.png
|image3= MVC2 Psylocke 4HK 02.png
|caption= Hop to it
|caption3= Roll hurtboxes
|name= Back + Heavy Kick
|linkname=
|input= 4{{hk}}, press 6 to roll
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke jumps backward, going over lows, before doing her 5HK. After the move comes out, on hit, block, or whiff, by holding forward, she will do a vulnerable roll toward the opponent. This can cross up, so can be used as a very telegraphed way to swap sides. Special cancellable on startup. Psylocke is considered grounded for the whole animation.
}}
}}<br>


-d.s.LP > s.LK > s.LP > c.HP /\ sj.LP > sj.LK > s.LP > s.LK XX qcf + LK,LK,HK
{{MoveData
|image= MVC2 Psylocke j8.HK 01.png
|image2= Psylocke ju.hk(2).png
|image3= MVC2 Psylocke j8.HK 03.png
|caption3= The REAL open up button
|name= Air Up + Heavy Kick
|linkname=
|input= j.8{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke does a double hitting backflip kick. This move is IMPRESSIVELY fast, at only 3 frames. The hitbox is so low that on most characters, this can hit as an instant overhead. Because it launches upward, with double jump or triple jump, Psylocke can convert this into a damaging combo. Can also be used as combo extensions in the air, as it has short enough recovery to double jump and hit with another normal after a super jump. Overall, this is a very nice button for Psylocke. Just mind it's range, as you need to be basically POINT BLANK for this to hit as an iOH.
}}
}}<br>


-Jump LP > LK > LK \/ d.s.LP > s.LK > s.LP > b + HK XX qcf + PP (hold f) XX f + P
{{MoveData
|image= MVC2 Psylocke 5P, 4+HK 01.png
|image2= MVC2 Psylocke j8.HK 03.png
|caption2= What the hell is this move
|name= Stand Light Punch, Back + Heavy Kick
|linkname=
|input= {{lp}}, 4{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= First hit: Supers, Second hit: None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= An ''incredibly'' bizarre command normal, Psylocke does a backflip kick after her 5LP. This can be performed on hit, block, or whiff. The first hit of this move can be cancelled to supers, the second hit cannot be cancelled at all. Technically, this means the game is counting this as a ''special move.'' While falling, you are completely defenseless. This is absolutely death on block, and has almost no reward on hit. At least it causes a knockdown so you can't be punished on hit. One of the weirdest and worst normals in the game. ''Do not press this.''
}}
}}<br>


-d.c.LK > c.LP > c.HK XX qcf + PP (hold df) XX f + P
=== Universal Mechanics ===


-Corner Jump LK > LK \/ d.s.LP > s.LK > s.LK > c.HK XX qcf + LP XX qcb + KK
{{MoveData
|image= MVC2 Psylocke 2HP 01.png
|image2= MVC2 Psylocke 3HP 02.png
|caption2= Little difference, but good one!
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke's universal launcher. The second hitbox is slightly more chunky than regular 2HP, but at the cost of it not being as active. Otherwise, pretty much the same as 2HP.
}}
}}<br>


-d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.uf + HK XX qcf + HK,LK,LK XX qcb + KK
{{MoveData
|image= MVC2 Psylocke P Throw 01.png
|caption= Roundabout
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke grabs the opponent, flips them around, and throws them away. Generally a bit better than kick throw because of it's corner carry.
}}
}}<br>


-d.s.LP > s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LK > sj.uf + HK /\ sj.uf + HK XX qcf + HK XX qcf + PP (hold f) XX f + P
{{MoveData
|image= MVC2 Psylocke K Throw 01.png
|caption= Pose!
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke grabs and kicks the opponent into the air. Interchangable with punch throw.
}}
}}<br>


-Corner Jump LP > HP \/ d.s.LP > s.LK > s.LP > LK XX qcf + LK,LK XX qcb + KK
{{MoveData
|image= MVC2 Psylocke P Throw 01.png
|caption= Roundabout, in the air!
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke grabs the opponent, and flips them around before throwing them away. Being an air throw, it can be used for some resets and air-to-airs, otherwise it's pretty normal.
}}
}}<br>


