Skullgirls/Parasoul: Difference between revisions
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{{SG Character Intro|char=Parasoul|short=par|content= | |||
==Story== | ==Story== | ||
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Parasoul is now the crown princess of the Canopy Kingdom and leader of its elite military squad, the Black Egrets. Wielding the living umbrella, Krieg, she fights with grace, poise and cunning to defend her family honor and destroy the Skull Heart so no one can repeat her mother’s terrible mistake. | Parasoul is now the crown princess of the Canopy Kingdom and leader of its elite military squad, the Black Egrets. Wielding the living umbrella, Krieg, she fights with grace, poise and cunning to defend her family honor and destroy the Skull Heart so no one can repeat her mother’s terrible mistake. | ||
== | ==Overview== | ||
Parasoul is a flexible charge character with both a strong space control game and mixup/pressure game. Her defining mechanic is her tears, which are mines that linger on the screen and detonate with a big hitbox and lots of hitstun. The threat of tears will deter the opponent from jumping or attacking near them. When nearby, they can be detonated after making contact with certain normals or specials which will open up new confirm opportunities and put trades in her favor. From anywhere, they can be detonated quickly with Napalm Trigger ([2]8LK) to hit opponents attempting to move past them. Tears are useful in many situations, and incorporating them into her already well rounded tool kit will be the key to success with her. | |||
An effective gameplan with her typically is focused around L Napalm Shot ([4]6LP) which controls the opponent on the ground, chips away at their health, and builds meter. The opponent will need to move around L Napalm Shot and the tears it creates, which opens up opportunities to intercept them with her strong set of air buttons or her tall air throw. When she's close she can leverage her fast dash to get in range for her high/low 50/50 game. While she lacks a double jump or airdash, she has some air movement tricks to keep her movement varied. jHK alters her jump arc trajectory, and holding j[MK] will make her float. This not only lets her control her left/right momentum but also grants the ability to 'rocket jump' off a tear explosion. She also has moves with unique properties like jMK (which has rebeat chains), j2MK (which lets her bounce off the opponent and stay above them), and Sniper super (236PP) (which tracks the opponent and is very hard to avoid). | |||
{{StrengthsAndWeaknesses | |||
* ''' | | intro = [[file:SG_par_icon.png|32px]] '''Parasoul''' is an all-rounder charge character that uses fireball zoning, tear traps, and long normals to control space. | ||
* ''' | | pros = | ||
* ''' | *'''Ground control''': Napalm Shots ([4]6P) and tears influence the opponent's movement around the screen. L and H Napalm Shot have to be low profiled or jumped over and the L version is plus on block. Her backdash and forward dash are both quick and let her maintain a good distance between her and the opponent. | ||
*'''Air control''': She can control the air with strong air normals, a tall air throw, and using air Napalm Toss (j214K) > air button to quickly detonate the tear and usually trade favorably. | |||
*'''Mixup and pressure''': Parasoul has two grounded overheads and an instant overhead that is without a doubt unreactable. She also has a fast dash to get in range for her mixup. | |||
*'''Sniper DHC''': Canceling Sniper (236PP) into a DHC at the end of a combo will unscale the sniper shot and add extra damage to any DHC. | |||
*'''Corner carry''': Using Egret Charge ([4]6HK) in combos can almost always carry the opponent to the corner no matter where you started the combo. | |||
| cons = | |||
*'''No fast air movement''': When in the air, the spot where she lands is more predictable than other characters because she has no air actions to quickly change her trajectory. | |||
*'''Tall air hurtbox''': She has a tall air hurtbox, so she is weak when being pressured or reset high above the ground. | |||
*'''Reversal''': Opponents familiar with the matchup can exploit Napalm Pillar's ([2]8HK) dead zone or slower startup in a wakeup situation. Also, the motion for Napalm Pillar makes it difficult to do after stand blocking, or after an absolute guard done from a crouch block. | |||
|tablewidth=80 | |||
}} | |||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=4856}}</div> | |||
}} | |||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_par_duhk.png|'''Napalm Pillar (default assist)''' | |||
Image:SG_par_bfp.png|'''Napalm Shot (default assist)''' | |||
Image:SG_par_bfhk.png|'''Egret Charge ([4]6HK)''' | |||
</gallery> | |||
===Napalm Pillar (default assist)=== | |||
An [[Skullgirls/Team_Building#Invulnerable_DP_assists |invulnerable DP assist]]. Has a great anti-air hitbox. | |||
===Napalm Shot (default assist)=== | |||
