Sinawe Presents: Marvel Vs Capcom 2: New Age of Heroes game faq.
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Topic: PSYLOCK
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Legal matters: The stuff about marvel vs. capcom 2, such as the
characters, character names, and other major subjects are the properties
of CAPCOM. I guess the Marvel characters are the properties of Marvel
comics and the characters from capcom is....i guess capcom's. So, i
guess all im saying is, dont sue me, cuz i dont claim ownership to
anything, except the fact that i created and worked on this faq, and
that you can't rip it off and claim it as yours...that goes for you
too!! you know who im talking about!!
Table of Content
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1.Psylock the character
2.Psylock the fighter
3.Basic Strategies
4.Movelist
5.Hyper Combo Moves
6.Combos
7.Specific Matches
8.Shout out
9.Extras
1.Psylock the character
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Man, i know like, NOTHING about psylock's background in the comics. I
think she's something about like being a british woman with a spirit of
a japanese woman. I think her mutant power is psycho kinetics, but im
not sure. I think her psy sword on her fist is part of her mutant
power. Man, if anyone knows the details, e mail me please. I just want
to know.
2.Psylock the fighter
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Okay, here is something i have confident talking about; psylock the
fighter. Few things to keep in mind. She's definitely not a scrub
friendly character, not by a long shot. The only way you will win with
her is to sucessfully combo her supers, or she will not do damage at
all. Another thing to keep in mind is that you must make a commitment
with a certain strategy when you are starting a battle. A lukewarm
fight of two or three different strategies will not fully take advantage
of her true powers.
Pros:
+ Psylock just might be the fastest character in the game, if not the
fastest, then certainly on the top tier in speed.
+ psylock has a great combo ability, perhaps best in the game, not
damage wise, but connection wise.
+ Pyslock's normal moves have very high priority.
+ Her specials have awsome priority, and if used correctly, fills in her
flaws very nicely.
+ Her supers are all comboable, while reading this further, that might
prove to be nothing special.
+ Her air game is terrific.
+One of two characters to posess triple jump
+Her dash in is "the" best in the game in my opinion.
Cons:
- Psylock takes damage not very well. You will need to be careful of
this.
- Psylock's power isn't really impressive, in fact, some times they are
down right pathetic.
- She isn't really intimitating. While this might not be a factor in a
game, it will explain itself later.
- She's got a VERY poor mid range game.
- Her launcher has some major lag. This is actually very easy to fix
though. I will explain later.
- Her supers are something to be desired.
Here are some ratings I have come up with:
3.Basic Strategies
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While her pros slightly outweight the cons, she needs to be used very
smart. The biggest problem is her lasting power. She takes way more
damage than she delivers, so you must take advantage of her speed and
dash ins and make every attack and combo count. And while doing so, be
fast and alert enough to avoid big damages. She will take care of the
fast part, which leaves you to be the alert one. Another thing you must
keep in mind is NEVER to waste a super bar. They are few in comings and
those that do come by, will have to be comboed in to do any types of
damage. So NEVER try to chip or throw out a desperation move. You
truely need a nerve of steel to play her. I guess this fits in her
ninja persona. Attack as quitely as you can without being noticed and
avoid being hit at once.
4.Move List
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Psy shot - [ qcf + lp ] (can be used in air)
This is her basic fireball move. The low punch version travels in about
45 degrees towards the ground. This is a very useful move, and a great
air special that will save her many a times during a battle, not with
its power, but the fact that it protects her from any jump ins. This
can be used as a OTG move, but basically it should be used in the air,
or during combos, or after a missed launcher. I will explain this
later. But this is definitely a abusable move, (keeping in mind that Im
assuming you know NOT to abuse any kind of move recklessly) and you
should try to use this when you are trying to keep someone away.
grade: 8
Psy shot - [ qcf + hp ] (can be used in air)
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Same as the lp version, but this one travels horizontally across the
screen or the air. I guess this move is as close to ryu's fireball as
anything could be, but still and agian, with few differences. It does
less damage than most fireball's, perhaps not as bad as chun li's
fireball, but the distnict advantage this move has over other
projecitles are that it is almost immidiately avaiable after the first
one is blocked, or countered. This move is also abusable (again, keep
in mind what i said, im assuming you guys are smart enough to know the
difference between abuse and ABUSE). This move doens't have the OTG
possibilites as it really doesn't hit anyone directly on the ground.