-Corner Jump HP \/ d.s.LP > s.LK XX qcf + LP XX qcb + KK, d.c.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LK > sj.u + HK XX qcf + HK XX qcf + PP (hold df) XX uf + P
{{MoveData
|image= MVC2 Psylocke Raw Tag 01.png
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= It's certainly a raw tag. Average recovery time and hitbox.
}}
}}<br>


-Corner Jump HK \/ d.c.HP /\ sj.LP > sj.LP > sj.u + HK XX qcf + LK XX qcf + PP (hold df) XX uf + P)
{{MoveData
|image= MVC2 Psylocke Snapback 01.png
|caption= The SECOND thing she's known for
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Psylocke's snapback is the fastest one in the game at just 2 frames, and has a great hitbox. Can function as a reversal because of just how fast it is and how much it covers. Overall a really nice snapback, and worth throwing a bar or two at to see if you can land a double snap combo.
}}
}}


<youtube>CTcLRCQwf_c</youtube>
=== Special Moves ===
{{MoveData
|image= MVC2 Psylocke QCF P 01.png
|image2= MVC2 Psylocke QCF LP Projectile 01.png
|image3= MVC2 Psylocke QCF HP Projectile 01.png
|caption= A good fireball
|caption2= Light punch projectile
|caption3= Heavy punch projectile
|name= Psy-Blast
|linkname= Psy-Blast
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Psylocke throws out a butterfly shaped psychic blast. The LP version travels downward at an angle, the HP version flies straight ahead. This is a pretty good fireball, as fireballs go. Very quick recovery, nice damage, large size, good travel speed, two different angles, and good hitstun and projectile priority. Tiger Knee Psy-Blasts have a good amount of screen presence, and can snipe people out of certain moves (Storm's Hail Storm being a notable example.) Combined with her dash, this allows her to pester people from afar. One of the best non-beam projectile specials, and a really solid move overall.
}}
}}<br>


==Dealing with snap-ins==
{{MoveData
As mentioned before, Psylocke is usually chosen for the use of her Anti-Air Assist, mainly with Magneto. If you are using MSP and are going against the same team, chances are your opponent will look for an opening to hit your point character and snap in your Psylocke, and eliminate Magneto and Storm's strong defensive options and reset possibilities.
|image= MVC2 Psylocke QCF K 01.png
|image2= MVC2 Psylocke QCF K 02.png
|image3= MVC2 Psylocke QCF K 03.png
|caption= Fully invul on startup
|caption3= The thing she's really known for
|name= Psy-Blade
|linkname= Psy-Blade
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK, mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Psylocke spins into the air. A fully invulnerable DP. The LK version travels more forward, while the HK version travels more vertically. Mashable for additional hits. Can be cancelled into super on any hit. Has nice priority, fantastic speed, and a knockdown. This is a really solid DP, but do take care as there's no real way to keep yourself safe if it whiffs or it's blocked, outside of spending a couple meters on a safe DHC.
}}
}}<br>


If this is the case, there is very little Psylocke can do. Especially when coming in just after the snap-in. The most that can be done is to block Magneto's attacks and try to tech any throw attempts. Any counter attack attempt against Magneto will be extremely risky. If you do not have meter, you can try to pushblock to help get Magneto away from you so that you can super jump and build meter. Psylocke can jump two more times in succession while air borne. Magneto would either have to chase you, or wait for you to exhaust your all of your jumps and fall down. If you haven't built enough meter for a DHC, there are a few, risky options Psylocke can attempt to stop Magneto's attempts of attacking.
{{MoveData
|image= MVC2 Psylocke HCB P or K 01.png
|image2= MVC2 Psylocke HCB P or K 02.png
|image3= MVC2 Psylocke HCB P or K 03.png
|caption= Not invul on frame 1
|caption2= Creates four of these around the screen
|caption3= Attacking hitbox
|name= Ninjutsu
|linkname= Ninjutsu
|input= {{hcb}} + {{p}} or {{k}} (Air OK, press a direction and button for followup attack)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Psylocke's teleport. Creates four illusions around the screen. Depending on what button you press, Psylocke will teleport to that location (LP for top left, LK for bottom left, HP for top right, and HK for bottom right.) Once the teleport has fully completed, you can press a button and a direction for a mini Psy-Thrust. This move doesn't really have a lot of uses. It's slow, not invulnerable, has a lot of recovery, and the attack is a gimmick that can be HEAVILY punished due to how unsafe it is on block. Can potentially get you out of messed up guard breaks?
}}
}}<br>


If you feel that Magneto will go for a ROM attempt, attacking with her jumping Roundhouse is a somewhat high priority move that can stop Magneto's light kicks if timed slightly later than when he first attacks. Psylocke can also use Roundhouse to stop Magneto's slide attempts or launchers.
=== Hyper Combos ===


If you feel like Magneto will call on a Anti-Air Assist, you can either shoot a Psy-Blast to slow the rate of the fall, or if you haven't used all 3 jumps, you can use a jump to bait out the assist, and then try to either out-prioritize or block Magneto's attack and once again try to super jump to build more meter.
{{MoveData
|image= MVC2 Psylocke QCF PP 01.png
|caption= Comin' in
|name= Psy-Thrust
|linkname= Psy-Thrust
|input= {{qcf}} + {{lp}}{{hp}} {{airok}} (Aimable, press punch and direction to angle a second time)
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke rushes forward surrounded in psychic energy. This is an OK super as they go, good for chip damage and for some grounded confirms, but it's not invulnerable. Also, by pressing a button and a direction, she can do the super again, and even change directions from the initial direction she chose, without the cost of another super meter. Generally, this super is best used if trying to chip. The damage on hit isn't worthwhile, and isn't really versatile compared to her other supers.
}}
}}<br>


It is recommended that once you have 2 meters, you use Psylocke's Kochou Gakure super, and DHC into either Storm's Hail Storm, or Magneto's Magnetic Tempest. If you end up DHCing into Magnetic Tempest, try to find a way to prevent the opponent from jumping over the rocks of Magneto's super so that he can't be punished. A rather effective way of preventing Magneto from being punished is to make sure the opponent blocks a few butterflies from Kochou Gakure, forcing them into into block stun and stopping any super jump attempts. It makes it even harder to punish if the opponent is in the air while blocking Psylocke's super, since it sends them down, and therefore they have to jump even later.  
{{MoveData
|image= MVC2 Psylocke QCF KK 01.png
|caption= Looks cool, but it sucks
|name= Psy-Maelstrom
|linkname= Psy-Maelstrom
|input= {{qcf}} + {{lk}}{{hk}} (Mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke spins into the air like her Psy-Blade. It's fast and has good priority. The drawback is that it does nearly no damage and it's pretty much a waste of a super. The most damaging hits come out at the end up of the super, and if you wish to DHC into another super, you lose that damage. Even as an anti-air, this is just straight worse than Psy-Blade XX Kocho-Gakure. The most damaging hits can even ''fall out'' against some characters, doing pitiful damage (somewhere in the realm of 14-17). The basically ONE USE this move has is that it's the fastest way to DHC Psylocke out.


If your Magneto is snapped in, and you managed to build 2 or more bars of meter, again, try to find a way to DHC into the supers mentioned above. If you feel like you can score some damage, once you feel Magneto will rush in, or go for a triangle jump, the Psy-Blade attack will simply out prioritize any of Magneto's rush down options, and therefore you can cancel into Kochou Gakure, DHCed into Magnetic Tempest/Shockwave or Hail Storm. Any of the 3 options will lead into some hefty damage.
Consider using this super for the fastest possible DHC to get Psylocke out.


