Skullgirls/Parasoul: Difference between revisions

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[[File:SG_par.jpg|thumb|350px|[[File:SG_par_icon.png|center]]]]
{{SG Character Intro|char=Parasoul|short=par|content=
__TOC__
{{Navigation-SG}}
==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.


==Basics==
==Overview==


Parasoul is a charge character who excels at controlling space. She dominates the mid range with her excellent air to airs and projectiles.
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.


* '''Tears''': Parasoul can leave up to three circular mines on the screen, called tears, using her Napalm Toss special. Her horizontal charge P move, Napalm Shot, will fire a projectile and leave a tear on hit or block. Just doing projectile zoning with Shots will fill the screen with tears, and when you combine that with Toss, tears become a strong way to control even more space, passively or on command.
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).
* '''Command normal mixups''': She has two amazing grounded overheads, one that can be used at the beginning of a chain, and one to end a chain. Whenever Parasoul gets up close, her opponent will always be guessing.
* '''Egrets''': Her horizontal charge K specials will bring in her soldiers, the Black Egrets, for some situational utility. Using the HK version in a combo allows her to carry the opponent all the way to the corner.
* '''Movement''': Her ground dash moves her forward a large set distance quickly, so she can close distance easily from mid range. Her backdash is comparable in speed and distance to her forward dash, as opposed to most other characters who have a weaker backdash than their forward dash. Her super jump used with jHK lets her safely reach a high height quickly, where she can make the opponent respect her jump options. She can alter her air trajectory slightly with air tear toss and jMK.
* '''Reversals''': She has a meterless invulnerable reversal on a flash kick ([2]8) input. Comes with a major weakness, which is a big blind spot on its hitbox. This still makes it great for anti-airing but can easily be baited to whiff as a reversal. Neither of her level 1 supers provide reliable invulnerability but are still useful in other ways.


'''Important Moves'''
{{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.


* L Napalm Shot - For horizontal control and pressure, and leaves a tear on hit or block.
===Napalm Shot (default assist)===
* j.LP, j.HP - Disjointed air normals with great reach that ignite tears, so they're good to use with Napalm Toss. j.LP in particular stays active for a very long time.
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.
* 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 - 20f overhead with short recovery, and chains into other normals
* Napalm Pillar ([2]8HK) - An invulnerable reversal, and to anti-air predictable jump-ins


===Tears===
The L version is default, it has slow travel time and low recovery.
[[Image:SG_par_tears.png|300px|thumb]]
 
Parasoul can create projectile mines on the screen called tears using her Napalm Toss (214K) and Napalm Shot ([4]6P) special moves. They will detonate on their own after waiting a certain amount of time.
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.


Manual detonation is possible through...
===Egret Charge ([4]6HK)===
* Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen
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.
* Making contact with certain moves. These moves will have 'ignites tears' listed in the properties section.
* Making contact with other tear explosions


Manually detonated tears will have a bigger hitbox. Only three tears can be on the screen at once. If a new one is created, the oldest one on the screen will disappear without detonating. If Parasoul is hit, all tears on screen will disappear without detonating.
===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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{{CharacterData-SG
{{CharacterData-SG
| weight=Medium
| weight         = Medium
| dash=Step
| dash           = Step
| doublejump=No
| doublejump     = No
| airdash=No
| airdash       = No
| iadlockout=N/A
| iadlockout     = N/A
| forwardtech=41
| forwardtech   = 41
| backwardtech=40
| backwardtech   = 40
| slidingkd=0
| slidingkd     = 84
| hardkd=34
| hardkd         = 34
| crumple=40
| crumple       = 40
| assistrecovery=57
| standingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| standingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| crouchingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| crouchingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| airchain       = 6 Buttons (w/ rebeat on MK): {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} * → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}}
| airchain=6 Buttons (w/ rebeat on MK): {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} * → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}}
}}
}}


<nowiki>*</nowiki> jMK and j2MK can rebeat to jLP or jLK
==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.