Horizontal [[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]] that leaves a tear on contact. The tear will not go away if the point character is hit, only if Parasoul is hit, so it can break the opponent's combos. | |||
The L version is default, it has slow travel time and low recovery. | |||
The M version is sent at a diagonal trajectory in the air. | |||
The H version has the same horizontal trajectory as the L version. It travels faster but has more recovery. | |||
===Egret Charge ([4]6HK)=== | |||
Travels across the screen horizontally and carries the opponent to the wall for a wall bounce on hit. The biker passes through projectiles and other assists. | |||
===Napalm Toss (214K)=== | |||
This assist is not as strong as the above, but it has a unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button. | |||
<br clear=all/> | <br clear=all/> | ||
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| forwardtech = 41 | | forwardtech = 41 | ||
| backwardtech = 40 | | backwardtech = 40 | ||
| slidingkd = | | slidingkd = 84 | ||
| hardkd = 34 | | hardkd = 34 | ||
| crumple = 40 | | crumple = 40 | ||
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==Move List== | ==Move List== | ||
===Character Mechanic: Tears=== | |||
[[Image:SG_par_tears.png|300px|thumb]] | |||
Parasoul can create projectile mines on the screen called tears using Napalm Toss (214K, air OK) and Napalm Shot ([4]6P). | |||
Tears can be detonated by... | |||
* Making contact with certain moves. These moves will have {{Property-SG|Ignites Tears}} listed in the properties section. Tear explosions that make contact with other tears will also cause them to detonate. | |||
* Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen. | |||
* Waiting a fixed amount of time. Tears detonated this way will have a smaller hitbox. | |||
If Parasoul is hit, all tears on screen will disappear without detonating. Only three tears can be on the screen at once. If a new one is created when three are already on screen, the oldest one on the screen will disappear without detonating. | |||
<br clear=all/> | |||
===Standing Normals=== | ===Standing Normals=== | ||
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| | | | ||
* Fastest Parasoul normal, tied with 2LP. | * Fastest Parasoul normal, tied with 2LP. | ||
* Farthest reaching jab in the game, and disjointed | |||
* Great whiff punish as long as you can chain into a combo, has horrible frame data on block/hit though so don't use it on its own | |||
}} | }} | ||
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| framedata = [[File:sg_par_smp_fd.png|left]]}} | | framedata = [[File:sg_par_smp_fd.png|left]]}} | ||
| | | | ||
* Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos. | |||
}} | }} | ||
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| framedata = [[File:sg_par_shp2_fd.png|left]]}} | | framedata = [[File:sg_par_shp2_fd.png|left]]}} | ||
| | | | ||
* Vacuums the opponent towards the ground on air hit | * Vacuums the opponent towards the ground on air hit, useful for anti airing and confirming air hits. | ||
* In combos, used to end chains since the animation leaves enough time to get charge, does good damage, and combos into L Napalm Shot. | |||
}} | }} | ||
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| framedata = [[File:sg_par_slk2_fd.png|left]]}} | | framedata = [[File:sg_par_slk2_fd.png|left]]}} | ||
| | | | ||
* Highest damaging light normal (with both hits), and combos into 5HP or L Napalm Shot, unlike 5LP | |||
* Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears | |||
}} | }} | ||
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| framedata = [[File:sg_par_shk_fd.png|left]]}} | | framedata = [[File:sg_par_shk_fd.png|left]]}} | ||
| | | | ||
* Wall bounces | |||
* Hold 7 when inputting 5HK during your chain to keep backwards charge. | * Hold 7 when inputting 5HK during your chain to keep backwards charge. | ||
}} | }} | ||
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| framedata = [[File:sg_par_cmp_fd.png|left]]}} | | framedata = [[File:sg_par_cmp_fd.png|left]]}} | ||
| | | | ||
* | * Reels Parasoul's hurtbox backwards, strong for poking, anti airing, and burst baits | ||
* Very useful normal when tears are nearby, and can confirm off the resulting explosions from afar with 4HK, L Napalm Shot, or Egret Call. | |||
}} | }} | ||
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| framedata = [[File:sg_par_chp_fd.png|left]]}} | | framedata = [[File:sg_par_chp_fd.png|left]]}} | ||
| | | | ||
* Launcher | |||
* Igniting a tear with this will ruin the launch trajectory, but this can open up combo routes | |||
}} | }} | ||
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| framedata = [[File:sg_par_clk_fd.png|left]]}} | | framedata = [[File:sg_par_clk_fd.png|left]]}} | ||
| | | | ||
* Plus on block low poke | |||
}} | }} | ||
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| framedata = [[File:sg_par_cmk_fd.png|left]]}} | | framedata = [[File:sg_par_cmk_fd.png|left]]}} | ||
| | | | ||