If your Psylocke is coming in while Storm is on screen, you have even fewer options, since Storm can just use her standing roundhouse (her launcher) to out prioritize any of Psylocke's air attacks. Furthermore, the fact that she has lighting attacks (that can, once again, out prioritize Psylocke's physical attacks) limits Psylocke's options even further. Psylocke's best bet is, just like against Magneto, to use her Kochou Gakure DHCed into Hail Storm and/or Magnetic Tempest/Shockwave. Psy-Blade will also out prioritize Storm's rushdown options just like Magneto.
Mashable with {{p}} and {{k}} up to 20 hits.
}}
}}<br>


==Being the last character==
{{MoveData
Psylocke being the last character on a team isn't a good situation. She has no Tri-jumps, and any safe DHC options that came with Magneto and/or Storm being around are also gone. So anything like a Psy-Blade attempt will have to be a correct guess, because afterwords, she's left open.  
|image= MVC2 Psylocke QCB KK 01.png
|image2= MVC2 Psylocke QCB KK Projectile 01.png
|caption= THIS is the one
|caption2= A bunch of these fly around in a circle
|name= Kocho-Gakure
|linkname= Kocho-Gakure
|input= {{qcb}} + {{lk}}{{hk}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke summons a bunch of butterflies which circle around her. She spreads her arms, and the butterflies fly off. Her most versatile super. It can be followed by an air magic series combo, can be canceled from a number of her moves, does decent damage, and is rather helpful for linking DHCs with other characters such as Magneto, Storm, and even Iron Man. It is also somewhat safe on block depending on the position of both characters. This is Psylocke's best super by far, so anytime you want to use a super out of a combo, this is the one to go with.
If performing this move during a super jump, you'll be put into a normal jump state and can call an assist.
}}
}}<br>


One thing to keep in mind. If you have meter. Random snap-ins! Fast, high priority, and somewhat safe (while completely safe on block if not pushed blocked). This is really useful for double snap ins. And even if you feel that the opponent will not call out an assist, a successful snap-in is enough to temporarily break any momentum Magneto and/or Storm have. (Not to mention a chance to bring in their AAA and try to take it out)
== Other ==


If Psylocke is coming in against Sentinel, there is really nothing she can do. The most that can be done is hope that Sentinel will mistime the unblockable, or use her up+roundhouse flip kick to slightly raise her hit box.
=== Taunt ===


If you are able to take the opponent down to their last character with Psylocke, depending on the character, she too can somewhat rushdown, even if it's somewhat one dimensional. Psy-Blasts mixed in with wavedashes can keep her on the opponent, even if she is push blocked. Try to mix up the constant barrage of pokes and Psy-Blasts with a throw attempt or two. Psylocke can also OTG with a Psy-Blast and follow up with wavedashing, being able to stay aggressive while building meter and slowly chipping away at their life.
[[Image:MVC2 Psylocke Taunt 01.png]]
Psylocke's taunt is one of the few taunts in the game to have a hitbox. It deals 1 damage, cannot kill, and can be cancelled into supers.


=Advanced Strategy=


==Combos==
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


If the Maelstrom super knocks the opponent away, it causes pseudo-FSD. You can OTG with cLK, cFP, air combo.  Note that they can counter-mash to get out of the knockdown stun faster and prevent the OTG follow up.
[[Image:Mvc2-psylocke.png]]
 
 
==Extra Offensive/Defensive Options==
 
= Fun Stuff =


== Taunt ==
The taunt hits and does one pixel of damage to the opponent. It cannot kill.  It can be canceled into a super as well.


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 19:14, 5 August 2024

Introduction

Story

Elizabeth "Betsy" Braddock - or Kwannon, depending on who you really mean - better known as Psylocke, is a character from the X-Men series by Marvel. A powerful telepath and telekinetic, Psylocke battles for the X-Men with precision and graceful power thanks to her mastery in martial arts.

Gameplay

Psylocke is best known for being one of the best anti-air assists in the game, if not the best. However, that's not all to this martial arts master. Psylocke on point is a fast paced rushdown character with flexible normals for any situation, and a nice fireball and uppercut. Her movement is very solid, with a fast ground dash and a triple jump which allows her to press her way in. Her combo game is very freeform, as she has a completely free magic series, and her specials are very solid for ending combos. Her Psy-Blast is a fireball that recovers very quickly, while her Psy-Blade is an invincible uppercut type move that can lead into super for incredible damage off an extremely quick reversal. Psylocke on her own isn't that great, but as part of a team she's a force to be reckoned with that can make or break teams. If you want a fast paced character that can do a bit of everything and look super stylish while doing it, then float like a butterfly with Psylocke.

