[s.LP, 6+HK (roll over)] xN can combo in to itself vs a lot of characters. Pushback can become an issue and it doesn't seem to work reliably on superheavies.
Featherweight to Omega Red (corner):<br>
launcher: c.mk, c.hp (there's a tiny pause between these. Listen for the opponent hitting wall and use that as cue if it helps)<br>
relaunch modifiers: If you think they're getting too low, add a s.lk before c.hp, and/or delay the sj back up ever so slightly to allow the launcher to maximize it's height. You can also add a c.mk instead, but it must be chained to c.hp quickly.<br>
light and middleweight launchers: d.c.mk..c.mk, c.hp<br>
middleweight/OR relauncher: c.mk, c.hp<br>
OR launcher: c.mk, c.hp.. c.hp<br>
general aircombo modifiers: You can substitute sj.lp for the last sj.lk on the way down, especially if you feel they're getting too high.<br>
If you want to throw in a super in the air, do sj.mp or sj.mp, sj.mk after your sj's apexed and you're on the way down. After the super you have a big window to combo the throw, or you can juggle them back down, or just relaunch if you land first. They'll be in stun 'till they hit the ground. It's better to Super during a super jump rather than while you're on the ground, if you do it on the ground you'll be in normal jump mode when it's over and limited in what you can do, comparatively (unless you're doing the super as part of a low juggle).
'''Vs. Psylocke Combo Notes:'''
Psylocke has a long OTG time, a somewhat longer time to crash and wakeup for dizzy (leaving longer time to setup combos/positioning), and is vulnerable to sweep juggles.
Revision as of 22:52, 26 June 2022
Introduction/Summary
Very good at rushing down and very high combo potential. Her fast regular jump and quick/well angled Hard jumping attacks give her almost an XvSF Sabretooth-like jumping pattern vs big characters.
Ground Chain: Zig Zag 1 Normal Jump Chain: Zig Zag 1 Rules with NJ limits Super Jump Chain: Zig Zag 1 Tech hit type: Counter Throw Weight Class: Feather
Strengths
Weaknesses
Strong and disjointed buttons that are often disjointed and/or plus on hit/block.
Able to cancel her HK on recovering frames by crouching, allowing for grounded loops and creative combo routes using HK Cancels.
Great air normals with utility for almost every situation while airborne.
Plenty of buttons/movement options that put her hurtbox low to the ground allowing her to low profile attacks.
A decent projectile
Able to dish out a lot of damage making her a glass cannon.
Has a glitch commonly associated with her that allows her to cross up airborne opponents while they are in the corner while she is still in front of the opponent
Able to move super fast and has a double jump giving her plenty of movement options at hand.
Has some of the lowest health and stun in the game causing her to blow up easily when hit.
Her specials are the weakest part of her kit either having very long start up or very long recovery that can get her killed, even if the special hits hit.
A lot of her grounded buttons whiff on characters with small hurtboxes or crouching hurtboxes which can limit her options in certain match ups (For example: Omega red, Wolverine, etc.)
Is a counter throw type character who, unlike colossus and Ice Man, does not get anything in terms of conversions off her counter throw.
Has a roll follow-up off her HK which, due to the input for it being any forward input after HK, can be done by accident making it get in the way of combos sometimes and also getting her punished for doing it.
No, 6MK is not an overhead, don't use it.
Moves List
Normal Moves
Psylocke can double jump. During a bounce recovery though, this is disabled (yet is not for Cyclops).
Taunt - Psylocke is the only character whose taunt is simply the Start button. Her moving hand is an active hitbox and can do damage, dizzy if the opponent is in the red, and even kill if the opponent has zero vital. It can also cancel standing normals, but not crouching ones. Psylocke remains taunting until hit or the player moves her.
SJ back and psi-flash spam is good for building meter and can be hard for the inexperienced to get around.
Dash s.MP (blocked), back + HK (xx Psi-flash as needed) makes for a good poke and run tactic. Pushback off the blocked attack plus the little backward jump of back+HK takes you quite a ways from the opponent.
Jump forward, j.HP, j.HK can be obnoxious to deal with, and combos on a lot of tall characters. Just be careful of someone jumping up and throwing you.