Use it as a pressure move, which it does work VERY well.
grade: 7
Psy blade - [qcf + lk] (can be used in air)
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This move is a great move, i mean really great, and alot of times it is
often over looked. She travles across the screen while spinning around
in a field of psy ?? power. This move has great priorites, has awsome
start up time, and almost no lag time, so if used right, it should be
very hard to counter. The biggest way this move is used is in combos
and to connect her supers, but this move can be used as a keep away
move, or a surprise move. Another great way to use this move is to get
close to your oponnent safely. While dashing can be a great way, its
just nice to have an option. This wont cancel out projectiles no matter
how great the priority is, but it will beat out just about any normal
moves. (and again, i said most, not all, you should be aware of the
obvious ones).
grade: 8
Psy blade - [qcf + hk] (can be used in air)
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This move is just like the lk version except that Psylock travels
vertically. This can be used in combos or as an anti air move. Keep in
mind not to abuse this as much, because it does send her up in the air,
and what goes up, must come down, and it can mean a world of hurt for
psylock. It really doesn't send her that much into the air, but it is
in the air nonetheless.
grade: 7
Teleport - [hcb + any button] after teleport hold direction and punch
to attack in that direction (can be done in air)
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This move is a teleport move, with four different places to teleport to.
The start up is not actually bad, but it is very noticable. She can re
appear pretty fast too, but if someone is expecting it, it will be
danger time for Psylock. Another option you get is to attack after she
re appears from the teleport in any directions. So you can appear
behind opponent, and either attack them, or retreat away from them. I
advise you really use this carefully because the lag time after it is
really bad. The most useful way to use teleport is to obviously cover a
large portion of the screen, to escape from a ground based supers (head
crush, proton canon, lunch rush, ect). I think people aren't aware of
the fact that this teleport attack can start a great cross up game with
a proper assist type. This is pretty much sefl explanatory, and timing
is somewhat crucial, but the idea is to call out the assist and teleport
behind them in proper timing. I will go into details about this later.
But first, here are some places she teleports to.
a.[ hcb + lp]: she teleports to top left portion of the screen
b.[ hcb +hp]: she teleports to top right portion of the screen
c.[ hcb + lk ]: she teleports to bottom left portion of the screen, near
the ground
d.[hcb + hk]: she teleports to bottom right portion of the screen, near
the ground
So, choose your places intellegently, never to teleport into attacks, as
is the case during any sort of teleport.
grade: teleport 8
grade: teleport 6
5.Hyper Combo Moves
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1.Psy Thrust Super: [qcf +pp] (can be done in air)
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This is in some ways her best super. It chips the most damage, although
its NOTHNG compare to just about all supesr in the game, I think maybe
Omega Destroyer might do less chip damage. It is very comboable in the
air, and for some reason, its NOT on the ground, comboable that is. It
can be directed in 8 ways, but only in two sucessions. Alot of psylock
beginners or intermidiates think that they can chip the opponent in the
first thrust, then retreive with the second thrust. Let me just say
that this is not worth doing at all. First, it chips next to nothing to
your opponent, and the fact that you still have major lag time after the
retreaval, that any beam characters with beam supers, or a fast dash
character can approach you with ease and punish you. This move should
be only used in combos, as with all of her supers. In fact, the only
time you should be using this is to finish air combos.
grade: 6
2.Maelstrom: [qcf + kk] (oh man..its been so long since i used this
move, im not sure if thats the right command!!)