Psylocke is a rushdown character who can use her array of fast normals and powerful specials to control the opponent before opening them up with her stagger pressure. Her main strengths are a great fireball, great normals, and fast movement, but her weaknesses are her low health and her trouble with characters running away.

Strengths Weaknesses
  • Fast Movement: Psylocke has a good ground dash, allowing her to wavedash to close space effectively.
  • Stagger Pressure: Having a freeflowing magic series makes her stagger pressure very good, especially when combined with assists.
  • Fantastic Assist: Her anti-air assist is one of the best in the game, making her a solid assist choice.
  • Good Mixup: Her instant overhead j.8HK allows for her to have some good mixups against turtling characters.
  • Triple Jump: Having a triple jump allows for her to maneuver around the screen in a more careful way.
  • Stubby: Many of Psylocke's pokes are pretty small, and those that aren't can usually be ducked.
  • Average Damage: This isn't that bad of a weakness. Her damage is not bad, but against top tiers who can kill you in one or two touches, having just average damage doesn't look good.
  • Low Health: Psylocke takes 12% more damage than normal characters, meaning she will die faster with less mistakes.
MVC2 psylocke art.png

Character Summary

Special Moves

Psy-Blast
  • Qcf.png+P.png Airok.png
Psy-Blade
  • Qcf.png+K.png Airok.png
Ninjutsu
  • Hcb.png+P.png or K.png Airok.png
  • Press a direction and any attack button after teleporting for a followup attack
Hyper Combos

Psy-Thrust
  • Qcf.png+Lp.pngHp.png Airok.png
  • Aimable, press a direction and a punch up to 2 times
Psy-Maelstrom
  • Qcf.png+Lk.pngHk.png
Kocho-Gakure
  • Qcb.png+Lk.pngHk.png Airok.png
Assist Types

Type α - Anti-Air Type
  • Assist: Hk.png Psy-Blade
  • Counter: Hk.png Psy-Blade
  • Combination: Psy-Maelstrom
Type β - Projectile Type
  • Assist: Hp.png Psy-Blast
  • Counter: Hp.png Psy-Blast
  • Combination: Kocho-Gakure
Type γ - Balance Type
  • Assist: Hp.png Psy-Blast
  • Counter: Hk.png Psy-Blade
  • Combination: Psy-Thrust

Moves List

Variable Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psy-Blade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Psy-Blade Psy-Maelstrom

Psylocke AAA comes out right in front of your point character and quickly does Psy-Blade. This assist is fast and has a big enough hitbox that it is hard to avoid. Psylocke is fully invincible until she gets an active frame, so she is pretty guaranteed to get a hit off. She does not maintain invincibility throughout the move, so trades or losing to opponents attacking late is a possibility. Aside from being an excellent tool to disrupt the opponent, Psy-Blade knocks down directly in front of her. This allows for easy combo conversions via juggle or otg making it invaluable for any rushdown character.

The flexibility of the assist makes it both an offensive and defensive engine. Call it after blocking a jump in or string, call it after your own attack to combo via hit confirm or continue pressure. The alpha counter, optionally cancelled into air super, is a potent way to cycle through a team and keep characters alive.

Most of the time, you'll be picking this assist, and it's what she's known for and is also part of what takes Magneto from top tier menace to absolute god.


Projectile
Beta.png
A1.png // A2.png
MVC2 Psylocke QCF P 01.png
Hp.png Psy-Blast
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Psy-Blast Kocho-Gakure

Psylocke's projectile assist is fine, but nothing special. The team super is Kocho-Gakure, which could be useful for some teams. Her anti-air assist is better, so this doesn't see much use.


Balance
Gamma.png
A1.png // A2.png
MVC2 Psylocke QCF P 01.png
Hp.png Psy-Blast
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Psy-Blade Psy-Thrust

Basically a better projectile assist, because the alpha counter is an actual invincible move. Still, the actual anti-air assist is better, so once again this doesn't see much use either.


