Psy dashes fast

this is prolly my favorite bitch character(morrigan close 2nd)

some fun stuff you can do

-tiger knee lp fireball + mag, shoot another fp ball before you land, dash in behind it.

-“short hops” ( sj instant double jump) are very useful, good for:

-getting a good angle vs sj’ing opponents with a fp/lp fireball
-a good mag-a assist combo…c.fp+ mag-a, sj-> double jump fp(mag assist hits), land and relaunch or snap-out
-calling storm then gaining air positioning(remember u can counter hit normalXXpsybladeXXsuper…sj state is dope like that)

-uf fk. alot of people have trouble landing this move, it’s not that tough if you work off of her fireball+anti jump normals+annoying ground chains and her helpers. all can typically be followed with a proper dash then uf fk or dash in c.lk. real ghetto but when you combine her dash speed with the hitbox placement, it works out. if u force somone to block as they jump (her uf fk blocked mid-air), she can call out an assist and then cancel lk psyblade. magneto-a works really well in that situation, it forces them back down so u can dash back in again for easy strings.

anytime she gets a blockstun series using a helper, it’s free 50/50 guessing game, this combo is pretty good if u land uf fk.

->uf fk, double jump lp,lk,mp,fp uf fk

it’s decent damage and leaves u in a mixup position with the opponent still airborne(you’re left with the option to dash once or twice to get underneath or behind)

If you do the combo too fast then you wont have enough time for the followups.

once underneath the opponent you can c.fp for an ambiguous reset, i’ve seen it hit in some pretty dumb ways. she can also dash in psyblade + assist as opponent lands. that will give her a free pin back into 50/50. Another option is to call assist and go for crossup, if that is blocked, then she can c.lk or uf fk(back into the exact same setup)

the bar building from the setups are pretty good considering most psy players are just aiming to get a bar and dhc. she only needs to get one rep of the setup, then she can ground chainXXfireball, back off after that point with double dash back tiger knee lp fireball, then work from there.

-uf fk combos w helper

uf fk double jump lp,+magneto-a,lk, slight delay fp, land then you can

*land dash in c.fp

*dash in s.lkXXfk psybladeXXbutta fly soooooopaaaaa

*dash in c.lpXXsnap

-basic air combo w her ending with uf fk

launch 1234 fp, uf fk, this will break flying screen and allow you to do a few different things(but still variants of the previous concept)

big damage combo no bar would be

launch+mag, short hop, fp, land dash in clp, c.fp sj 1234 fp, uf fk->

then u can break fs with a normal XX special for pressure

  • double jump lp,mp(vary the chain depending on height) delay lp(or fp) fireball, land with opponent after they block or get hit by fireball-> followup
  • fall under opponent then use her lk for counter hit setups
    *if u get a counter hit light attack mid-air, then you can jump behind or float under into another counter hit/pressure string
  • fall before opponent + assist dash in XXpsyblade

In corner the same combo becomes a really good reset

launch 1234 (slowly) fp, uf fk, then you have the option to double jump into the corner for a crossup. after the double jump you have a couple of hitbox options->

  • double jump directly underneath opponent with lk for ambiguous hitbox
    -double jump behind opponent with lk,mk,psybladeXXsuper
  • double jump behind the opponent with lk, then hold away from the corner and watch:rock:

you can do soooooo many things from the corner setup, it’s probably more fun just to mention it. try it out and see what u think.

anyone else have an instant overhead with her that works on sentinel?:badboy::wtf::badboy:

I have some more stuff but that seems like a decent start for her underused setups.

I got a couple of setups for vs sentinel

[ : <

Overhead setup

her uf fk can hit from pretty far away vs sentinel, unfortunately this shit wont break his armor.

solve this problem with

jump uf lp,uf fk

-from that you can do her basic double jump combo vs the robot this actually works out pretty well, especially in the corner(i’ll get to that)

another plus side to this, if you dash in s.lp with psy for plus frames, its still possible to hit sent from fairly far away with the jump uf lp,uf fk.

i’m probably going to do something ghetto like dash in lp,c.fkXXlp fireball and switch between the overhead and ground chains

combo using Mag-a

uf lp,uf fk double jump lp+mag, delay lk, fp, land re-launch, aircomboXXbladeXXsuper -this does around 40%

combo using storm-a(this one was trickier to come up with, sent kept safe rolling out of most setups i tried)

uf lp,uf fk, double jump lp,lk,mk+stormXXlk blade(mash it)-> land launch ->comboXXbladeXXsuper this one does only around 30% but with dhc into storm it’s around 70%

in the corner reset vs sent

uf lp, uf fk, double jump lp,lk,mp,fp uf fk, call mag-a dash underneath c.fp

that reset is pretty random.

also when you do that basic setup vs sentinel midscreen, you can dash underneath him with lk or lp and it will hit behind his sprite sometimes.

I’m thinking i might be able to get the dash under -> lk or lpXXsnap

i’m going to work on some of her corner game and post that up next.

some glitchy setups

first one is pretty unlikely but it looks funny so…

in corner vs sent

jump in fp uf fk(1 hit), rejump lp,lk,mp,mk,fp,uf fk,

then

jump again towards the corner with lp,mp for a crossup

or

jump again towards the corner lp,fp for a glitchy switch side(lp is a crossup, fp teleports back to the front)

you can also do the same setups after jump in lp, uf fk

she can glitch the fuck outta sentinels sprite after she gets the uf fk flip stun combined with her jump arc + normals hitboxes.