==Move List==
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===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_slp.png|225px]]
| pic     = [[File:sg_par_slp.png|225px]]
| caption=Touché
| hitbox = [[File:SG_par_slp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/archive/c/cc/20180403192036%21SG_par_slp_hb.png View hitbox]
| caption = Touché
 
| name   = 5LP
| name=5LP
| input   = '''s.'''{{NotationIcon-SG|LP}}
| input='''s.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1
| version     = x1
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=300
| dmg         = 300
| meter=2.5%
| meter       = 2.5%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=21
| recovery     = 21
| hitstop=7
| hitstop     = 7
| hitstun=14
| hitstun     = 14
| blockstun=17
| blockstun   = 17
| onhit=-9
| onhit       = -9
| onblock=-6
| onblock     = -6
| framedata=[[File:sg_par_slp1_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_slp1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x2
| version     = x2
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=200
| dmg         = 200
| meter=2.5%
| meter       = 2.5%
| startup=10
| startup     = 10
| active=3
| active       = 3
| recovery=22
| recovery     = 22
| hitstop=7
| hitstop     = 7
| hitstun=14
| hitstun     = 14
| blockstun=17
| blockstun   = 17
| onhit=-10
| onhit       = -10
| onblock=-7
| onblock     = -7
| framedata=[[File:sg_par_slp2_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_slp2_fd.png|left]]}}
|
|
<br>
* Fastest Parasoul normal, tied with 2LP.
* Farthest reaching jab in the game, and disjointed
* Farthest reaching jab in the game, and disjointed
* Tied for Parasoul's fastest normal with 2LP. If you need your fastest move for a punish, just use this instead of 2LP since it can punish from a much farther range and is just as fast.
* 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
* Very minus on block and hit, so this normal is ideal for whiff punishing and confirming into a combo, not for tick throw setups or pressure in general.
}}
<br>
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_smp.png|225px]]
| pic     = [[File:sg_par_smp.png|225px]]
| caption=Coup d'arrêt
| hitbox = [[File:SG_par_smp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/e/e5/SG_par_smp_hb.png View hitbox]
| caption = Coup d'arrêt
 
| name   = 5MP
| name=5MP
| input   = '''s.'''{{NotationIcon-SG|MP}}
| input='''s.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=525
| dmg         = 525
| meter=7.5%
| meter       = 7.5%
| startup=10
| startup     = 10
| active=3
| active       = 3
| recovery=29
| recovery     = 29
| hitstop=9
| hitstop     = 9
| hitstun=21
| hitstun     = 21
| blockstun=20
| blockstun   = 20
| onhit=-10
| onhit       = -10
| onblock=-11
| onblock     = -11
| framedata=[[File:sg_par_smp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_smp_fd.png|left]]}}
|
|
<br>
* Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.
* Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_shp.png|225px]]
| pic     = [[File:sg_par_shp.png|225px]]
| caption=Arc de Feu
| hitbox = [[File:SG_par_shp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/4/44/SG_par_shp_hb.png View hitbox]
| caption = Arc de Feu
 
