Marvel Super Heroes/Psylocke

From SuperCombo Wiki

Introduction

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

Moves List

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

Psylocke has a triple jump.

Normal Moves

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

Standing

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

Crouching

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

Jumping

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

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups