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    Psylocke by Rick L

    Version: 1.0 | Updated: 07/04/03 | Printable Version | Search This Guide

    Marvel Super Heroes: Psylocke FAQ (Arcade Version)
    By: Rick L
    Version 1.0
    E-Mail: lickichu@yahoo.com
    
    This FAQ is bascially made for the sole purpose of the character, Psylocke.
    The FAQ should help you master her moves, and give you various strategies on
    how to defeat your opponents. If you are a Psylocke fan, and you could help me
    by sending in maybe some history on her or something from the comics or
    something, then by all means do so, and I'll try (I dunno, I get lazy.) to put
    it up on here.
    
    This FAQ is to ONLY be on www.gamefaqs.com, or any other site that I am the
    webmaster of. You may not reproduce or distribute any portion of this FAQ. In 
    fact, if you wish to do something OTHER than print it out for your SOLE USE
    ONLY, then you must e-mail me to get permission. Otherwise, I will find a way
    to make sure that you are a punished person. Get it? Got it? Good.
    
    =============================================================================
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    Version History
    ---------------
    
    Version 1.0: Started the FAQ.
    Version 1.1: Added new opponent strategies, and added the Version History.
    
    =============================================================================
    
    Now, let us get on with the FAQ, shall we?
    
    1. Basic Manuvers
    2. Movelist
    3. Gems
    4. Character Strategies
    5. Credits
    
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    Symbol Key:
    
    U: Up
    D: Down
    F: Forward
    B: Backward
    QCF: Quarter Circle Forward (Down to Forward)
    QCB: Quarder Circle Backward (Down to Backward)
    HCF: Half Circle Forward (Backward to Forward)
    HCB: Half Circle Backward (Forward to Backward)
    LP: Light Punch
    MP: Medium Punch
    HP: Heavy Punch
    LK: Light Kick
    MK: Medium Kick
    HK: Hard Kick
    PP: Any two punch buttons
    KK: Any two kick buttons
    
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    -----------------
    1. Basic Manuvers
    -----------------
    
    This is basically a refresher course on the different things you can do with
    any character, but this section also contains things that mainly pertain to
    who this FAQ is covering...none other than Psylocke herself!
    
    ---------
    Walking/Dashing
    
    To walk, simply hold the direction in which you want to walk. To dash, press
    the direction you want to dash in twice. For example, to dash forward, press
    forward twice. (F, F). To dash backward, press backward twice (B, B).
    
    ---------
    Jumping/Super Jumping
    
    To jump, simply move the joystick up. In this game, Psylocke is able to do a
    triple jump! To do this, simply press "up" while you're in the midst of one of
    your jumps. Remember, the first time you jump counts as one jump.
    
    To do a super jump, press down, then up (D, U). This enables Psylocke to jump
    much higher than normal. However, you cannot do multiple triple jumps in the
    air. Your first jump may be a super jump, but all jumps after that can only be
    regular jumps.
    
    ---------
    Blocking
    
    To block, simply hold back on the joystick. You can do three different types
    of blocks in this game. The first block is simply a high block, which you can
    block high attacks with. The second is a low block, which you do by ducking
    and holding back at the same time. The third is an air block, which lets you
    basically block attacks from the air. It should be noted that you cannot
    block a low attack with a high block, and a high attack with a low block.
    Most regular moves (except for Hulk's moves) do no damage when blocked, other
    than the time someone is using the power gem. Special moves, Power Gem
    attacks, and any of Hulk's attacks will cause a minor amount of damage to be
    caused.
    
    
    --------
    Basic Combos
    
    For some easy, basic combos to use, then you go with punch/kick progession.
    For example, you can go (LP, MP, HP) or (LK, MK, HK). You can also mix these
    two up, and create one five-hit combo. (LP, LK, MK, MP, HP). This should get
    even the most beginning player started. Unfortunately, I'm no combo expert.
    However, with Psylocke's quick attack speed, you can basically create a small
    impromptu combo ending with a special attack, which can do more damage.
    
    --------
    Gem Use
    
    To use any gem in your inventory, press QCB, PP. Gems can be knocked out of
    anyone's inventory by special moves, and then can be picked up off the ground
    by anyone. There are six gems in total, but you'll only really use five of
    them, seeing as how one of them is rather rare and very hard to get.
    
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    -----------
    2. Movelist
    -----------
    Here is the list of Psylocke's special moves and Infinity Special Moves. Live
    and learn, and then give some awesome whoopin' to the computer or a friend!
    
    Spinning Flip Kick: F, MK
    
    This would be a good move to fake out a human player and screw them up when
    they go to block. It's a good one-off hit move, but not exactly good for much
    else.
    
