Agreed. I believe all characters should be eventually covered but let’s start with more common tournament threat. I’ll tackle Psylocke first since I have been an avid fan of hers since the day this game was released. Feel free to post any of your strategies for other characters as well.
Let’s break Psylocke down. Here’s her advantages over Jill:
(1) Mobility is where Psy shines. Tri-Jump, Teleport, and dash speed outclass Jill completely. Her backdash is fast - second only to Magneto’s.
(2) Damage Capability - While Jill gives more damage punch per punch, Psylocke’s ACs will dish out tremendous pain. Basic AC’s ended in Butterflies take app. 60 damage while more advanced ones easily top 85 points of damage. And her tri-jump combos…geez
(3) Chip - Psylocke’s Psi-Blasts are extremely fast, can travel through beams, and have less startup and recovery than Mega Man’s Buster Shots. No kidding.
(4) When Psy comes out to play, expect MSP (or Magneto, Storm, and Psy AAA). This will be covered more in Magneto’s Strategy section, but you should realize Psylocke’s AAA is extremely fast and serves as a buffer for Magneto’s insane combos that can outright kill Jill. For the following strategy, I will assume Psy is on point though so don’t worry just yet.
(5) Priority - Yep, Psylocke takes this crown from Jill as well. Her Fierces are tough to counter as Psy isn’t exactly hitting with her hands (but instead, a weird sort of energy). Psylocke will mainly poke with her HPs.
Well, what does Jill have over the mobile ninja?
(1) OTG - You know this right? Capitalize after a connected slide.
(2) Speed of normals - All of Psylocke’s normals have noticeable lag, and you will see she often cancels a blocked punch or kick with a LP Psi-Blast. Jill, since she has very little startup on her moves, she can surprisingly pressure Psylocke a bit. But expect a teleport or tri-jump if you leave her open for half a second.
(3) HC damage - Well, this may be considered an advantage, but Psy can easily even the odds with her ACs.
(4) Defense - Psy can’t take much pressure, but Jill has some incredible defense b/c of her police vest. This evens the odds a bit.
Name: Psylocke
Threat: 4/5
Psylocke holds the definite advantage in this fight. Be prepared for a long fight. Jill needs a nice arcing AAA in this fight (such as Cable or Cammy) to hit Psy out of the air. Don’t bother chasing her as she will teleport to the bottom of the screen. Jill also needs a full screen assist like Storm Proj., Sent. Ground, or perhaps Doom’s rocks to lock Psy in place and allow Jill to wavedash in.
Punish Psylocke if she attempts her Psi-Blade if she is on the ground. This move is strictly used in ACs. If thrown out otherwise, combo her immediately. This also goes for any of Psy’s HC’s or a mistimed teleport.
If Psylocke takes to the air:
(1) Use Crow
(2) Employ AAA
(3) Watch your place. Because of her Tri-Jump, it is rather easy for her to cross-up and land an AC.
If Psylocke attempts a rushdown:
(1) Pressure her. Jill has less lag on her normals. All you need to land is a c. LK into a HET AC.
(2) Pushblock if cornered.
If Psylocke attempts to chip at you with her Psi-Blasts:
(1) Her Psi-Blasts are annoying. Moreso than most beams. This is the only time it is to Jill’s advantage to superjump and attempt an air to ground assault. Most Psy’s don’t have a decent AAA guarding them b/c in most cases she is the AAA on a team (such as MSP).
If Psylocke attempts to run the clock:
(1) Sigh This is very common tactic, and it works (unfortunately) well against Jill. The crow and any AAA may help a bit.
(2) Or you could try to hit her with a air Hyper Elbow Tackle.
(3) However, the best thing to do is DHC and knock Psy out of the sky with another HC such as Hailstorm. That’s all I have ever been able to do.
Moves to avoid when fighting Psylocke:
(1) Grenade Launcher
(2) Zombie/Dog Call
OK, so what else should you be aware of? Good Psylocke players are few and far between. Even some of the great tournament players play a fairly weak Psy b/c they are so accustomed to her a being an assist only. No videos even here at shoryuken display a mastered Psy. They simply show basic ACs that end in Butterflies, and decent runaway.
In a Jill vs. Psy match always go for the most damaging combos you are aware of. The psionic ninja has little vitality so this match will end quickly one way or the other. Any thoughts?