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.