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Perhaps THE worst super in the game, and certainly the worst super
Psylock has. Okay, let me explain these harsh litigations. First of
all, its not that hard to land, and it combos pretty well. It has
decent range, and great priority. So, why is it bad?? Okay, with very
little exaggeration i tell you this, but it does like "zero" damage. I
mean, countless times i've comboed it off of a simple dash in, s.lp,
s.lk, xx maelstorm to a helpless opponent with like 2 points of life
left, only to see them jump right back up to their feet. I mean, i dont
know. It just isn't worth doing the combo into this super. Trust me on
this guys. It looks cool as shit, and it hits very well, but oh man.
If there is any doubt that Psylock is a weak hitter, this super should
just about do it.
grade: 5
3.Butterfly Super (??....she says something like....i dont know) [qcb +
kk]
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First of all, let me just apologize for the lack of information on the
name of this super. I am so bad with those long super names that are in
japanese, (hyper.....VIPER BEAM!! how simple!!) that i can never seem
to remember them. Okay, let me start out by saying that this is my
personal favrite and most often used in my Psylock game and combos. It
does pretty decent damage upclose, which is one of the reason why you
should always combo this move, and it has a great corner possibility,
which really helps Psylock's game by delivering more damage. With other
supers, this move should NEVER be used during a desperate situations,
and should never be used to try to chip your opponent. I mean, they
will have small window of retaliation during the super as it eventually
covers the whole screen, but the fact that from a long range, it does NO
chipping damage, and the lag is great enough to give your opponent time
to retaliate. Just becareful, but you will learn to love this super if
you are a psylock user.
grade: 6
6.Combos
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1. dash in, s.lp, s.lk, s.lp, s.lk, psy blade with lk, lp, lp, psy blade
with hk.
The lk, lp after the first psy blade is done if you're close enough,
so do it close.
2. dash in, s.lp, s.lk, s.lp, s.lk, c.hp, sj. lp, lk, lp, lk, psy blade
with hk
3. dash in, s.lp, s.lk, s.lp, s.lk, c.hp, sj. lp, lk, lp, lk, psy blade
with lk, xx butterfly super
4. dash in, s.lp, s.lk, s.lp, s.lk, c.hp, sj, lp, lk, lp, lk, hold up,
hk, double jump, lp, lp, psy blade with hk, xx butterfly super
5. dash in, s.lp, s.lk, s.lp, s.lk, c.hp, sj, lp, lk, lp, lk, hold up,
hk, double jump, lp, lp, lk, hold up, hk, double jump, lp, lp, psy
blade with lk, xx butterfly super
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*one note at this point. if they block the launcher, always cancel into
psy shot with lp. Launcher has a bad recovery time, and psy shot
will either surprise them or push them back to give you time to recover.
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6. dash in, s.lp, s.lk, s.lp, s.lk, c.hp, sj, lp, lk, lp, lk, hold up,
double jump, lp, lp, psy blade with lk, lp, lp, hold up, hk, double
jump upforward, lp, lp, lk, psy blade with lk, xx butterfly super
7. In corner, dash in, s.lp, s.lk, s.lp, s.lk, psy shot with lp, xx
butterfly super, OTG with c.lk, c.hp, sj.lp, lk, lp, lk, hold up,
hk, double jump, lp, lp, psy shot with lp, hold forward, lp, lp, lk,
hold up, hk, double jump, lp, lp, psy blade with lk, xx butterfly
super.
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*last combo note is that most of the double jump, you wont be jumping
straight up, but rather upforward. The butterfly super used in all
combo finisher can be replaced by the thrusting super, except the corner
combo.