* A medium normal that hits low. Chain into this from 2LK or 6LP as the second hit in your chain. | |||
* Excellent for stagger pressure, catches opponents pressing buttons, or holding up-back. | |||
* Moves Parasoul forward | * Moves Parasoul forward | ||
* Slight low profile | * Slight low profile | ||
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| framedata = [[File:sg_par_chk_fd.png|left]]}} | | framedata = [[File:sg_par_chk_fd.png|left]]}} | ||
| | | | ||
* Sweep | |||
* Moves Parasoul forward significantly. | * Moves Parasoul forward significantly. | ||
}} | }} | ||
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| framedata = [[File:SG_par_jlp_fd.png|left]]}} | | framedata = [[File:SG_par_jlp_fd.png|left]]}} | ||
| | | | ||
* | * Hits in far in front and slightly downwards, is disjointed, and is active for a long time. Very strong air to air button. | ||
* If it whiffs while rising from a normal jump, you don't have time to press anything before she lands. But to get around this you can do rising jLP > air toss > falling button | |||
* When igniting tears with this normal, the resulting explosion is weaker (see Napalm Toss) | * When igniting tears with this normal, the resulting explosion is weaker (see Napalm Toss) | ||
}} | }} | ||
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| framedata = [[File:SG_par_jmp_fd.png|left]]}} | | framedata = [[File:SG_par_jmp_fd.png|left]]}} | ||
| | | | ||
* Hits above Parasoul. A good air normal, but more niche than the rest. | |||
* If it whiffs while rising from a normal jump, you don't have time to press anything before she lands. But to get around this you can do rising jMP > air toss (j214K) > falling button | |||
}} | }} | ||
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| framedata = [[File:SG_par_jhp_fd.png|left]]}} | | framedata = [[File:SG_par_jhp_fd.png|left]]}} | ||
| | | | ||
* | * Fast, big, disjointed air normal that knocks down. Very strong air to air button. | ||
* Also a good button to ignite tears with because of its size. | |||
* If this move is chained into, it can lead to a confirm by hitting OTG after the knock down. If it's done on its own (not from a chain), the opponent can ground tech and prevent the OTG confirm. | |||
* Shrinks Parasoul's hurtbox dramatically. | |||
* If it whiffs while rising from a normal jump, you don't have time to press anything before she lands. But to get around this you can do rising jHP > air toss (j214K) > falling button | |||
* Sends the opponent towards the ground on block, can be land canceled for a punish. | |||
}} | }} | ||
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| framedata = [[File:SG_par_jlk_fd.png|left]]}} | | framedata = [[File:SG_par_jlk_fd.png|left]]}} | ||
| | | | ||
* Air to air that hits in front and slightly higher than jLP. | |||
* Has low total frames, so you can do rising jLK > falling jLK | |||
}} | }} | ||
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| framedata = [[File:SG_par_jmk_fd.png|left]]}} | | framedata = [[File:SG_par_jmk_fd.png|left]]}} | ||
| | | | ||
* Can rebeat to | * An air normal with a lot of unique properties: | ||
* Can chain into j2MK. | ** Holding j[MK] puts Parasoul in a float state that slows her fall and gives the player control of her left/right falling momentum. | ||
* | ** Can rebeat to jLP, jLK, or jMP. | ||
* | ** Can chain into j2MK. | ||
* During the float state, she can cancel into other air normals, even if the initial attack whiffed. | |||
* During the float state, nearby tear explosions will boost Parasoul upwards during the float. Known to some as the 'rocket jump'. | |||
* Ignites tears despite lacking a flame animation visual. | * Ignites tears despite lacking a flame animation visual. | ||
* Hits every standing character while rising, making it an effective fuzzy overhead tool, usually done after jHP's long blockstun. | |||
* Hits while rising as an instant overhead on crouching Eliza and Big Band. | |||
** You can convert with jHP | |||
** It's usually better to IOH using jLP on Big Band since it's faster than jMK. | |||
}} | }} | ||
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| framedata = [[File:SG_par_jhk_fd.png|left]]}} | | framedata = [[File:SG_par_jhk_fd.png|left]]}} | ||
| | | | ||
* | * A downwards hitting attack with multiple hits. | ||
* Shrinks Parasoul's hurtbox dramatically | * Shrinks Parasoul's hurtbox dramatically. | ||
* Adds a small amount of upwards momentum with each hit. Combine rising jHK with normal jump, super jump, and dash jump for many different jump arcs. If used while descending, it will slow her fall. | |||
* Hits while rising as an instant overhead on Beowulf, Cerebella, Eliza, and Big Band. | |||
** If it ignites a tear, you can cancel the first hit into j214LK and then rebeat into jHP for a +42 stage 3 conversion. | |||
** This is only worthwhile on Beowulf and Cerebella since you can instant overhead and convert on Eliza and Big Band with jMK and jLP respectively without a tear setup. | |||
}} | }} | ||