Normal Moves

-When grounded, Psylocke has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Psylocke 5LP 01.png
Talk to the hand
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a fast palm strike. This normal has a sneaky hitbox on her knee, meaning that even though it looks pretty high hitting, no character can crouch underneath this. Solid fast button for scrambles up close with nice range.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Psylocke 5MP 02.png
Punch 'em
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a body punch. Combo filler medium, doesn't really have a defined use.


Heavy Punch
5Hp.png
MVC2 Psylocke 5HP 01.png
That long thang
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a high punch coated in psychic energy. This move causes a recoverable knockdown on hit. Unfortunately, due to its high hitbox placement, many shorter characters can duck underneath this normal. Gets the job done, but there are better ways to finish a string.


Light Kick
5Lk.png
MVC2 Psylocke 5LK 01.png
Toe tap
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a vertical kick. Could be used as a non committal anti-air, and covers a nice angle, but it doesn't last for that long and the hitbox isn't as great as it looks for that.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Psylocke s.forward(2).png
Gut kick
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a body kick. Another combo filler medium.


Heavy Kick
5Hk.png
MVC2 Psylocke 5HK 01.png
These hitboxes last for two frames
MVC2 Psylocke 5HK 02.png
These ones last two more
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a reverse kick over her head. Has a lot of hitstun, so can be cancelled into special moves. Shifts her hurtboxes very far forward, but takes a bit to do so.


Crouching Light Punch
2Lp.png
MVC2 Psylocke 2LP 01.png
Backhander to the junk
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a backhand strike while crouching. Tied for your fastest normal, and has a bit less recovery than 5LP. Will generally be the normal you default to in scrambles due to its fast startup and small hurtbox.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Psylocke 2MP 01.png
Would you believe it's more combo filler
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a lunging palm strike to the body. Yet more combo filler.


Crouching Heavy Punch
2Hp.png
MVC2 Psylocke 2HP 01.png
MVC2 Psylocke 2HP 02.png
Pick em up!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke's launcher. Has fast startup and not terrible range, and thanks to her flexible magic series allows for two or even three hit confirms into this. Will lead to nice damage with air chains and supers.


Crouching Light Kick
2Lk.png
MVC2 Psylocke 2LK 01.png
It's definitely a low
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a low kick. Crucial because it's a low, otherwise just a combo starter.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Psylocke 2MK 01.png
Weird half launch thing
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a diagonal kick upward. Puts the opponent into an airborne state, but does not launch. More combo filler, for the most part.


Crouching Heavy Kick
2Hk.png
MVC2 Psylocke 2HK 01.png
It's a sweep! Shocking.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a sweeping low. It sure is a sweep. Can be cancelled into a LP Psy-Blast to catch people who don't tech roll the knockdown, and that confirms to super. Gimmicky thing to rely on though, so be careful.


Air Normals

-When in the Normal Jump state, Psylocke has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
MVC2 Psylocke j.LP 01.png
Bonk
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a small punch in the air. Air chain starter for most launches. Can potentially be used as an instant overhead on bigger characters, but you have a better option coming up.


Air Medium Punch
Lp.png after a j.Lp.png or j.Lk.png connects
MVC2 Psylocke j.MP 01.png
Up punch
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a vertical punch. Combo filler medium. Has short enough recovery to link back into j.LP for some damaging air combos.


Air Heavy Punch
j.Hp.png
MVC2 Psylocke j.HP 01.png
Back to earth
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke swings down with psychic energy. Air combo finisher, good for when you don't have a bar to do DP into super for the ender.


Air Light Kick
j.Lk.png
MVC2 Psylocke j.LK 01.png
MVC2 Psylocke j.LK 02.png
Up kick
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does an upward kick. Combo filler, not going to be used much outside of air chains.


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Psylocke j.MK 01.png
Filler buttons, anyone?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a flying side kick. More combo filler mediums.


Air Heavy Kick
j.Hk.png
MVC2 Psylocke j.HK 01.png
MVC2 Psylocke j.HK 02.png
Nice chunky hitbox
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does an axe kick. Has a nice hurtbox on the first active frame that changes to the second image on the next. Good jump-in on that frame, pretty average otherwise. Air combo finisher.