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7.Specific Matches
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A. Cable:
This is a great match up. Although for some reason, i haven't played
alot of cable users with my psylock, but i think i know cable well
enough to make some statements. First of all, lets start out by saying
that, yes, cable will have the upper hand on this match. You have to be
extra quick on your decisions, extra prepared to triple jump out of
AHVB's and very careful in dashing in against him. DONT even try to
pressure him with psy shot. That will simply NOT work. The best chance
is stay close and pressure with her ground series into launcher, and if
missed, cancel out to psy shot with lp. Try dashing in with c.lk alot
too, as it has priority over most of cable's crouching moves. Once you
hit with that, dont waste time and energy with other series hits, but
just launch them up for some hurts. Teleport should be used very
sparrgingly especially to the places above cable, as they will punish
you with a quick AHVB. Teleporting behind them with an assist pressure
is a great way to get close, and DO NOT attack with her teleport attack,
unless you are sure you will hit, or you are sure your assist will hold
them long enough for you to recover. Your best chance of getting close
is probably with the triple jump tactic. Watch for a mistakenly used
s.hp or viper beam to jump over some punishment. If they surprise you
in the air with a quick AHVB, surprise them with a quick double or
triple jump over the AHVB. Another good tactic to use is follow your
missed launcher with psy shot with lp, and follow a blocked psy shot
with psy blade with lk and pressure attack. Always be careful of
cable's assist, as most likely they will have a good anti air assist
character helping him out. The best chance of survival is to dash in,
use psy blade with lk or whatever to get close and don't let him leave
that place.
Match up: 6 - 4 in Cable's favor
B. Juggernaut:
This character gives me some trouble. I mean, it seems like she takes
EXTRA damage from him. A keep away game must be played in between her
hit and run tactics to fraustrate the opponent into jumping hp advances
or standing hp push back moves. DO NOT BE FOOLED by those missed
s.hp's. Some of them are intentional, because the want you to dash in
for attack and out comes headcrush. Try tricking them with a dashing
block. And always go for a full series on the ground before launcher.
If you miss the series, dont even try hitting with the launcher. I've
been hit alot of times by a headcrush when i was doing my missed
launcher, xx psy shot with lp manurver. Seems like juggy's headcrush
goes RIGHT through it. Keep your distance or stay REAL close. Juggy
has some great mid ranged attacks that Psylock will not be able to deal
with. Stay back and throw those psy shots and either wait for a rushed
headcrush or fraustrated jumping hp advance. Teleporting during
headcrush works too if your motion is fast enough. Try jumping back,
pys shot lp in mid air, double jump forward for surprised attack, or
repeat the retreival jumping psy shot then super jumping out of corner
and playing a keep away game. Juggy's not fast enough to avoide psy
shots and hit you at same time. Although keep in mind that one false
move could mean the turn of the battle. If you miss with a ground
series, dont lurk around him, but dash the HECK out of there. Wait for
him to make a first mistake and take him out.
Match up: 7 - 3 in Juggernaut's favor
C. Spiral
Who would thought that my greatest character, spiral would haunt me like
this!!! Anyways, Spiral can be very tricky to take down, just because
she's so versitile, and for ather various reasons. First of all, watch
out for those darn swords. Any spiral player will try to have the
swords on as much as possible. Try not to get lured into a trap game.
Quick dash in's are always a good way to get into spiral Speedwise,
Psylock is much fater than Spiral, so take advantage of that. One thing
you must keep in mind also is never to randomly jump in. You shouldn't
have problems with single tossed knives as your psy shot can cancel out
most of them, and it is fast enough to match her in the projectile
battle. Use the Psy blade with lk to advance safely. Psylock is ALOT
faster than spiral in terms of moves and foot speed, so thats is your
greatest advantage. Getting close could make all the difference in the
game.
When Spiral expands her swords, triple jump and super jump and shoot the
psy shot with lp to avoid them.
Match up: 5 - 5 in even match
D. Magneto
A close match and somewhat similar in their strategies. First thing you
must watch out for is his missed launcher. His missed launcher have a
small but very noticable window of lag time that Psylock is more than
fast enough to take advantage of. In turn remember to cancel out
Psylock's missed launcher into the psy shot with lp. Give him no chance
to start long combos. Try to stay in the air to start your attacks and
watch out for his very versitile air dash attacks. Magneto can be very
fast so take your chance and dont miss out on them. Also, magneto has a
sliding dash, so jump over it, then double jump behind him and attack
away. Teleport could be used less against magneto as he can get away
from it easily, and his fast enough to counter them with a painful
combos. Watch out for his E.M disrupter as it can beat out psy shot
with projectile battle. Although Magneto doesn't really have a proper
anti air move, watch out for his c.hp and s.hk. They have insane
priorites and can hit quickly if you just jump in without thought. Psy
shot with hk should do the job when he tries to air dash attack in the
air when you are on the ground. It has priority over most of magneto's
jump ins.