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| framedata = [[File:sg_par_flp_fd.png|left]]}} | | framedata = [[File:sg_par_flp_fd.png|left]]}} | ||
| | | | ||
* 20f overhead that's plus on block and chains into her other normals. | |||
* The recovery is so low that you can use this and 2LK to safely do a 50/50 against slow reversals [https://youtu.be/A2KQM-O7ZPg (video)] | |||
}} | }} | ||
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| framedata = [[File:sg_par_fmp_fd.png|left]]}} | | framedata = [[File:sg_par_fmp_fd.png|left]]}} | ||
| | | | ||
* A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead. | |||
}} | }} | ||
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| framedata = [[File:sg_par_fhp_fd.png|left]]}} | | framedata = [[File:sg_par_fhp_fd.png|left]]}} | ||
| | | | ||
* Boosts damage at the start of a combo dramatically, if you can confirm with it | |||
* Despite the forward input, it can immediately cancel into back charge specials as long as you return to back immediately after inputting 6HP (the same is true for comboing into down charge specials if you input down instead). This is easier to do when buffering 6HP from a chain because of hitstop. | |||
}} | }} | ||
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| framedata = [[File:sg_par_bhk_fd.png|left]]}} | | framedata = [[File:sg_par_bhk_fd.png|left]]}} | ||
| | | | ||
* Quick overhead that can be used at the end of chains and ground bounces. | |||
* Use in combos for corner carry | |||
* Cancel into [4]6LK puts her at -2 on block. | * Cancel into [4]6LK puts her at -2 on block. | ||
* Cancel into [4]6LP puts her at +2 on block. | * Cancel into [4]6LP puts her at +2 on block. | ||
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| framedata = [[File:SG_par_jblk_fd.png|left]]}} | | framedata = [[File:SG_par_jblk_fd.png|left]]}} | ||
| | | | ||
* | * Cross-up move, and multi-hit so it's easy to confirm. Jump over the opponent and do this move on your way down to make them block the other way. | ||
}} | }} | ||
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* Can rebeat to jMK, jMP, jLK, or jLP. | * Can rebeat to jMK, jMP, jLK, or jLP. | ||
* Can chain into itself indefinitely. | * Can chain into itself indefinitely. | ||
* Hits instant overhead on everyone in the cast while crouching, and is the fastest overhead in the game (11f total if done perfectly). The only caveat is she needs an assist or tear setup to combo off it. | * Hits instant overhead on everyone in the cast while crouching, and is the fastest overhead in the game (11f total if done perfectly). The only caveat is she needs an assist or tear setup (... [4]6LP > 2LK > 2MK > [4]6MP > IOH j2MK) to combo off it. | ||
* For an assist punish, you can launch them and use this move repeatedly to get some damage in at super jump height where you're hard to hit | |||
}} | }} | ||
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| | | | ||
* Because this tag is a projectile, it will be canceled out if it comes across another projectile. | * Because this tag is a projectile, it will be canceled out if it comes across another projectile. | ||
* Fastest when used in the corner. | |||
}} | }} | ||
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* Ignites other tears if it touches them. | * Ignites other tears if it touches them. | ||
* {{NotationIcon-SG|LP}} | * {{NotationIcon-SG|LP}} | ||
** Shoots a slow moving horizontal projectile. | ** Shoots a slow moving horizontal projectile. Great move for horizontal space control and pressure. | ||
** Has the least start up and recovery of all the versions, +2 on block point blank | ** Has the least start up and recovery of all the versions, +2 on block point blank | ||
** Has a 4 frame normal buffer, can link into 5MP | ** Has a 4 frame normal buffer, can link into 5MP | ||
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* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Shoots a fast moving horizontal projectile. | ** Shoots a fast moving horizontal projectile. | ||
** Will combo from 5HPx2 from further ranges than L Napalm Shot will, as well as having a longer super cancel window than L Napalm shot, making it useful for combo enders midscreen and in the corner. | |||
* Napalm Shot can't be done if you still have another traveling Napalm Shot on the screen. Once it touches something, you can do Napalm Shot again. | * Napalm Shot can't be done if you still have another traveling Napalm Shot on the screen. Once it touches something, you can do Napalm Shot again. | ||
}} | }} | ||
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* Combo: [2]8HK > 236KK > dash > OTG 5LK | * Combo: [2]8HK > 236KK > dash > OTG 5LK | ||
** With a DHC, it may be better to use sniper instead. | ** With a DHC, it may be better to use sniper instead. | ||
* | * One of the two invulnerable reversals in the game with a flashkick input. | ||
}} | }} | ||
