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X-Men: Children of the Atom/Psylocke

From SuperCombo Wiki

Introduction/Summary

Psylocke is an extremely fast character who can dish out lots of damage with her disjointed buttons. Although her mobility options and damage are her biggest upsides, she suffers from having low health which causes her to be heavily punished when her opponents get the upper hand against her. Overall, she serves as COTA's "glass cannon" and can be easy to get into with some high-level techniques that can make her tricky to learn but very rewarding.

Attack Chain

Ground Chain: Zig Zag 1
Normal Jump Chain: Zig Zag 1 Rules with NJ limits
Super Jump Chain: Zig Zag 1

Psylocke
XCOTA Psylocke Portrait.png
Character Data
Tech Type Counter-Thrower
Weight Class Feather-Weight
Xmcota-psylocke.png
Strengths Weaknesses
  • Strong and disjointed buttons that are often disjointed and/or plus on hit/block.
  • Able to cancel her HK on recovering frames by crouching, allowing for grounded loops and creative combo routes using HK Cancels.
  • Great air normals with utility for almost every situation while airborne.
  • Plenty of buttons/movement options that put her hurtbox low to the ground allowing her to low profile attacks.
  • A decent projectile
  • Able to dish out a lot of damage making her a glass cannon.
  • Has a glitch commonly associated with her that allows her to cross up airborne opponents while they are in the corner while she is still in front of the opponent
  • Able to move super fast and has a double jump giving her plenty of movement options at hand.
  • Has some of the lowest health and stun in the game causing her to blow up easily when hit.
  • Her specials are the weakest part of her kit either having very long start up or very long recovery that can get her killed, even if the special hit.
  • A lot of her grounded buttons whiff on characters with small hurtboxes or crouching hurtboxes which can limit her options in certain match ups (For example: Omega red, Wolverine, etc.)
  • Is a counter throw type character who, unlike colossus and Ice Man, does not get anything in terms of conversions off her counter throw.
  • Has a roll follow-up off her HK which, due to the input for it being any forward input after HK, can be done by accident making it get in the way of combos sometimes and also getting her punished for doing it.
  • No, 6MK is not an overhead, don't use it.

Moves List

Normal Moves

Psylocke can double jump. During a bounce recovery though, this is disabled (yet is not for Cyclops).

Taunt - Psylocke is the only character whose taunt is simply the Start button. Her moving hand is an active hitbox and can do damage, dizzy if the opponent is in the red, and even kill if the opponent has zero vital. It can also cancel standing normals, but not crouching ones. Psylocke remains taunting until hit or the player moves her.

