Marvel vs Capcom 2/Psylocke: Difference between revisions

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= Advanced Strategy =
= Advanced Strategy =


-Combos-
-Extra Offensive/Defensive Options-


[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]
[[Category:Psylocke]]
[[Category:Psylocke]]

Revision as of 17:01, 26 April 2007

Introduction

Psylocke, most well known for her infamous 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.

Also, because of this, it is a big reason why she (and most other good assist's in the game for that matter) is a big target for being snapped in during matches. Again, she is mainly a top assist, and does'nt hang with the "God 4" and is'nt even really in the top tier as well in Marvel vs Capcom 2. However, she is still a very decent character and should'nt be taken lightly, cause while she does'nt have obvious exploits like unfly combo's and infinites (besides her lone infinite on Sentinal) she is still a somewhat versatile character, with great speed, good priority in many important normals, and a rather flexable magic series chain.

Moves List

Normal Moves

Light Punch: Standing Jab (3 frames)

Crouching Light Punch: Crouching Jab (3 frames)

Light Kick: Standing Short (3 frames)

Crouching Light Kick: Crouching Short (3 frames)

Fierce Punch: Standing Fierce (5 frames)

Crouching Fierce Punch: Launcher (4 frames)

Roundhouse: Standing Roundhouse (6 frames)

Crouching Roundhouse: Sweep (4 frames)

Jumping Light Punch: Jumping Jab (4 frames)

Jumping Light Kick: Jumping Short (5 frames)

Jumping Fierce Punch: Jumping Fierce Punch (8 frames)

Jumping Roundhouse: Jumping Axe Kick (11 frames)

Special Normals

Downforward Fierce Punch: Basic Launcher (3 frames)

Forward Roundhouse: Flip Kick (18 frames)

Back Roundhouse: Backwords Hop Kick (24 frames) (*Hold forward to roll in that direction)

Up Roundhouse: Airiel Flip Kick (3 frames)

QCF+Assist A/B: Snap Out (3 frames) (*Snap in uses standing fierce animation)

Light Punch + Light Kick/Fierce Punch + Roundhouse: Tag (16 frames)


All frame data for basic attacks was taken from joo's MvC2 Frame Data (ver. 3.3) [1]

Special Moves

Psy-Blast (QCF+P) (*Can also be done in the air)

Basic projectile and direction of the move is based on strength of the punch you 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, but it will go through a few projectiles and/or supers (such as Storms Hailstorm). Also, when the Psy-Blast hits something, Psylocke will recover almost instantly. A good example would be doing a tigerknee motion Psy-Blast to stop Storms 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 Psylockes projectile will hit Storm after the Hailstorm activates but the first few rocks of Storms super will not hit Psylocke cause the Psy-Blast will have already hit Storm, allowing Psylocke to block of what little came from Storms super.
Overall, not really too useful alone, but it does have it's uses.


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 and/or Storm and their Tri-Jumps. It has really good priority, it's really fast, knocks down, hit's multipule times, and can be cancelled into her Kochuo Gakure super. (which in turn can be DHC into a safe super from one of Psylockes other teammates, most likely Magneto's Tempest/Shockwave and/or Storms Hailstorm.) If blocked however, it gives the opponent enough to time 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.


Ninjitsu (QCB+Any Attack Button) (*Can also be done in the air)

Psylockes teleport. Generally there is not 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 guardbreak from Cable. Other than that, avoid using this move, opponents will have no trouble punishing it even if their attempt is late.


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.

Super Moves

Psy-Thrust (QCF+PP) (*Can also be used in the air)

Her drill like super that can go in any direction she chooses, also, she can do the super, and then by mashing, she can perform the super agian, and even change directions from the initial direction she choose, without the cost of another super meter. Generally, this super is best used if trying to chip. The damage on hit is'nt worthwhile, and is'nt really versatile compared to her other supers.
Overall it is'nt really a good super, and if you land a hit and want to do for damage, it's best if you use her Kochuo Gakure super instead of this one.