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* Can absorb multiple projectiles on the same frame, but meter is only gained from one projectile per frame. | * Can absorb multiple projectiles on the same frame, but meter is only gained from one projectile per frame. | ||
* Any hit after the first adds 3f of hit stop to attacks hitting the Egret. | * Any hit after the first adds 3f of hit stop to attacks hitting the Egret. | ||
* Will absorb any physical hits from assists as if they were projectiles, gaining the same meter gain per hit, but will not stop the assist from hitting parasoul. | |||
* Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | * Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | ||
}} | }} | ||
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* Hitbox only appears if Parasoul isn't hit during the first 24 frames of summon. | * Hitbox only appears if Parasoul isn't hit during the first 24 frames of summon. | ||
* Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | * Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | ||
* Immediately super canceling this move into Sniper can be a risky but rewarding way to punish zoners from doing an action fullscreen, since if Parasoul is hit out of Sniper, the soldier will still remain active. Getting hit out of Sniper will also eliminate the recovery time of that move, allowing Parasoul to follow up a successful bike hit. | |||
}} | }} | ||
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* Tracks the opponent. | * Tracks the opponent. | ||
* If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire. | * If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire. | ||
* It's an extremely hard super to avoid and if the flash occurs then the opponent will most likely have to block. | |||
* Will fire against assist characters early even if the point is invulnerable. Invincible reversal + assist call is a good way to avoid it. | * Will fire against assist characters early even if the point is invulnerable. Invincible reversal + assist call is a good way to avoid it. | ||
* Extra recovery if hitting the opponent in the air, which prevents a combo in many situations (such as [2]8HK > 236PP). | * Extra recovery if hitting the opponent in the air, which prevents a combo in many situations (such as [2]8HK > 236PP). | ||
* Great super to DHC from, for damage and safety. | |||
** The crumple gives the next character plenty of time to convert into a combo from most distances. | |||
** You can DHC before the sniper shot occurs and it will still fire after the DHC. This means you can combo into this super, DHC before the shot, and then the shot will occur after the DHC resets the damage scaling. | |||
** The sniper shot can also force an opponent in a neutral state to block and provide cover for the next character to DHC into a safe super. | |||
* 2 frames less startup after the flash if used as a DHC | * 2 frames less startup after the flash if used as a DHC | ||
}} | }} | ||
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| framedata = [[File:SG_par_qcfkk_fd.png|left]]}} | | framedata = [[File:SG_par_qcfkk_fd.png|left]]}} | ||
| | | | ||
* Summons six soldiers from the screen behind her. Bikes will hit faster the closer | * Summons six soldiers from the screen behind her. Bikes will hit faster the closer Parasoul is to the corner. | ||
* Explodes when hit by a projectile. Can be reflected by Cerebella. | * Explodes when hit by a projectile. Can be reflected by Cerebella. | ||
* Soldiers are spawned one at a time, and if Parasoul is interrupted, less than 6 soldiers will appear. | * Soldiers are spawned one at a time, and if Parasoul is interrupted, less than 6 soldiers will appear. | ||
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* Parasoul can cancel this super with [4]6LK to interrupt her animation while the Egrets continue to fire, allowing her to dash up and continue to combo on hit or pressure on block. Just be aware that this will cut the invulnerable frames short. | * Parasoul can cancel this super with [4]6LK to interrupt her animation while the Egrets continue to fire, allowing her to dash up and continue to combo on hit or pressure on block. Just be aware that this will cut the invulnerable frames short. | ||
* Opponent can input an action after the flash, because there's not enough super hitstop to cover post flash startup | * Opponent can input an action after the flash, because there's not enough super hitstop to cover post flash startup | ||
* Has a big invulnerability window. Don't end it early with [4]6LK if you need it | |||
* When used to DHC from, the soldiers will continue to fire even after the next character comes in. | * When used to DHC from, the soldiers will continue to fire even after the next character comes in. | ||
}} | }} | ||
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| onpushblock = N/A | | onpushblock = N/A | ||
| superhitstop = N/A}} | | superhitstop = N/A}} | ||
| | |||
* Amount of time it takes for the character to turn invulnerable after they finish performing their assist action. | * Amount of time it takes for the character to turn invulnerable after they finish performing their assist action. | ||