| name   = 5HP
| name=5HP
| input   = '''s.'''{{NotationIcon-SG|HP}}
| input='''s.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1
| version     = x1
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Chains Into Self}},<br>{{Property-SG|Ignites Tears}}
| dmg=700
| dmg         = 700
| meter=4.5%
| meter       = 4.5%
| startup=19
| startup     = 19
| active=3
| active       = 3
| recovery=24
| recovery     = 24
| hitstop=11
| hitstop     = 11
| hitstun=23
| hitstun     = 23
| blockstun=23
| blockstun   = 23
| onhit=-3
| onhit       = -3
| onblock=-7
| onblock     = -7
| framedata=[[File:sg_par_shp1_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_shp1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x2
| version     = x2
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=750
| dmg         = 750
| meter=5%
| meter       = 5%
| startup=14
| startup     = 14
| active=2
| active       = 2
| recovery=24
| recovery     = 24
| hitstop=11
| hitstop     = 11
| hitstun=24
| hitstun     = 24
| blockstun=20
| blockstun   = 20
| onhit=-1
| onhit       = -1
| onblock=-9
| onblock     = -9
| framedata=[[File:sg_par_shp2_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_shp2_fd.png|left]]}}
|
|
<br>
* Vacuums the opponent towards the ground on air hit, useful for anti airing and confirming air hits.
* High damage normal that hits twice. You'll be ending most of your ground chains with this since it gives you plenty of time to get a back charge no matter the situation, is a great source of damage, and combos into L Napalm Shot.
* In combos, used to end chains since the animation leaves enough time to get charge, does good damage, and combos into L Napalm Shot.
* It vacuums the opponent towards the ground on air hit, so it can also be used for confirming air hits or as a situational anti air.
}}
<br>
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_slk.png|225px]]
| pic     = [[File:sg_par_slk.png|225px]]
| caption=Persistence
| hitbox = [[File:SG_par_slk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/5b/SG_par_slk_hb.png View hitbox]
| caption = Persistence
 
| name   = 5LK
| name=5LK
| input   = '''s.'''{{NotationIcon-SG|LK}}
| input='''s.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1
| version     = x1
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=300
| dmg         = 300
| meter=2.5%
| meter       = 2.5%
| startup=8
| startup     = 8
| active=3
| active       = 3
| recovery=20
| recovery     = 20
| hitstop=7
| hitstop     = 7
| hitstun=20
| hitstun     = 20
| blockstun=17 (19 vs air)
| blockstun   = 17 (19 vs air)
| onhit=-2
| onhit       = -2
| onblock=-5
| onblock     = -5
| framedata=[[File:sg_par_slk1_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_slk1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x2
| version     = x2
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=250
| dmg         = 250
| meter=2.5%
| meter       = 2.5%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=20
| recovery     = 20
| hitstop=7
| hitstop     = 7
| hitstun=20
| hitstun     = 20
| blockstun=17 (19 vs air)
| blockstun   = 17 (19 vs air)
| onhit=-2
| onhit       = -2
| onblock=-5
| onblock     = -5
| framedata=[[File:sg_par_slk2_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_slk2_fd.png|left]]}}
|
|
<br>
* Highest damaging light normal (with both hits), and combos into 5HP or L Napalm Shot, unlike 5LP
* 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
* Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears
<br>
}}
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_smk.png|225px]]
| pic     = [[File:sg_par_smk.png|225px]]
| caption=Queen's Gambit
| hitbox = [[File:SG_par_smk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/6/6c/SG_par_smk_hb.png View hitbox]
| caption = Queen's Gambit
 
| name   = 5MK
| name=5MK
| input   = '''s.'''{{NotationIcon-SG|MK}}
| input='''s.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1
| version     = x1
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=400
| dmg         = 400
| meter=3.75%
| meter       = 3.75%
| startup=11
| startup     = 11
| active=4
| active       = 4
| recovery=21
| recovery     = 21
| hitstop=10
| hitstop     = 10
| hitstun=21
| hitstun     = 21
| blockstun=24
| blockstun   = 24
| onhit=-3
| onhit       = -3
| onblock=±0
| onblock     = ±0
| framedata=[[File:sg_par_smk1_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_smk1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x2
| version     = x2
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=300
| dmg         = 300
| meter=3.75%
| meter       = 3.75%
| startup=10
| startup     = 10
| active=3
| active       = 3
| recovery=26
| recovery     = 26
| hitstop=9
| hitstop     = 9
| hitstun=21
| hitstun     = 21
| blockstun=24
| blockstun   = 24
| onhit=-7
| onhit       = -7
| onblock=-4
| onblock     = -4
| framedata=[[File:sg_par_smk2_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_smk2_fd.png|left]]}}
|
|
<br>
* 1st hit moves Parasoul moves Parasoul forward significantly.
* 1st hit moves Parasoul more forward than any of her other medium normals, allowing for more consistent combos from farther away. However, also be aware the 2nd hit pushes the opponent further away.
}}
* Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears
<br>
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_shk.png|225px]]
| pic     = [[File:sg_par_shk.png|225px]]
| caption=Elegance
| hitbox = [[File:SG_par_shk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/4/42/SG_par_shk_hb.png View hitbox]
| caption = Elegance
 