    Backward Hop Kick: B, HK
    
    This is mainly an evasive move. Psylocke hops back, but then at the end of the
    hop, he goes for a kick. This really isn't the move to use if you're cornered,
    because it takes so long to actually pull off the manuver, and the opponent,
    no matter now stupid, will hand your ass to you on a silver platter. Therefore
    only use if you got space.
    
    Air Flip Kick: U, HK
    
    This isn't bad for taking someone out of the air with, but it doesn't appear
    to have a whole lot of priority over other air moves, so only land it if you
    think you can get a clean hit. Do this against someone like Spider-Man or
    Captain America and you'll be in a world of hurt.
    
    Psi-Blade: QCF, Punch
    
    This is Psylocke's main fireball manuver, and a move you definitely want to
    master before you even attempt to master anything else. This move can be done
    while airborne. Pressing LP makes the shot go diagonally downwards, great for 
    nailing crouching people, or attacking from the air to an opponent who is on
    the ground. Pressing MP sends a straight one flying right at your opponent.
    Pressing HP sends a shot upwards, so you can intercept people who jump or fly.
    
    Psi-Wave: QCF, Kick
    
    This is a good air-interception move of Psylocke's...if they're right above
    you. This move has lost it's range since X-Men: Children of the Atom, and now
    only goes vertically. Depending on the kick putton you press, you'll go up
    higher. This can also be done in the air.
    
    Nin-Jitsu!: HCB, Any button
    
    This is a great move. Seriously. This basically teleports Psylocke somewhere
    on the screen. The kick buttons make her re-appear on the ground, while the
    punch buttons bring her up into the air. If you reappear in the air, you 
    cannot do another special move, such as the Psi-Blade. However, if you do
    press the punch button afterwards, you'll do a mini Psi-Thrust at your enemy!
    Very, very cool. To decide where Psylocke goes on screen even more, LK and LP
    bring you to the left side of the screen, MK and MP make you disappear and
    reappear around the area you're in, and HK and HP bring you to the right side
    of the screen. These are regardless of whatever direction you are facing.
    
    **Infinity Moves**
    
    Psi-Thrust: QCF, PP
    
    This is the infinity move you want to use the most. Psylocke flies at her
    opponent with psychic energy abound her. This causes some damage, but more
    damage can come from this if you press Punch again during the end of this!
    It's a beat tricky to figure out when to push it, so just rapidly press a
    punch button and you should be able to get a nice, killer double Psi-Thrust
    outta this move. If you do this in the corner, you can continue on with a
    quick combo as well. Very, very vicious.
    
    Psi-Maelstrom: QCF, KK
    
    This is basically a bigger version of the Psi-Wave. She can really score some
    major hits with this move if your opponent is close enough. Make sure your
    opponent is either up in the air right next to you, or above you when you do
    this, otherwise, you'll definitely whiff and waste a valuable super.
    
    Kochuo Gakure: QCB, KK
    
    This one is quite the interesting manuver. Psychic butterflies are made all
    around Psylocke, and then they split off near her, and in the air. The little
    butterfly things don't go after your opponent on the ground, however. This
    would best be used as an anti-air super.
    ==============================================================================
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    -------
    3. Gems
    -------
    All about the Gem usage for Psylocke, and how you can use them efficiently in
    a battle against anyone, even cheap nit-wits.
    
    Power Gem:
    
    This gem not only give Psylocke more power in her normal blows, but also makes
    clones of her appear, similar to her split in X-Men: Children of the Atom. You
    will notice if you've played that game that while she had four body doubles in
    that game, she only has three in this game. No big deal, though. It's still
    just as effective. Your clones can hit with regular moves, but cannot do extra
    damage with special moves or supers. They can still nail a good combo though!
    Just remember that the center one is the real you, which can be hurt still.
    
    Speed Gem:
    
    Those also who have played X-Men: Children of the Atom will also notice her
    speed was toned down in this game. This gem here, however, makes her just as
    fast as she was in X-Men: COTA, and now double as effective! Those who are
    used to her speed in the old game will have a field day with this gem.
    
    Space Gem:
    
    This gem is moderately effective for Psylocke. While it protects her like it
    would with Juggernaut's automatic super armor, she can still be knocked quite
    senseless from an agressive, comboing opponent like Shuma-Gorath, Spider-Man,
    or Captain America. It's pretty much only good for possibly stopping their
    combos before it's really too late.
    
    Reality Gem:
    
    This makes various elemental attacks come out at your opponent. It's really
    good, and the shots do chipping damage, but it's uneffectiveness lies in its
    really, really short usage time. You can only get about three or four attacks
    out before it's all used up. Good for keeping a Keep-Away game.
    