* Longer recovery → more time to punish the assist. | * Longer recovery → more time to punish the assist. | ||
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| text24=Based on [http://wiki.shoryuken.com/Marvel_vs_Capcom_2/Captain_Commando Captain Commando] from Marvel vs Capcom 2. | | text24=Based on [http://wiki.shoryuken.com/Marvel_vs_Capcom_2/Captain_Commando Captain Commando] from Marvel vs Capcom 2. | ||
| text25=Original color palette based on [http://skullgirls.wikia.com/wiki/Annie Annie of the Stars] from Skullgirls. | | text25=Original color palette based on [http://skullgirls.wikia.com/wiki/Annie Annie of the Stars] from Skullgirls. | ||
| text26=Based on [https://scoobydoo.fandom.com/wiki/Daphne_Blake Daphne Blake] from Scooby-Doo. | |||
| text27=Based on [https://overwatch.fandom.com/wiki/Widowmaker Widowmaker] from Overwatch. | | text27=Based on [https://overwatch.fandom.com/wiki/Widowmaker Widowmaker] from Overwatch. | ||
| | | text28=Based on [https://zelda.fandom.com/wiki/Princess_Zelda Zelda] from the Legend of Zelda. | ||
| text29=Based on [https://en.wikipedia.org/wiki/Barbie Barbie], likely specifically her appearance in the [https://en.wikipedia.org/wiki/Barbie_(film) 2023 film]. | |||
| text30=Based on [https://chainsaw-man.fandom.com/wiki/Makima Makima] from Chainsaw Man. Includes Krieg as [https://chainsaw-man.fandom.com/wiki/Pochita Pochita]. | |||
| color1=SG_par_color1.png | | color1=SG_par_color1.png | ||
| color2=SG_par_color2.png | | color2=SG_par_color2.png | ||
Line 1,408: | Line 1,490: | ||
| color24=SG_par_color24.png | | color24=SG_par_color24.png | ||
| color25=SG_par_color25.png | | color25=SG_par_color25.png | ||
| color26=Parasoul_27.png | |||
| color27=Parasoul_26.png | | color27=Parasoul_26.png | ||
| | | color28=SG_par_color28.png | ||
| color29=SG_par_color29.png | |||
| color30=SG_par_color30.png | |||
}} | |||
==Intro Poses== | ==Intro Poses== | ||
Line 1,427: | Line 1,513: | ||
|} | |} | ||
== | == Players to Watch == | ||
{{PlayerList|colorPrefix=SG_par_color|data= | |||
{{PlayerListEntry | |||
|name = Adeveis | |||
|color = 1 | |||
|region = us | |||
|regionNote = IL | |||
|status = Active | |||
|notes = {{CharLink-SG|par| L Shot}}/ {{CharLink-SG|squ| 2HP}}/ {{CharLink-SG|big| M Train}} <br>"That's right, COUGH." - Adeveis <br>[https://www.youtube.com/watch?v=RDSGYdWQ-ac Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Gelato | |||
|color = 19 | |||
|region = us | |||
|regionNote = IL | |||
|status = Active | |||
|notes = {{CharLink-SG|par| Pillar}}/ {{CharLink-SG|dbl| H Bomber}}/ {{CharLink-SG|cer| H LNL}} <br>Bomb | |||
}} | |||
{{PlayerListEntry | |||
|name = Hydra | |||
|color = 1 | |||
|region = us | |||
|status = Active | |||
|notes = {{CharLink-SG|par| L Shot}}/ {{CharLink-SG|fuk| M Clone}}/ {{CharLink-SG|cer| H LNL}} | |||
}} | |||
{{PlayerListEntry | |||
|name = Keninblack | |||
|color = 1 | |||
|region = us | |||
|status = Active (?) | |||
|notes = {{CharLink-SG|par|L Shot}}/ {{CharLink-SG|dbl}} | |||
}} | |||
{{PlayerListEntry | |||
|name = Liam | |||
|color = 10 | |||
|region = ca | |||
|status = Inactive | |||
|notes = {{CharLink-SG|par| H Shot}}/ {{CharLink-SG|dbl| Clide}}/ {{CharLink-SG|rfo| H Beam}} <br>stuff here <br>[https://www.youtube.com/watch?v=CC-Yd7rKgkc Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Noaa <br>[https://twitter.com/victorspection @victorspection ] | |||
|color = 25 | |||
|region = br | |||
|status = Active | |||
|notes = {{CharLink-SG|par| Pillar}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|dbl| L Bomber}} <br> <br>[https://youtu.be/nGtiefQ9B9g?t=7430 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = ncv | |||
|color = 4 | |||
|region = us | |||
|regionNote = IL | |||
|status = Active (?) | |||
|notes = {{CharLink-SG|par| L Shot}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|dbl| L Bomber}} <br> <br> [https://www.youtube.com/watch?v=14qoLzoFP2U&feature=youtu.be&t=1h3m44s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Penpen <br>[https://twitter.com/penpen0860g @penpen0860g] | |||
|color = 24 | |||
|region = jp | |||
|regionNote = 神戸 (Koube) | |||
|status = Active | |||
|notes = {{CharLink-SG|par| L Shot}}/ {{CharLink-SG|dbl| Clide}}/ {{CharLink-SG|beo| H Chair}} (Old team) <br> <br>[https://www.youtube.com/watch?v=QIkBN3AaFlw Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = ShadeMoneh | |||
|color = 24 | |||
|region = us | |||
|status = Active | |||
|notes = {{CharLink-SG|par}}/ {{CharLink-SG|ann|North Knuckle}}/ {{CharLink-SG|fil| H Hairball}} | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 20:19, 17 February 2024
Story
Few know the terrors of the Skullgirl as intimately as Parasoul does: seven years ago her own mother became the Skullgirl that nearly destroyed the world. This tragic past has made her fiercely protective of both her country and her family, and these two priorities frequently come into conflict.