| name   = 5HK
| name=5HK
| input   = '''s.'''{{NotationIcon-SG|HK}}
| input='''s.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=1100
| dmg         = 1100
| meter=10%
| meter       = 10%
| startup=16
| startup     = 16
| active=3
| active       = 3
| recovery=33
| recovery     = 33
| hitstop=12
| hitstop     = 12
| hitstun=26
| hitstun     = 26
| blockstun=21
| blockstun   = 21
| onhit={{Property-SG|Wall Bounce}}
| onhit       = {{Property-SG|Wall Bounce}}
| onblock=-14
| onblock     = -14
| framedata=[[File:sg_par_shk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_shk_fd.png|left]]}}
|
|
<br>
* Wall bounces
* It is possible to keep a backwards charge during this move to combo into Napalm Shot, despite its overlapping input with 4HK. To do so, just hold 7 when inputting 5HK during your chain.
* Hold 7 when inputting 5HK during your chain to keep backwards charge.
<br>
}}
|
|
|
|
|}}


===Crouching Normals===
===Crouching Normals===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_clp.png|225px]]
| pic     = [[File:sg_par_clp.png|225px]]
| caption=Garde
| hitbox = [[File:SG_par_clp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/b/b7/SG_par_clp_hb.png View hitbox]
| caption = Garde
 
| name   = 2LP
| name=2LP
| input   = '''c.'''{{NotationIcon-SG|LP}}
| input='''c.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=200
| dmg         = 200
| meter=2.5%
| meter       = 2.5%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=13
| recovery     = 13
| hitstop=7
| hitstop     = 7
| hitstun=18
| hitstun     = 18
| blockstun=19
| blockstun   = 19
| onhit=+3
| onhit       = +3
| onblock=+4
| onblock     = +4
| framedata=[[File:sg_par_clp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_clp_fd.png|left]]}}
|
|
<br>
* Parasoul's most advantageous normal on block, and tied for fastest normal with 5LP.
* Parasoul's most advantageous normal on block, and tied for fastest normal with 5LP.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_cmp.png|225px]]
| pic     = [[File:sg_par_cmp.png|225px]]
| caption=Coup Double
| hitbox = [[File:SG_par_cmp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/0/0a/SG_par_cmp_hb.png View hitbox]
| caption = Coup Double
 
| name   = 2MP
| name=2MP
| input   = '''c.'''{{NotationIcon-SG|MP}}
| input='''c.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=350 x2
| dmg         = 350 x2
| meter=3.75% x2
| meter       = 3.75% x2
| startup=11
| startup     = 11
| active=3, (5 OR 3 on hit/block), 3
| active       = 3, (5 OR 3 on hit/block), 3
| recovery=21
| recovery     = 21
| hitstop=4, 9
| hitstop     = 4, 9
| hitstun=21 x2
| hitstun     = 21 x2
| blockstun=16 x2
| blockstun   = 16 x2
| onhit=-2
| onhit       = -2
| onblock=-7
| onblock     = -7
| framedata=[[File:sg_par_cmp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_cmp_fd.png|left]]}}
|
|
<br>
* Reels Parasoul's hurtbox backwards, strong for poking, anti airing, and burst baits
* Reels Parasoul's hurtbox backwards making it not only a generally safe horizontal poke, but also a safe tool for 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.
* Very useful normal when tears are nearby, and can confirm off the resulting explosions from afar with 4HK, L Napalm Shot, or Egret Call.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_chp.png|225px]]
| pic     = [[File:sg_par_chp.png|225px]]
| caption=Prominence
| hitbox = [[File:SG_par_chp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/50/SG_par_chp_hb.png View hitbox]
| caption = Prominence
 