    Soul Gem:
    
    This basically recovers a portion of your life. Make sure to play a keep-away
    game while you recover life, 'cause nothing is worse than losing life right
    after you're gaining some back. Thankfully, Psylocke is good at the keep-away
    game.
    
    Mind Gem:
    
    The rarest of the gems, and you'll probably never see it, unless you're
    fighting in a two-player match. This fills up your super level tremendously.
    Before you know it, you can smack the hell out of your opponent with one of
    your supers. Amazing! No wonder this is a rare gem.
    ==============================================================================
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    -----------------------
    4. Character Strategies
    -----------------------
    
    These are some strategies you can use when you're playing against the computer
    in this game. Study them well, young grasshopper.
    
    Hulk:
    
    This guy seriously has an ungodly amount of reach on him. Basically, what you
    want to do is play the keep-away game with him. Hulk is basically a very, very
    hard hitter, and the last thing you wanna do against this guy is trade blows,
    because you're always going to come out on the losing end of the stick. Sneak
    behind him with a teleport if he throws the ground at you, and follow up with
    a combo. Throw some downard air Psi-Blades at him, and nail him with a Kochuo 
    Gakure if he misses with an air Gamma Charge to punish his green ass. If you
    want, you can also simply Psi-Thrust him. That super really does a number on 
    big guys who don't block, especially if you can link it to a combo afterwards.
    He doesn't use it often out of my observation, but BEWARE of his Gamma Crush 
    super. It'll knock you senseless, and probably out of the fight if you're not 
    careful or paying attention.
    
    Wolverine:
    
    Quick, speedy, and deadly...but lacking a projectile move. This would be a
    perfect character to keep at a distance. However, switch gears and try to nail
    him with a combo the first time he gets open if he gets too close for comfort.
    If he misses with an air drill claw, then do a standing HP to knock him back
    to kingdom come. Be sure to block his supers if you see them coming. Hold back
    on the joystick as soon as you see the screen get dark a moment, and you hear
    the sound of a super. Both his supers involve him running at you very, very
    fast. Speaking of very, very fast, he still has that trick where he can speed
    himself up. When he's in this mode, play defensively, since he's very hard to
    hit in this mode.
    
    Spider-Man:
    
    This guy is such a cheap punk, that it's not funny. Basically, go all out in
    Psylocke's bag of keep-away tricks, because once he's close, you're going to
    be in for it, guaranteed or your money back. If he super-jumps, which he does
    a lot of, nail him with a standing HP to nail him all the way to Timbuktu, or
    catch him right in the air with a Kochuo Gakure. Don't do a Psi-Thrust unless
    you know it's going to connect, or it's going to do nothing more than whiff,
    even if you do end up doing it twice. This guy can move around so much that
    it's ridiculous. Of course, since he has the abilites of a spider, it's to be
    expected. If you're feeling bold, then counter his web-swing with an air MP
    Psi-Blade. Beware his evil Maximum Spider. A little trick to see this coming
    is if he leaps to the wall like he's going to rebound off it a bit slower than
    usual. This is your cue to block it and get ready to punish him big time.
    
    Magneto:
    
    This guy seemed really easy to me. He likes to use his magnetic beam to attack
    you from the ground multiple times. Do some air Psi-Blades to try and nail him
    while he does this. The lag on that move is pretty bad, so you should be fully
    able to jump in the air and nail him before the move connects. His second
    favorite thing to do is fly up in the air and throw some magnetic shocks down
    at you. Go right in the air and try to do the same to him while he's in the air
    throwing crap at you. Even though he can fly, and you're only able to do a
    triple-jump, you can still nail him with a well-timed projectile or attack. He
    also likes to dash at you too, and he's a fast little dasher, like Psylocke, 
    so be on the lookout for him to go starting a combo on you. Occasionally, 
    he'll use his Hyper Grav move to try and catch you, but just block this and 
    you'll be alright.
    
    Juggernaut:
    
    Big. Strong. Powerful. Ouch. Those four words you will know as soon as you get
    into close combat with this mammoth man. Just like Hulk, you'll want to play a
    keep-away game with him not only on the ground, but in the air. Be very, very
    careful of his body splash, as it can do more damage that you really like, and
    not only that, he can still hit you from a surprising height if you're not
    careful. The worst part about Juggy is that his Juggernaut Headcrush is very
    quick to start up, and goes faster than you might think. Simply keep this guy
    away with Psi-Blades and never let him get close, and you should be fine. If
    you find yourself getting too close to him, use your Nin-Jitsu. Above all, do
    NOT try to avoid the headcrush. Simply block it and counter-attack. You'll
    most likely get nailed with it if you try to dodge it.
    