Psy-Malestorm (QCF+KK)

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.
Really, this move has no real use, even for an anti-air. If you want to score an anti-air hit as well as some damage, use Psy-Blade XX Kochuo Gakure super.

Kochuo Gakure (QCB+KK) (*Can also be used in the air)

Her most versatile super. It can be followed by an air magic series combo, can be cancelled out from a number of her moves, does decent damage, and is rather helpful for linking DHC's 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 Psylockes best super by far, so anytime you want to use a super out of a combo, this is the one to go with.

Assist Moves

Alpha Assist (Anti-Air Type): Psy-Blade [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, and also allows for combo's on hit and if using Magneto, can easily turn the tables around in a match of a single hit from the assist.
(This assist will use the Psy-Malestorm super in a team super)


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. Do not choose this assist type.
(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 are'nt a good idea in Marvel vs Capcom 2, using a team super with Psylocke in it is'nt 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. Agian, like the Beta Assist, do not choose this assist type.
(This assist will use the Psy-Thrust super in a team super)

The Basics

-Dealing with snap-in's-


Like mentioned before, Psylocke usually get's picked for the use of her Anti-Air Assist mainly with Magneto. If you are using MSP and you going against the same team. Chances are you're opponent will look for a opening to hit your point character to snap in your Psylocke, and eliminate Magneto and Storms strong defensive options and reset possibilites.

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 either block Magneto attacks and try to tech any throw attempts. Any counter attack attempt against Magneto will be extremly risky. If you do not have meter, you can try to push block to help get Magneto away from you so that you can super jump and build meter. Psylocke can jump and then jump two more times in succession while air borne. So Magneto would either have to chase you, or wait for you to exhaust your all of your jumps so that you can fall down so he can go for another attempt of attacking you. If you have'nt built enough meter for a DHC, there are a few, yet risky options Psylocke can attempt to stop Magneto's attempts of attacking.

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 attempt's and/or his launchers.

If you feel like Magneto will call on a Anti-Air Assist, you can either shoot a Psyblast to slow down the rate of the fall, of it you have'nt used all 3 jumps, you can use a jump to bait out the assist, and then try to either out prioritize Magneto's attack, or just block Magneto's next attack, and either once again try to super jump to build more meter.

It is recommended that once you have 2 meters, you use Psylocke's Kouchou Gakure super, and DHC into either Storms Hail Storm, or Magneto's Magnetic Tempest. If you end up DHC'ing 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 effictive way of preventing Magneto from being punished is to make sure the oppoent blocks are few butterflies from Kouchou Gakakure, so that they'll go into block stun to stop any super jump attempts. It makes it even harder to punish if the opponent is in the air while blocking Psylockes super, since it sends them down, and therefore have to jump even later.

If your Magneto is snapped in, and you managed to build 2 or more bars of meter, agian, 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 priortize any of Magneto's rush down options, and therefore you can cancel into Kachou Gakure, DHC'ed into Magnetic Tempest/Shockwave or Hail Storm. Any of the 3 options will lead into some hefty damage.

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 Psylockes air borne attacks. Furthermore, the fact that she has lighting attacks (that can, once again, out prioritize Psylocks physical attacks) limits Psylockes options even further. Psylockes best bet is to, just like agianst Magneto, is to use her Kouchou Gakure DHC'ed into Hail Storm and/or Magnetic Tempest/Shockwave. Psy-Blade will also out prioritize Storms rushdown options just like Magneto.


-Being the last character-


Psylocke being the last character on a team is'nt a good situation. She has no tri-jumps, and any safe DHC options that came with Magneto and/or Storm still being around are also gone. So anything like a Psy-Blade attempt will have to be a correct guess, cause afterwords, she's left open.

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

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

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. Psyblasts mixed in with wavedashes can keep her on the opponent, even if she is pushed blocked. Trying 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, therefore being able to stay aggresive, while building meter and slowly chipping away at their life.

Advanced Strategy

-Combos-

-Extra Offensive/Defensive Options-