| name   = 2HP
| name=2HP
| input   = '''c.'''{{NotationIcon-SG|HP}}
| input='''c.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Launcher}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Launcher}},<br>{{Property-SG|Ignites Tears}}
| dmg=950
| dmg         = 950
| meter=10%
| meter       = 10%
| startup=16
| startup     = 16
| active=2
| active       = 2
| recovery=32
| recovery     = 32
| hitstop=10
| hitstop     = 10
| hitstun=30
| hitstun     = 30
| blockstun=18
| blockstun   = 18
| onhit=-3
| onhit       = -3
| onblock=-15
| onblock     = -15
| framedata=[[File:sg_par_chp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_chp_fd.png|left]]}}
|
|
<br>
* Launcher
* Parasoul's launcher
* Igniting a tear with this will ruin the launch trajectory, but this can open up combo routes
* Be aware that using this move when tears are nearby will interrupt the opponent being launched. It can still be converted from if you are aware of it, though, and can even increase combo potential.
}}
* Because it hits behind parasoul slightly, it can detonate tears from behind parasoul as well, making it a somewhat useful tool when detonating close by tears as a defensive option
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_clk.png|225px]]
| pic     = [[File:sg_par_clk.png|225px]]
| caption=Virtue
| hitbox = [[File:SG_par_clk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/d/d5/SG_par_clk_hb.png View hitbox]
| caption = Virtue
 
| name   = 2LK
| name=2LK
| input   = '''c.'''{{NotationIcon-SG|LK}}
| input='''c.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties=-
| properties   = -
| dmg=200
| dmg         = 200
| meter=2.5%
| meter       = 2.5%
| startup=8
| startup     = 8
| active=3
| active       = 3
| recovery=15
| recovery     = 15
| hitstop=7
| hitstop     = 7
| hitstun=19
| hitstun     = 19
| blockstun=18
| blockstun   = 18
| onhit=+2
| onhit       = +2
| onblock=+1
| onblock     = +1
| framedata=[[File:sg_par_clk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_clk_fd.png|left]]}}
|
|
<br>
* Plus on block low poke
* Fast, low poke with decent range.
}}
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_cmk.png|225px]]
| pic     = [[File:sg_par_cmk.png|225px]]
| caption=Beauty
| hitbox = [[File:SG_par_cmk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/2/2a/SG_par_cmk_hb.png View hitbox]
| caption = Beauty
 
| name   = 2MK
| name=2MK
| input   = '''c.'''{{NotationIcon-SG|MK}}
| input='''c.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties=-
| properties   = -
| dmg=575
| dmg         = 575
| meter=7.5%
| meter       = 7.5%
| startup=13
| startup     = 13
| active=4
| active       = 4
| recovery=19
| recovery     = 19
| hitstop=9
| hitstop     = 9
| hitstun=22
| hitstun     = 22
| blockstun=18
| blockstun   = 18
| onhit=±0
| onhit       = ±0
| onblock=-4
| onblock     = -4
| framedata=[[File:sg_par_cmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_cmk_fd.png|left]]}}
|
|
<br>
* A medium normal that hits low. Chain into this from 2LK or 6LP as the second hit in your chain.
* 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 after blocking 2LK.
* Excellent for stagger pressure, catches opponents pressing buttons, or holding up-back.
* Low profiles, so it can be used to dodge some projectiles.
* Moves Parasoul forward
<br>
* Slight low profile
|
}}
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_chk.png|225px]]
| pic     = [[File:sg_par_chk.png|225px]]
| caption=Honesty
| hitbox = [[File:SG_par_chk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/c/c2/SG_par_chk_hb.png View hitbox]
| caption = Honesty
 