Another basic instant overhead corner setup

uf lp, uf fk, double jump 1234 fp, uf fk

then you have the option to

triple jump behind him with lp,mp(or mk) for the crossup

triple jump behind him with the lp,fp fake crossup


an explanation of the corner option tree for her basic combo

launch 1234 fp,uf fk

you can then double jump behind for basic crossup

or

double jump behind sentinel hold back and fall into the corner with lp,mp or fp/fk

or

double jump behind sentinel hold back for crossup, then tap forward to fall directly on top of his sprite, fp works well here to hit frontside deep midsprite.

both of those options can be timed to hit with near perfect ambiguous angle.


bar building combos/multi hit jump in assist combo

-jump in lp,mp, dash in c.lp,c.fp, call mag “short hop” fp, land c.lp,c.fp works on sentinel.

-jump in lp,mp, dash in c.lp,c.fp call storm “short hop” lp,mp,fp, land and relaunch

Keep this shit coming Mixup…I need to step my Psy game up hard body! GOOD SHIT!!
EDIT: Do you happen to have any setups off ov Storm hori/vert typhoon as well as Doom AAA (despite the fact that that move has a built-in random seed).

Great read so far. :rock:

i’ll try and work some of them out, i can imagine it though, something that knocks them into doom, then fk psyblade as she lands…i’ll try some stuff out.

hey mix,

try Psy/Son Projectile out. dashing magic series on block call son, b+HK hold forward x-up, relayer into more bs.

You can also vdo it up and run Bonerine (Ground) and get that block stunnage relayer.

Bitch iss fast.

P.S.

Psy/Spiral (Proj.) has a dumb full-screen combo. something like LK, spiral, HK xx qcf+PP, super ends, spiral hits, qcf+PP or launcher AC.

I swear Spiral works on any team its dumb.

This shit is crazy good. I already saw you messing with some of it at FR, ive been working on the corner post combo mixup game since then. :rofl:

The overhead vs. sent comes out fast enough to not be blocked too…that shit could work real well if for no other reason than most ppl block low against psy like 95% of the time.

This thread has been selected for blah blah blah

You know the drill

Godo thread :slight_smile:

Nice! I will train my psylocke :stuck_out_tongue:

Here’s a couple ov things I found with Psy while looking over random stuff I recorded:

-This may be old to a few…but did anyone know that you can sjc any ov her ground hits into an instant uf.RK, Psyblade xx BFS…may also open the door to the options that Mixup layed out above.

-Random Psy/Doom combo:
…launch call Doom AAA, /\ , magic series, sj.FP into rocks, fall a bit then uf.RK, triple jump, uf.RK, Psyblade xx BFS.

Sorry I don’t have much to contribute…I’ll review more as the days go by.

so anyone saw the chrisS psy infinite on sent? I didn’t…but I heard about it. I saw it was release recently on preppy’s site.

it’s not all of it though, just the main part but not how to start it

so using some of what mixup has listed, I have guessed how chrisS would have started it

one is:

cr.lk, cr.hp+mag, sj. ub, dj.uf+hp, mag a hits, lk, mk (before you land), then [nj.up lp, lk, mp, mk] repeat in brackets. do it slooowly and make sure that mk is late/low as possible

end it with st.hp, lp, back, hk, butterfly super, dhc. (the lp and back are the commands for her command normal)

I tried nj.lp, nj.u+hk, dj.lp (+magA), dj.lk (or +magA her instead), hp, land, njuf 1234, nju+1234

but got mixed results…works pretty well in corner though…

EDIT: I’ve gotten sent dizzy at 58 hits…so you could prolly do around 54, hp, flip kick, super

You can also travel forward with one rep straight up, 1-3 reps forward, so you can bring them to corner.

Solo setup exists with jump-in HP, late up+HK, land+dash+jump 1234, but the timing is very stupid. Might be tied to frame cycle because its very hard to replicate. What happens is you crossup with the last hit of jump series, then rejump in the other direction.

try this version, much easier to connect everytime, anywhere

nj. lp, nj. uf + hk, dj. lk + mag, lk, hk (mag hits them), land, jump forward, infin

and nice thread mixup, lots of hella useful info here =)

hmm, so that HK makes a difference? Thanks, I’ll try it out…since I tend to get that setup (the overhead) on sents when I can

A good psylock on point is pretty badass. She dashes & attacks so fast that even when i know what the other player is going to do, i’m often too slow to react.

Hell there have been instances when i began an instant super with a character, and a psylock player was able to dash up to me in just a frame or so time and stopped it. Crazy shit.

Also that launcher has deceptively above average reach. I’ve gotten hit with it plenty of times when i was sure i was out of range.

yeah, psy has so many good things about her, fucking rushdown as bitch, but unfortunately a low damage output. that’s the only bad thing about her I think.

in low tier situations, she’s crazy. I have trouble playing characters like doom against her…she’s too fast! lol

Her good thing is mostly her ground game, she can’t handle Doom in the air.

gimme a situation

it’s not like it matters, she can dash quickly enough on the ground and her air moves are quicker than dooms…

infact, your statement doesn’t really mean anything imo. I don’t see what things doom can do in the air that owns psy…