This may have already been said, or may not be too useful.
but alot of people complain about the unmashable with psylocke because they can’t follow up with anything since it’s a normal jump.
Well i add something extra to mine in order for me to land faster, and i’m not sure yet but there may even be a way to make it a juggle instead of a OTG.
The normal Pylocke unmashable:
Launch, RH, ad d/f Lk, lk (not too low is how i do it shrug) then i jump up and i do lk, lk Call Psylocke and usually i may cancel immediately into the temptest.
Here are a few things tho, In normal jumps you can call your assist at any time, some people may not know that, but that isn’t what helps this (this just may help you get the timing more)
But I like to whiff round house after the lk, lk call psylocke and then cancel into temptest, it helps land faster, and the longer you can keep it in roundhouse frame the closer you’ll get to the ground, but you have to keep a balance between getting as much of the RH and not missing the temptest.
Launch, RH, ad d/f Lk, lk , normal jump lk lk call psylocke/RH *whiff *(forgot which i do first) cancel temptest
Then sometimes i can catch them in what seems close to a juggle and continue the combo.
(Note: experiment on different times to cancel RH into temptest, that’s all i can say)
Hope it helped.
(you can also try lp, lk, lp *call psy in a slow dial instead of lk, lk *call psy and you will be able to hit the juggle for sure)