| name   = 2HK
| name=2HK
| input   = '''c.'''{{NotationIcon-SG|HK}}
| input='''c.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties={{Property-SG|Sweep}}
| properties   = {{Property-SG|Sweep}}
| dmg=1050
| dmg         = 1050
| meter=10%
| meter       = 10%
| startup=18
| startup     = 18
| active=4
| active       = 4
| recovery=30
| recovery     = 30
| hitstop=11
| hitstop     = 11
| hitstun=15
| hitstun     = 15
| blockstun=18
| blockstun   = 18
| onhit={{Property-SG|Soft KD (Invuln.)}}
| onhit       = {{Property-SG|Soft KD (Invuln.)}}
| onblock=-15
| onblock     = -15
| framedata=[[File:sg_par_chk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_chk_fd.png|left]]}}
|
|
<br>
* Sweep
* Low profiles and moves Parasoul forward quite a bit
* Moves Parasoul forward significantly.
<br>
}}
|
|
|
|
|}}


===Jumping Normals===
===Jumping Normals===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jlp.png|225px]]
| pic     = [[File:SG_par_jlp.png|225px]]
| caption=Poussée
| hitbox = [[File:SG_par_jlp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/8/8e/SG_par_jlp_hb.png View hitbox]
| caption = Poussée
 
| name   = jLP
| name=jLP
| input   = '''j.'''{{NotationIcon-SG|LP}}
| input='''j.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=250
| dmg         = 250
| meter=2.5%
| meter       = 2.5%
| startup=8
| startup     = 8
| active=12
| active       = 12
| recovery=11
| recovery     = 11
| hitstop=8
| hitstop     = 8
| hitstun=19
| hitstun     = 19
| blockstun=22
| blockstun   = 22
| onhit=-3
| onhit       = -3
| onblock=±0
| onblock     = ±0
| framedata=[[File:SG_par_jlp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jlp_fd.png|left]]}}
|
|
<br>
* Hits in far in front and slightly downwards, is disjointed, and is active for a long time. Very strong air to air button.
* Amazing disjointed air to air that is active for a long time.
* 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)
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jmp.png|225px]]
| pic     = [[File:SG_par_jmp.png|225px]]
| caption=Crescent Burn
| hitbox = [[File:SG_par_jmp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/2/23/SG_par_jmp_hb.png View hitbox]
| caption = Crescent Burn
 
| name   = jMP
| name=jMP
| input   = '''j.'''{{NotationIcon-SG|MP}}
| input='''j.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=600
| dmg         = 600
| meter=7.5%
| meter       = 7.5%
| startup=14
| startup     = 14
| active=4
| active       = 4
| recovery=14
| recovery     = 14
| hitstop=10
| hitstop     = 10
| hitstun=28
| hitstun     = 28
| blockstun=20
| blockstun   = 20
| onhit=+11
| onhit       = +11
| onblock=+3
| onblock     = +3
| framedata=[[File:SG_par_jmp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jmp_fd.png|left]]}}
|
|
<br>
* Hits above Parasoul. A good air normal, but more niche than the rest.
* Not as fast as her light normals, but out of all her air normals it hits at the highest angle.
* 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
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jhp.png|225px]]
| pic     = [[File:SG_par_jhp.png|225px]]
| caption=Poêle à Frire
| hitbox = [[File:SG_par_jhp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/7/7d/SG_par_jhp_hb.png View hitbox]
| caption = Poêle à Frire
 
| name   = jHP
| name=jHP
| input   = '''j.'''{{NotationIcon-SG|HP}}
| input='''j.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=900
| dmg         = 900
| meter=10%
| meter       = 10%
| startup=14
| startup     = 14
| active=6
| active       = 6
| recovery=20
| recovery     = 20
| hitstop=12
| hitstop     = 12
| hitstun=30
| hitstun     = 30
| blockstun=27
| blockstun   = 27
| onhit={{Property-SG|Soft KD}} (vs air),<br>{{Property-SG|KD}} (vs air, chained into)
| onhit       = {{Property-SG|Soft KD}} (vs air),<br>{{Property-SG|KD}} (vs air, chained into)
| onblock=-10
| onblock     = -10
| framedata=[[File:SG_par_jhp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jhp_fd.png|left]]}}
|
|
<br>
* Fast, big, disjointed air normal that knocks down. Very strong air to air button.
* Big and disjointed air normal
* Also a good button to ignite tears with because of its size.
* Can only combo off the ground bounce of this move if it is chained into. If it's done alone, the opponent can ground tech without the opportunity for a combo.
* 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.
<br>
* 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.
|
}}
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jlk.png|225px]]
| pic     = [[File:SG_par_jlk.png|225px]]
| caption=Poise
| hitbox = [[File:SG_par_jlk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/3/31/SG_par_jlk_hb.png View hitbox]
| caption = Poise
 