Match up: 5 - 5 in evn match
E. Dr. Doom
Dr. Doom can mean pain for Psylock if you're not careful. I say this
because Dr. Doom can have counters for just about anything Psylock can
do. Still, Psylock is a character who can adapt, and that she will
against dr. doom. First of all, Dr. Doom can punish Psylock on the
ground. He's got a projectile that comes out super fast and beats out
psy shot, he's got a projectile that covers jump ins, and he's got a
projectile that stops her dash ins. No doubt that Dr. Doom players will
try to keep you away if he's not going for a trap game. Okay, his beam
projectile is really fast, but has some lag time, take advantage of that
and block the beam, shoot out a psy shot with hp and advance with a
quick dash in magic series. and keep the pressure on. Dont forget to
block during those dash in's because Dr. Doom's got few projectiles that
can come out very fast. His photon array can pose some problems. It
covers alot of the screen, which can eliminate any jump ins, and it has
great chipping damage which can mean big problem for poor psylock in the
long run. NEVER try a teleport, because it covers most of the screen,
even behind them. If you are very fast and efficient with her
teleports, you can try this. Time the photon shot so that you teleport
next to doom when the beams have left Doom's body. This takes alot of
patiences and timing, so you can try to super jump and triple jump to
avoid them. His molecular shield is mostly for stopping dash ins and it
will do its job. Here's what you can do. wait for the rocks to leave
doom and jump over them, or jump in while rocks are forming and when
they are tracking you, double jump over it and punish doom. The shield
has some lag time, so that is your best chance to counter Doom. Once
you get inside, pressure him. Most of his projectile doesn't really
have big push back action, so block, shoot psy shot, dash in, pressure,
and repeat. Giving him distence is giving him the game.
Match up: 6 - 4 in Psylock's favor
F. Black Heart
Easy to beat. VERY easy to beat. Its very simple. Just watch out for
his hp and hk moves. A simple hp / hk trap into super can just about
finish Psylock. But blah, that shouldn't be a problem. Here's what you
can do. His special moves have a noticable lag, so use her speed and
punish those missed or blocked lighting moves and the ice moves and
such. He jumps very low compare to how how Psylock can jump. She's
also faster than he is to teleport behind him and punish him with some
assist / teleport cross ups. Just stay on top of him, and punish him
with some combos that he will just eat up. Watch out for his jumping hk
and hp and dont be trapped into any trap game by staying up in the air.
Match up: 8 - 2 in Psylock's favor.
8. Shout Outs
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This faq's taken me forever, not becuase it was long, but i was too damn
lazy to finish it on time, so strider2k, his one's for you. I also had
to go back to the arcades and play her extensively to check out my
combos again and strategies, learning some new stuff and finding out
some old stuff that reminded me why i loved psylock in the first place.
I swear, I gotta stop using Cammy and Ruby and go back to Psylock...what
the heck am I thinking with Cammy and Ruby?? oh well....whatever.
Hm........wasn't this a shoutout?? Anyways, mad props to CjayC for
posting my stupid faqs, BBkraas for posting my last spiral faq, and
hopefully this one. Hm....i wanna make a shoutout to a nameless dude in
philadelphia who actually gave me a decent game for my Psylock. Man,
dude, who ever you are, you had some crazy stuff with Thanos. Finally,
a dude named stuc2k for sending this in for me at the end....peace out
bros.
9. Extras
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Um..........man, i have no clue why put this little chapter in the first
place.....so um......i have nothing to say really..........oh, hey
psylock's taunt does damage!! I swear it does like 1/10th of a point of
damage! Funny stuff though....hehe.