Command Normals

Forward + Heavy Kick
6Hk.png
MVC2 Psylocke 6HK 01.png
Open up button- wait, what??
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a jumping axe kick. Despite having slow startup and it's animation, this move is not an overhead. It can be cancelled into special moves however, even on startup. Psylocke is considered grounded for the whole animation.


Back + Heavy Kick
4Hk.png, press 6 to roll
MVC2 Psylocke 4HK 01.png
Hop to it
MVC2 Psylocke 5HK 01.png
MVC2 Psylocke 4HK 02.png
Roll hurtboxes
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke jumps backward, going over lows, before doing her 5HK. After the move comes out, on hit, block, or whiff, by holding forward, she will do a vulnerable roll toward the opponent. This can cross up, so can be used as a very telegraphed way to swap sides. Special cancellable on startup. Psylocke is considered grounded for the whole animation.


Air Up + Heavy Kick
j.8Hk.png
MVC2 Psylocke j8.HK 01.png
Psylocke ju.hk(2).png
MVC2 Psylocke j8.HK 03.png
The REAL open up button
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke does a double hitting backflip kick. This move is IMPRESSIVELY fast, at only 3 frames. The hitbox is so low that on most characters, this can hit as an instant overhead. Because it launches upward, with double jump or triple jump, Psylocke can convert this into a damaging combo. Can also be used as combo extensions in the air, as it has short enough recovery to double jump and hit with another normal after a super jump. Overall, this is a very nice button for Psylocke. Just mind it's range, as you need to be basically POINT BLANK for this to hit as an iOH.


Stand Light Punch, Back + Heavy Kick
Lp.png, 4Hk.png
MVC2 Psylocke 5P, 4+HK 01.png
MVC2 Psylocke j8.HK 03.png
What the hell is this move
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- First hit: Supers, Second hit: None - - -

An incredibly bizarre command normal, Psylocke does a backflip kick after her 5LP. This can be performed on hit, block, or whiff. The first hit of this move can be cancelled to supers, the second hit cannot be cancelled at all. Technically, this means the game is counting this as a special move. While falling, you are completely defenseless. This is absolutely death on block, and has almost no reward on hit. At least it causes a knockdown so you can't be punished on hit. One of the weirdest and worst normals in the game. Do not press this.


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
MVC2 Psylocke 2HP 01.png
MVC2 Psylocke 3HP 02.png
Little difference, but good one!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Psylocke's universal launcher. The second hitbox is slightly more chunky than regular 2HP, but at the cost of it not being as active. Otherwise, pretty much the same as 2HP.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
MVC2 Psylocke P Throw 01.png
Roundabout
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke grabs the opponent, flips them around, and throws them away. Generally a bit better than kick throw because of it's corner carry.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
MVC2 Psylocke K Throw 01.png
Pose!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke grabs and kicks the opponent into the air. Interchangable with punch throw.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
MVC2 Psylocke P Throw 01.png
Roundabout, in the air!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke grabs the opponent, and flips them around before throwing them away. Being an air throw, it can be used for some resets and air-to-airs, otherwise it's pretty normal.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 Psylocke Raw Tag 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

It's certainly a raw tag. Average recovery time and hitbox.


Snap Back
Qcf.png + A1 / A2
MVC2 Psylocke Snapback 01.png
The SECOND thing she's known for
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke's snapback is the fastest one in the game at just 2 frames, and has a great hitbox. Can function as a reversal because of just how fast it is and how much it covers. Overall a really nice snapback, and worth throwing a bar or two at to see if you can land a double snap combo.

Special Moves

Psy-Blast
Qcf.png + Lp.png or Hp.png (Air OK)
MVC2 Psylocke QCF P 01.png
A good fireball
MVC2 Psylocke QCF LP Projectile 01.png
Light punch projectile
MVC2 Psylocke QCF HP Projectile 01.png
Heavy punch projectile
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke throws out a butterfly shaped psychic blast. The LP version travels downward at an angle, the HP version flies straight ahead. This is a pretty good fireball, as fireballs go. Very quick recovery, nice damage, large size, good travel speed, two different angles, and good hitstun and projectile priority. Tiger Knee Psy-Blasts have a good amount of screen presence, and can snipe people out of certain moves (Storm's Hail Storm being a notable example.) Combined with her dash, this allows her to pester people from afar. One of the best non-beam projectile specials, and a really solid move overall.