| name   = jLK
| name=jLK
| input   = '''j.'''{{NotationIcon-SG|LK}}
| input='''j.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=250
| dmg         = 250
| meter=2.5%
| meter       = 2.5%
| startup=7
| startup     = 7
| active=6
| active       = 6
| recovery=12
| recovery     = 12
| hitstop=8
| hitstop     = 8
| hitstun=19
| hitstun     = 19
| blockstun=22
| blockstun   = 22
| onhit=+2
| onhit       = +2
| onblock=+5
| onblock     = +5
| framedata=[[File:SG_par_jlk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jlk_fd.png|left]]}}
|
|
<br>
* Air to air that hits in front and slightly higher than jLP.
* Not disjointed like jLP, but hits at a higher angle.
* Has low total frames, so you can do rising jLK > falling jLK
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jmk.png|225px]]
| pic     = [[File:SG_par_jmk.png|225px]]
| caption=Grace
| hitbox = [[File:SG_par_jmk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/4/4c/SG_par_jmk_hb.png View hitbox]
| caption = Grace
 
| name   = jMK
| name=jMK
| input   = '''j.'''{{NotationIcon-SG|MK}}
| input='''j.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}},<br>{{Property-SG|Chains Backwards}}
| properties   = {{Property-SG|Ignites Tears}},<br>{{Property-SG|Chains Backwards}}
| dmg=550
| dmg         = 550
| meter=7.5%
| meter       = 7.5%
| startup=14
| startup     = 14
| active=3
| active       = 3
| recovery=8
| recovery     = 8
| hitstop=10
| hitstop     = 10
| hitstun=22
| hitstun     = 22
| blockstun=20
| blockstun   = 20
| onhit=+12
| onhit       = +12
| onblock=+10
| onblock     = +10
| framedata=[[File:SG_par_jmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jmk_fd.png|left]]}}
|
|
<br>
* An air normal with a lot of unique properties:
* Can chain backwards to j.MP, j.LK, or j.LK.
** Holding j[MK] puts Parasoul in a float state that slows her fall and gives the player control of her left/right falling momentum.
* Despite the animation, it will ignite tears.
** Can rebeat to jLP, jLK, or jMP.
* Holding j.MK holds the pose after the attack to float to the ground. This float also puts Parasoul in control of her left/right falling momentum. During this state, she can also use her chains (including rebeat) even if the attack whiffed.
** Can chain into j2MK.
** When combined with a super jump, it allows Parasoul to travel far disatances safe from many opponent's attacks. Floating backwards allows her to evaluate a situation and bait out anti-air attempts
* During the float state, she can cancel into other air normals, even if the initial attack whiffed.
** Nearby tear explosions will propel Parasoul upwards during the float.
* 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.
<br>
* 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.
|
}}
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jhk.png|225px]]
| pic     = [[File:SG_par_jhk.png|225px]]
| caption=Coup Lancé
| hitbox = [[File:SG_par_jhk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/4/47/SG_par_jhk_hb.png View hitbox]
| caption = Coup Lancé
 
