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{{ | {{MVC2 Character Intro|char= psylocke|full=Psylocke|short=PSY|content= | ||
= Introduction = | == 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. | |||
Psylocke is | ==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. | |||
= | {{2 Column Flex|flex1=6|flex2=4 | ||
|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> | |||
}} | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
= | |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 | |||
}} | |||
}} | |||
== | == Moves List == | ||
== | === Variable Assists === | ||
{{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. | |||
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. | |||
}} | |||
}}<br> | |||
== | {{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> | |||
{{ | {{MoveData | ||
|image=MVC2 Psylocke QCF P 01.png | |||
| {{ | |caption={{hp}} Psy-Blast | ||
| | |name=Balance | ||
| | |subtitle=[[File:Gamma.png]] | ||
}} | |input={{a1}} // {{a2}} | ||
{{ | |data= | ||
{{AssistData-MVSC2 | |||
| | |Damage= | ||
| | |Startup= | ||
|Active= | |||
|Recovery= | |||
| {{ | |AlphaCounter={{hk}} Psy-Blade | ||
| | |TeamHyperCombo=Psy-Thrust | ||
| | |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. | ||
}} | }} | ||
}}<br> | |||
==== | === Normal Moves === | ||
-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. | |||
==== Ground Normals ==== | |||
==== | {{MoveData | ||
|image= MVC2 Psylocke 5LP 01.png | |||
|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> | |||
{{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> | |||
== | {{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> | |||
{{ | {{MoveData | ||
|image= Psylocke s.forward(2).png | |||
| {{ | |caption= Gut kick | ||
|name= Medium Kick | |||
|linkname= 5MK | |||
}} | |input= 5{{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 body kick. Another combo filler medium. | |||
}} | |||
}}<br> | |||
==== | {{MoveData | ||
|image= MVC2 Psylocke 5HK 01.png | |||
|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> | |||
{{MoveData | |||
==== | |image= MVC2 Psylocke 2LP 01.png | ||
|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> | |||
{{MoveData | |||
==== | |image= MVC2 Psylocke 2MP 01.png | ||
|caption= Would you believe it's more combo filler | |||
|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> | |||
{{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> | |||
== | {{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> | |||
{{ | {{MoveData | ||
|image= MVC2 Psylocke 2HK 01.png | |||
|caption= It's a sweep! Shocking. | |||
|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> | |||
==== | ==== Air Normals ==== | ||
-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. | |||
{{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> | |||
= | {{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> | |||
== | {{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> | |||
{{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> | |||
- | {{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> | |||
- | {{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> | |||
- | ==== 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> | |||
{{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> | |||
- | {{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> | |||
- | {{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> | |||
=== Universal Mechanics === | |||
- | {{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> | |||
- | {{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> | |||
- | {{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> | |||
- | {{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> | |||
{{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> | |||
- | {{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. | |||
}} | |||
}} | |||
< | === 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> | |||
== | {{MoveData | ||
|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> | |||
{{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> | |||
=== Hyper Combos === | |||
{{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> | |||
{{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. | |||
Consider using this super for the fastest possible DHC to get Psylocke out. | |||
Mashable with {{p}} and {{k}} up to 20 hits. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
Psylocke | |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> | |||
== Other == | |||
=== Taunt === | |||
[[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. | |||
== | === Colors === | ||
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | |||
[[Image:Mvc2-psylocke.png]] | |||
{{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 |
---|---|
|
|
Character Summary
- Psy-Blast
+
- Psy-Blade
+
- Ninjutsu
+
or
- Press a direction and any attack button after teleporting for a followup attack
- Psy-Thrust
+
- Aimable, press a direction and a punch up to 2 times
- Psy-Maelstrom
+
- Kocho-Gakure
+
- Type α - Anti-Air Type
- Assist:
Psy-Blade
- Counter:
Psy-Blade
- Combination: Psy-Maelstrom
- Type β - Projectile Type
- Assist:
Psy-Blast
- Counter:
Psy-Blast
- Combination: Kocho-Gakure
- Type γ - Balance Type
- Assist:
Psy-Blast
- Counter:
Psy-Blade
- Combination: Psy-Thrust
Moves List
Variable Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
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. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
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. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
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 >
>
>
>
>
cancel tree.
Ground Normals
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. |
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. |
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. |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Psylocke does a body kick. Another combo filler medium. |
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. |
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. |
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. |
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. |
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. |
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. |
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 >
>
>
>
>
cancel tree.
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. |
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. |
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. |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Psylocke does a flying side kick. More combo filler mediums. |
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
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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
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. |
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 |
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
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: ,
, A1. Second row:
,
, A2.