Okay, I’ve picked up Psylocke lately and I like this bitch a lot. She’s good enough that I even start her sometimes (Psylocke/Storm/Cyclops or Commando) but she is really good enough to hang in any slot. She can stall really good as the anchor in the second slot. And of course, her assist is top notch.
Basics:
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stand fierce xx psi-flash is offensive weapon of choice, since it reaches out far and puts a projectile on the screen. HOWEVER, some characters can duck stand fierce and call an assist and make your life unhappy. That’s when you switch to stand neutral roundhouse xx psi-flash, which is in some ways even better.
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low roundhouse is a great move. You can throw it out, and cancel into jab psi-flash. If they don’t roll, hit low fierce immediately and aircombo.
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ON THAT NOTE, the most consistent aircombo is sj.short -> sj.forward -> sj.up+RH xx roundhouse psi-blade xx kochou gakure. It’s the best compromise between ease and damage.
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You can call an assist after kochou gakure. It comes in handy if you whiff and they stay right beneath you expecting a free hit.
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Up+Roundhouse plus assist at the start of the match is damn near unbeatable and timed correctly has only one response (stand block) which means after doing this enough times you can have a lot of fun mixing them up. HOWEVER, because of the way the game is worked, this works a lot better on the second player side. I’ve lost to stuff like Mags jump short when trying to do this on the first player side, but on 2P side I have never lost.
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On that note, Up+Roundhouse plus assist is an instant overhead. As I’ve noted in the old Psylocke thread, Psylocke/Storm have an overhead that leads to a combo. You should keep this in mind vs. people that think the answer to Psylocke is just to block low all day.
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short psi-blade. Why don’t I see anyone make more use of this move? It’s safe if blocked, so if they get close at all and you feel an attack coming, just do it. If you hit them out of the air, you can go into super.
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her kick throw is really good. Sets up crossups great.
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Useful normals: Psylocke is FULL of good normals.
jump short - Hits SO HIGH it’s ridiculous. A great thing to do on Cable as he comes down from a jump is NORMAL jump straight up with short, up+rh, psiblade. If you do it early and he tries to kick, you’ll get him.
jump fierce - Comes close to having Mags jump fierce-like power. If you get in range of Sentinel, you can harass him by doing jump fierce -> RH over and over. If it hits, go into infinite.
jump roundhouse - Crosses up and has a stupid hitbox.
jump up+roundhouse - Hits really high like jump short but damage is kind of shitty. Roundhouse psi-blade is almost always comboable though.
stand short - Hits really high and (I think) juggles into her launcher.
stand fierce - Range and priority are nuts.
stand twd+roundhouse - Hop kick. Goes over low shorts. Uncomboable afterwards (which is why, of course, you call an assist first)
stand back+roundhouse - She hops backwards then comes forward with a kick. The kicker is, if you hold forward, she’ll roll afterward, being able to roll past opponents and possibly cross them up.
low fierce - Great launcher, but has lag, which is why you always cancel to jab psi-flash if it’s blocked. It’s a tad bit slow, so you should do it early when trying to counter jump-ins (although vs. superjumps, I’d rather do normal jump short).