Parasoul is now the crown princess of the Canopy Kingdom and leader of its elite military squad, the Black Egrets. Wielding the living umbrella, Krieg, she fights with grace, poise and cunning to defend her family honor and destroy the Skull Heart so no one can repeat her mother’s terrible mistake.
Overview
Parasoul is a flexible charge character with both a strong space control game and mixup/pressure game. Her defining mechanic is her tears, which are mines that linger on the screen and detonate with a big hitbox and lots of hitstun. The threat of tears will deter the opponent from jumping or attacking near them. When nearby, they can be detonated after making contact with certain normals or specials which will open up new confirm opportunities and put trades in her favor. From anywhere, they can be detonated quickly with Napalm Trigger ([2]8LK) to hit opponents attempting to move past them. Tears are useful in many situations, and incorporating them into her already well rounded tool kit will be the key to success with her.
An effective gameplan with her typically is focused around L Napalm Shot ([4]6LP) which controls the opponent on the ground, chips away at their health, and builds meter. The opponent will need to move around L Napalm Shot and the tears it creates, which opens up opportunities to intercept them with her strong set of air buttons or her tall air throw. When she's close she can leverage her fast dash to get in range for her high/low 50/50 game. While she lacks a double jump or airdash, she has some air movement tricks to keep her movement varied. jHK alters her jump arc trajectory, and holding j[MK] will make her float. This not only lets her control her left/right momentum but also grants the ability to 'rocket jump' off a tear explosion. She also has moves with unique properties like jMK (which has rebeat chains), j2MK (which lets her bounce off the opponent and stay above them), and Sniper super (236PP) (which tracks the opponent and is very hard to avoid).
Assists
Napalm Pillar (default assist)
An invulnerable DP assist. Has a great anti-air hitbox.
Napalm Shot (default assist)
Horizontal Projectile assist that leaves a tear on contact. The tear will not go away if the point character is hit, only if Parasoul is hit, so it can break the opponent's combos.
The L version is default, it has slow travel time and low recovery.
The M version is sent at a diagonal trajectory in the air.
The H version has the same horizontal trajectory as the L version. It travels faster but has more recovery.
Egret Charge ([4]6HK)
Travels across the screen horizontally and carries the opponent to the wall for a wall bounce on hit. The biker passes through projectiles and other assists.
Napalm Toss (214K)
This assist is not as strong as the above, but it has a unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button.
Stats
Chains
Standing | 3 Buttons: or → or → or |
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Crouching | 3 Buttons: or → or → or |
Air | 6 Buttons (w/ rebeat on MK): → → → * → → |
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
---|---|---|---|---|
Medium | Step | No | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
---|---|---|---|---|
41 | 40 | 84 | 34 | 40 |
Move List
Character Mechanic: Tears
Parasoul can create projectile mines on the screen called tears using Napalm Toss (214K, air OK) and Napalm Shot ([4]6P).
Tears can be detonated by...
- Making contact with certain moves. These moves will have Ignites Tears listed in the properties section. Tear explosions that make contact with other tears will also cause them to detonate.
- Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen.
- Waiting a fixed amount of time. Tears detonated this way will have a smaller hitbox.
If Parasoul is hit, all tears on screen will disappear without detonating. Only three tears can be on the screen at once. If a new one is created when three are already on screen, the oldest one on the screen will disappear without detonating.
Standing Normals
Touché Toggle Hitboxes Toggle Hitboxes
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Coup d'arrêt Toggle Hitboxes Toggle Hitboxes
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Arc de Feu Toggle Hitboxes Toggle Hitboxes
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Persistence Toggle Hitboxes Toggle Hitboxes
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Queen's Gambit Toggle Hitboxes Toggle Hitboxes
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Elegance Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Coup Double Toggle Hitboxes Toggle Hitboxes
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Prominence Toggle Hitboxes Toggle Hitboxes
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Virtue Toggle Hitboxes Toggle Hitboxes
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Beauty Toggle Hitboxes Toggle Hitboxes
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Honesty Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Poussée Toggle Hitboxes Toggle Hitboxes
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Crescent Burn Toggle Hitboxes Toggle Hitboxes
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Poêle à Frire Toggle Hitboxes Toggle Hitboxes
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Poise Toggle Hitboxes Toggle Hitboxes
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Grace Toggle Hitboxes Toggle Hitboxes
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Coup Lancé Toggle Hitboxes Toggle Hitboxes
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Command Normals
Pistol Whip Toggle Hitboxes Toggle Hitboxes
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Coulé Toggle Hitboxes Toggle Hitboxes
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Lunge Toggle Hitboxes Toggle Hitboxes
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Forbearance Toggle Hitboxes Toggle Hitboxes
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Spiral Flare Toggle Hitboxes Toggle Hitboxes
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Authority Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Napalm Trap Toggle Hitboxes Toggle Hitboxes
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Canopy Bounce Toggle Hitboxes Toggle Hitboxes
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Motorpool Toggle Hitboxes Toggle Hitboxes
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Banishment Toggle Hitboxes Toggle Hitboxes
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Specials
"Cry, Krieg" Toggle Hitboxes Toggle Hitboxes
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"Cry..." Toggle Hitboxes Toggle Hitboxes
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"Detonate"
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Toggle Hitboxes Toggle Hitboxes
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"Immolate" Toggle Hitboxes Toggle Hitboxes
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"Not now!"
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"Look out, princess!" Toggle Hitboxes Toggle Hitboxes
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"Tally-ho!" Toggle Hitboxes Toggle Hitboxes
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Supers
"Ready, Number 13" Toggle Hitboxes Toggle Hitboxes
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"Egrets, roll out" Toggle Hitboxes Toggle Hitboxes
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"Egrets, assemble!" Toggle Hitboxes Toggle Hitboxes
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Taunt
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"Your turn."
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Based on Mireille Bouquet from Noir. |
Color 4 Original alternate color palette. |
Color 5 Original alternate color palette. |
Color 6 Original alternate color palette. |
Color 7 Original color palette based on Parasoul's fencing uniform from her story mode ending. |
Color 8 Original color palette based on the Black Egret uniform. |
Color 9 Based on Kneesocks from Panty & Stocking with Garterbelt. |
Color 10 Original alternate color palette. |
Color 11 Based on Mitsuru Kirijo from Persona 3. |
Color 12 Based on Oliver Armstrong from Full Metal Alchemist. |
Color 13 Original alternate color palette. |
Color 14 Based on Kula Diamond from King of Fighters. |
Color 15 Based on Alruna, a NPC from Gaia Online designed by Alex Ahad. |
Color 16 Based on the Vocaloid Megurine Luka. |
Color 17 Based on Jessica Rabbit from Who Framed Roger Rabbit? |
Color 18 Based on "Justin Bailey" Samus from Metroid. |
Color 19 Based on Poison Ivy from DC Comics. Crowdfunding request. |
Color 20 Based on Fluttershy from My Little Pony, or Umbrella from Skullgirls. Crowdfunding request. |
Color 21 Based on Char Aznable from Mobile Suit Gundam. Crowdfunding request. |
Color 22 Based on Jean Grey's 1990s era costume from X-Men: The Animated Series. Crowdfunding request. |
Color 23 Based on Kyoko Minazuki from Rival Schools. |
Color 24 Based on Captain Commando from Marvel vs Capcom 2. |
Color 25 Original color palette based on Annie of the Stars from Skullgirls. |
Color 26 Based on Daphne Blake from Scooby-Doo. |
Color 27 Based on Widowmaker from Overwatch. |
Color 28 Based on Zelda from the Legend of Zelda. |
Color 29 Based on Barbie, likely specifically her appearance in the 2023 film. |
Color 30 Based on Makima from Chainsaw Man. Includes Krieg as Pochita. |
Intro Poses
Parasoul has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
Intro pose 1: Hold OR Parasoul bows gracefully. After you, Krieg. Engarde. | |
Intro pose 2: Hold OR Parasoul arrives by helicopter. Target confirmed. For my kingdom. | |
Intro pose 3: Hold OR Parasoul commands the egrets. Egrets, dispatch. This ends... NOW. |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Adeveis | United States IL |
Active | L Shot/ 2HP/ M Train "That's right, COUGH." - Adeveis Example Play | |
Gelato | United States IL |
Active | Pillar/ H Bomber/ H LNL Bomb | |
Hydra | United States |
Active | L Shot/ M Clone/ H LNL | |
Keninblack | United States |
Active (?) | L Shot/ Double | |
Liam | Canada |
Inactive | H Shot/ Clide/ H Beam stuff here Example Play | |
Noaa @victorspection |
Brazil |
Active | Pillar / L Pinion / L Bomber Example Play | |
ncv | United States IL |
Active (?) | L Shot / L Pinion / L Bomber Example Play | |
Penpen @penpen0860g |
Japan 神戸 (Koube) |
Active | L Shot/ Clide/ H Chair (Old team) Example Play | |
ShadeMoneh | United States |
Active | Parasoul/ North Knuckle/ H Hairball |