LP
LP
COTA psylocke LP.png
Damage Guard Startup Active
- - 2 2-4?
Recovery Adv. Hit Adv. Guard Adv. Dash
4 5 6 9
MP
MP
COTA psylocke MP.png
Damage Guard Startup Active
- - 4 4
Recovery Adv. Hit Adv. Guard Adv. Dash
7 2 2 2
HP
HP
COTA psylocke HP.png
Damage Guard Startup Active
- - 5 8
Recovery Adv. Hit Adv. Guard Adv. Dash
12 -8 -15 -9
LK
LK
COTA psylocke LK.png
Damage Guard Startup Active
- - 2 2-4
Recovery Adv. Hit Adv. Guard Adv. Dash
2 4 6 6
MK
MK
COTA psylocke MK.png
Damage Guard Startup Active
- - 5-7 6-7
Recovery Adv. Hit Adv. Guard Adv. Dash
3 8 5 5
HK
HK
COTA psylocke HK.png
Damage Guard Startup Active
- - 7 8
Recovery Adv. Hit Adv. Guard Adv. Dash
21(0) -2(15) - -
c.LP
c.LP
COTA psylocke c.LP.png
Damage Guard Startup Active
- - 2 4
Recovery Adv. Hit Adv. Guard Adv. Dash
1 3 5 5
c.MP
c.MP
COTA psylocke c.MP.png
Damage Guard Startup Active
- - 4 4
Recovery Adv. Hit Adv. Guard Adv. Dash
4 6 3 3
c.HP
c.HP
COTA psylocke c.HP.png
Damage Guard Startup Active
- - 5 8
Recovery Adv. Hit Adv. Guard Adv. Dash
15 Launches -5 -5
c.LK
c.LK
COTA psylocke c.LK.png
Damage Guard Startup Active
- - 2 2
Recovery Adv. Hit Adv. Guard Adv. Dash
2 7 6 6
c.MK
c.MK
COTA psylocke c.MK.png
Damage Guard Startup Active
- - 5 4
Recovery Adv. Hit Adv. Guard Adv. Dash
5 Launches 0 0
c.HK
c.HK
COTA psylocke c.HK.png
Damage Guard Startup Active
- - 5 8
Recovery Adv. Hit Adv. Guard Adv. Dash
21 KD -11 -11
6MK
Damage Guard Startup Active
- - 20 6
Recovery Adv. Hit Adv. Guard Adv. Dash
11 1 -6 --
4HK
Damage Guard Startup Active
- - 38 4
Recovery Adv. Hit Adv. Guard Adv. Dash
11 8 -1 --
6HK
Damage Guard Startup Active
- - 7 8
Recovery Adv. Hit Adv. Guard Adv. Dash
19 - - -
j.LP
j.LP
COTA psylocke j.LP.png
Damage Guard Startup Active
- - 2 12
Recovery Adv. Hit Adv. Guard Adv. Dash
4 -- -- --
j.MP
j.MP
COTA psylocke j.MP.png
Damage Guard Startup Active
- - 4 10
Recovery Adv. Hit Adv. Guard Adv. Dash
3 -- -- --
j.HP
j.HP
COTA psylocke j.HP.png
Damage Guard Startup Active
- - 5 14
Recovery Adv. Hit Adv. Guard Adv. Dash
5 -- -- --
j.LK
j.LK
COTA psylocke j.LK.png
Damage Guard Startup Active
- - 2 12
Recovery Adv. Hit Adv. Guard Adv. Dash
5 -- -- --
j.MK
j.MK
COTA psylocke j.MK.png
Damage Guard Startup Active
- - 4 4
Recovery Adv. Hit Adv. Guard Adv. Dash
16 -- -- --
j.HK
j.HK
COTA psylocke j.HK.png
Damage Guard Startup Active
- - 6 10
Recovery Adv. Hit Adv. Guard Adv. Dash
5 -- -- --
236L/M/HP
236L/M/HP
Damage Guard Startup Active
- - 5 proj.
Recovery Adv. Hit Adv. Guard Adv. Dash
42 -- -- --
236LK
236LK
Damage Guard Startup Active
- - 4 12
Recovery Adv. Hit Adv. Guard Adv. Dash
23 1 -20 --
236MK
236MK
Damage Guard Startup Active
- - 4 12
Recovery Adv. Hit Adv. Guard Adv. Dash
35 -6 -27 --
236HK
236HK
Damage Guard Startup Active
- - 4 12
Recovery Adv. Hit Adv. Guard Adv. Dash
41 - - --
j.236L/M/HK
j.236L/M/HK
Damage Guard Startup Active
- - 4 12
Recovery Adv. Hit Adv. Guard Adv. Dash
20 frames after landing - - -
214X
214X
COTA psylocke 214X.png
Damage Guard Startup Active
- - 53 --
Recovery Adv. Hit Adv. Guard Adv. Dash
-- -- -- --
236PP
236PP
COTA psylocke 236PP.png
Damage Guard Startup Active
- - 19 67
Recovery Adv. Hit Adv. Guard Adv. Dash
0 KD/Untechable till grounded 7 --

The Basics

SJ back and psi-flash spam is good for building meter and can be hard for the inexperienced to get around.


Dash s.MP (blocked), back + HK (xx Psi-flash as needed) makes for a good poke and run tactic. Pushback off the blocked attack plus the little backward jump of back+HK takes you quite a ways from the opponent.


Jump forward, j.HP, j.HK can be obnoxious to deal with, and combos on a lot of tall characters. Just be careful of someone jumping up and throwing you.

Advanced Strategy

Combos

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Colossus
Cyclops
Iceman
Omega Red
Psylocke
Sentinel
Silver Samurai
Spiral
Storm
Wolverine