    Iron Man:
    
    Very, very, very, very cheap with Psylocke. Don't jump at him, because he'll
    just nail you with that stupid Repulsor Blast of his. He likes to use the
    Unibeam often, so you can try and catch him off-guard by jumping over it and
    giving him a nice, hard combo. When he flies, watch out for his Smart Bombs.
    He only does this at the beginning, then flies around freely a little bit. Now
    is the time to nail him with a Psi-Maelstrom. If you can see the Proton Cannon
    coming ahead of time, try to get in the air ASAP and do a double-jump right
    square over him. He'll basically be open to any attack of your choosing!
    
    Captain America:
    
    This boils down to being a watch and wait game. Wait for him to make a stupid
    move, or until he drops his shield, and let him have it. If he goes for the
    Charging Star, block it and counter-attack with nice, painful attack, whatever
    it may be. When he loses his shield, he loves to dash right at you, or do the
    Charging Star. Now is basically the time to let loose with all kinds of Psi-
    Blades on him, since he'll usually be unable to block them. Try not to jump at
    him all that much, for he'll hit you with either the Stars and Stripes, or an
    air combo. Overall, this boils down to patience. Have patience, and you will
    succeed.
    
    Shuma-Gorath:
    
    This is one dirty character, right here. Try not to do your MP Psi-Blade too
    often, because he can dash right under it and beat the crap out of you. Never
    let him get close as well, especially when he pulls off the Chaos Dimension
    manuver. Teleport and avoid him like the plague if he gets himself ready for
    that, because if it hits you, you're going into a whole dimension of hurt.
    Keep this guy away mainly at all times, because if he gets in close, you'll
    simply end up being a "waste of flesh", as Shuma-Gorath would say himself.
    
    Blackheart:
    
    Not really all that tough, but he still has some dirty tricks up his sleeve.
    His two main dirty tricks are his Dark Thunder and his Inferno manuvers. The
    Dark Thunder can really have some surprising air range, and the Inferno is
    just a pillar that you have to dodge, not jump, since it goes all the way
    to the top of the screen. If he sends little demon things after you, simply
    block them. They don't do any chip damage, and they'll cause major problems
    if either one of the minions hit you. When he does his supers, stay away
    from him and just block. You'll be asking for it if you get too close when
    he does his Armageddon super, and his Heart of Darkness should simply be
    blocked, unless you happen to be in a position where you can stop the attack
    very easily. He is pretty easy to nail with combos because of his height,
    however. Don't sweat him too much, but don't get too relaxed either.
    
    Doctor Doom:
    
    This guy really isn't a whole lot of trouble for Psylocke, even if he is the
    first boss-type character you face. Like Magneto and Iron Man, he can fly.
    This makes him easy to take out from the air. He doesn't seem to block as
    often as most of the other characters, so you MAY want to go for a jump-in
    combo once in a while. Beware of the evil Molecular Shield, which can really
    do some big hits on you if you get too close to it, As well, don't even try
    to dodge his Photon Shots. Just block them. As for his Photon Array, block
    it as well. It doesn't do as much chipping damage as you might think it does.
    Be very, very careful of his huge, orange beam, as that can really knock you
    for an incredible loop.
    
    Thanos:
    
    This is the keep-away game with him. The only major damage trouble from the
    keep-away bit will probably result in his Power Gem super, which sends a huge
    ball of whatever the hell it is right at you, then it climbs up the wall.
    When you're keeping away from him, use plenty of Psi-Blades, as he'll usually
    like to do that move where he sends all the rocks at you, or the "flaming
    boot" move, as I call it, where he sends the burst of fire at you. If he does
    the rock manuver, stay all the way at the opposite edge of the screen, and he
    won't even hit you at all. When he does the Space Gem super, you can actually
    jump over this, and jump over Thanos as the super starts up, basically giving
    you an opening to do whatever you please. Never try to jump at Thanos when he
    has low life, otherwise, he'll catch you with the soul gem and replenish his
    life at the expense of yours. Beware of the Reality Gem super, as it's tricky
    to avoid, and can nail you pretty good with a 20+ hit if you don't block the
    incoming walls. He doesn't use the Time Gem super or the Mind Gem super much.
    The Time Gem super slows you down really, really badly, and the mind gem
    reverses your forward-backward movement, which can really throw you off quite
    a bit. Overall, play a big keep-away game, dodge, and Nin-Jitsu, and the game
    has been one by you. It should be "no sweat!".
    ==============================================================================
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    ----------
    5. Credits
    ----------
    The Rick's thank-you section.
    
    I would like to thank CJayC for hosting this and my currently five other FAQs,
    The local mini-golf place for showing me this game existed, and me, for being
    smart enough to choose Psylocke as my first-ever character to play as in this
    game, as well as taking a whole night to make this FAQ.
    
    That's all...now go play!