Psy-Blade
Qcf.png + Lk.png or Hk.png (Air OK, mashable)
MVC2 Psylocke QCF K 01.png
Fully invul on startup
MVC2 Psylocke QCF K 02.png
MVC2 Psylocke QCF K 03.png
The thing she's really known for
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke spins into the air. A fully invulnerable DP. The LK version travels more forward, while the HK version travels more vertically. Mashable for additional hits. Can be cancelled into super on any hit. Has nice priority, fantastic speed, and a knockdown. This is a really solid DP, but do take care as there's no real way to keep yourself safe if it whiffs or it's blocked, outside of spending a couple meters on a safe DHC.


Ninjutsu
Hcb.png + P.png or K.png (Air OK, press a direction and button for followup attack)
MVC2 Psylocke HCB P or K 01.png
Not invul on frame 1
MVC2 Psylocke HCB P or K 02.png
Creates four of these around the screen
MVC2 Psylocke HCB P or K 03.png
Attacking hitbox
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke's teleport. Creates four illusions around the screen. Depending on what button you press, Psylocke will teleport to that location (LP for top left, LK for bottom left, HP for top right, and HK for bottom right.) Once the teleport has fully completed, you can press a button and a direction for a mini Psy-Thrust. This move doesn't really have a lot of uses. It's slow, not invulnerable, has a lot of recovery, and the attack is a gimmick that can be HEAVILY punished due to how unsafe it is on block. Can potentially get you out of messed up guard breaks?


Hyper Combos

Psy-Thrust
Qcf.png + Lp.pngHp.png Airok.png (Aimable, press punch and direction to angle a second time)
MVC2 Psylocke QCF PP 01.png
Comin' in
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke rushes forward surrounded in psychic energy. This is an OK super as they go, good for chip damage and for some grounded confirms, but it's not invulnerable. Also, by pressing a button and a direction, she can do the super again, and even change directions from the initial direction she chose, without the cost of another super meter. Generally, this super is best used if trying to chip. The damage on hit isn't worthwhile, and isn't really versatile compared to her other supers.


Psy-Maelstrom
Qcf.png + Lk.pngHk.png (Mashable)
MVC2 Psylocke QCF KK 01.png
Looks cool, but it sucks
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke spins into the air like her Psy-Blade. It's fast and has good priority. The drawback is that it does nearly no damage and it's pretty much a waste of a super. The most damaging hits come out at the end up of the super, and if you wish to DHC into another super, you lose that damage. Even as an anti-air, this is just straight worse than Psy-Blade XX Kocho-Gakure. The most damaging hits can even fall out against some characters, doing pitiful damage (somewhere in the realm of 14-17). The basically ONE USE this move has is that it's the fastest way to DHC Psylocke out.

Consider using this super for the fastest possible DHC to get Psylocke out.

Mashable with P.png and K.png up to 20 hits.


Kocho-Gakure
Qcb.png + Lk.pngHk.png Airok.png
MVC2 Psylocke QCB KK 01.png
THIS is the one
MVC2 Psylocke QCB KK Projectile 01.png
A bunch of these fly around in a circle
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Psylocke summons a bunch of butterflies which circle around her. She spreads her arms, and the butterflies fly off. Her most versatile super. It can be followed by an air magic series combo, can be canceled from a number of her moves, does decent damage, and is rather helpful for linking DHCs with other characters such as Magneto, Storm, and even Iron Man. It is also somewhat safe on block depending on the position of both characters. This is Psylocke's best super by far, so anytime you want to use a super out of a combo, this is the one to go with. If performing this move during a super jump, you'll be put into a normal jump state and can call an assist.


Other

Taunt

MVC2 Psylocke Taunt 01.png Psylocke's taunt is one of the few taunts in the game to have a hitbox. It deals 1 damage, cannot kill, and can be cancelled into supers.


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-psylocke.png



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Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief