Skullgirls/Parasoul/Strategy: Difference between revisions
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{{SG Character Subnav|char=Parasoul|short=par|sub=1}} | |||
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==Strategy== | ==Strategy== | ||
(WIP) | |||
===Important Moves=== | |||
* '''L Napalm Shot ([4]6LP)''' - Plus on block fireball and leaves a tear on hit or block. | |||
* '''jLK, jHP, Air Throw''' - Strong air to air options. jLK is has great range for its speed. Her air throw has strong vertical reach. jHP has a disjointed hitbox covering a large area, and ignites tears which helps to confirm off it or stay safe on block. | |||
* '''jLP, jHK''' - Disjointed jump ins with great reach and active frames that ignite tears, so they're good to use with Napalm Toss. jLP in particular stays active for a very long time. | |||
* '''2MP''' - Horizontal poke with disjointed hurtbox, and reels Parasoul's hurtboxes back. Can anti-air against IADs from a distance. Especially good to use if there's a tear in range. | |||
* '''5LP''' - Farthest reaching jab in the game and disjointed. At 7f startup it doesn't sacrifice speed either. Use this for whiff punishing. | |||
* '''6LP''' - Quick overhead that can start combo chains just like other light normals. | |||
* '''Reversals''': | |||
** '''Napalm Pillar ([2]8HK)''' - Fully invulnerable and has a good anti air hitbox. | |||
==Meter management== | |||
* She needs 1 bar to combo off her meterless reversal (Napalm Pillar) using Sniper or Bikes | |||
==Counterplay== | ==Counterplay== |
Latest revision as of 14:27, 31 August 2022
Strategy
(WIP)
Important Moves
- L Napalm Shot ([4]6LP) - Plus on block fireball and leaves a tear on hit or block.
- jLK, jHP, Air Throw - Strong air to air options. jLK is has great range for its speed. Her air throw has strong vertical reach. jHP has a disjointed hitbox covering a large area, and ignites tears which helps to confirm off it or stay safe on block.
- jLP, jHK - Disjointed jump ins with great reach and active frames that ignite tears, so they're good to use with Napalm Toss. jLP in particular stays active for a very long time.
- 2MP - Horizontal poke with disjointed hurtbox, and reels Parasoul's hurtboxes back. Can anti-air against IADs from a distance. Especially good to use if there's a tear in range.
- 5LP - Farthest reaching jab in the game and disjointed. At 7f startup it doesn't sacrifice speed either. Use this for whiff punishing.
- 6LP - Quick overhead that can start combo chains just like other light normals.
- Reversals:
- Napalm Pillar ([2]8HK) - Fully invulnerable and has a good anti air hitbox.
Meter management
- She needs 1 bar to combo off her meterless reversal (Napalm Pillar) using Sniper or Bikes
Counterplay