| name   = jHK
| name=jHK
| input   = '''j.'''{{NotationIcon-SG|HK}}
| input='''j.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=300 x5
| dmg         = 300 x5
| meter=1.7% x5
| meter       = 1.71% x5
| startup=15
| startup     = 15
| active=3, 3, 3, 3, 3
| active       = 3, 3, 3, 3, 3
| recovery=12
| recovery     = 12
| hitstop=4 x5
| hitstop     = 4 x5
| hitstun=22 x5
| hitstun     = 22 x5
| blockstun=21 x5
| blockstun   = 21 x5
| onhit=+8
| onhit       = +8
| onblock=+7
| onblock     = +7
| framedata=[[File:SG_par_jhk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jhk_fd.png|left]]}}
|
|
<br>
* A downwards hitting attack with multiple hits.
* Multi-hit jump in attack that shrinks Parasoul's hurtbox, making her safer from attacks while jumping. This is especially useful since her normal jumping hurtbox is quite big.
* Shrinks Parasoul's hurtbox dramatically.
* Since it's multi hit, if they block, Parasoul can vary their pushblock timing by canceling into an air Napalm Toss. This can also create a mixup situation, since air Napalm Toss can be canceled into normals. j.HK xx Toss xx j.LK for overhead, or j.HK xx Toss, 2LK for low
* 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.
* Use it while rising to get to super jump height safely
* Hits while rising as an instant overhead on Beowulf, Cerebella, Eliza, and Big Band.
* Like all multi-hit jump normals, only the first hit that makes contact (hit or block) is high. The subsequent hits become mid
** If it ignites a tear, you can cancel the first hit into j214LK and then rebeat into jHP for a +42 stage 3 conversion.
<br>
** 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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|}}


===Command Normals===
===Command Normals===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_flp.png|225px]]
| pic     = [[File:sg_par_flp.png|225px]]
| caption=Pistol Whip
| hitbox = [[File:SG_par_flp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/3/34/SG_par_flp_hb.png View hitbox]
| caption = Pistol Whip
 
| name   = 6LP
| name=6LP
| input   = [[File:6.gif]] + {{NotationIcon-SG|LP}}
| input='''f.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=375
| dmg         = 375
| meter=2.5%
| meter       = 2.5%
| startup=20
| startup     = 20
| active=4
| active       = 4
| recovery=12
| recovery     = 12
| hitstop=9
| hitstop     = 9
| hitstun=19
| hitstun     = 19
| blockstun=16
| blockstun   = 16
| onhit=+4
| onhit       = +4
| onblock=+1
| onblock     = +1
| framedata=[[File:sg_par_flp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_flp_fd.png|left]]}}
|
|
<br>
* 20f overhead that's plus on block and chains into her other normals.
* The fearsome pistol whip is Parasoul's fastest grounded overhead. Stick this in at the start of your chains to keep them guessing between 6LP and 2LK.
* Hit confirm with 6LP > 2MK
* 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)]
* 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)]
<br>
}}
|
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|
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_fmp.png|225px]]
| pic     = [[File:sg_par_fmp.png|225px]]
| caption=Coulé
| hitbox = [[File:SG_par_fmp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/d/d3/SG_par_fmp_hb.png View hitbox]
| caption = Coulé
 
| name   = 6MP
| name=6MP
| input   = [[File:6.gif]] + {{NotationIcon-SG|MP}}
| input='''f.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=500
| dmg         = 500
| meter=7.5%
| meter       = 7.5%
| startup=17
| startup     = 17
| active=3
| active       = 3
| recovery=29
| recovery     = 29
| hitstop=9
| hitstop     = 9
| hitstun=22
| hitstun     = 22
| blockstun=18
| blockstun   = 18
| onhit=-9
| onhit       = -9
| onblock=-13
| onblock     = -13
| framedata=[[File:sg_par_fmp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_fmp_fd.png|left]]}}
|
|
<br>
* A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead.
* A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead.
<br>
}}
|
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_fhp.png|225px]]
| pic     = [[File:sg_par_fhp.png|225px]]
| caption=Lunge
| hitbox = [[File:SG_par_fhp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/5d/SG_par_fhp_hb.png View hitbox]
| caption = Lunge
 
| name   = 6HP
| name=6HP
| input   = [[File:6.gif]] + {{NotationIcon-SG|HP}}
| input='''f.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=1200
| dmg         = 1200
| meter=10%
| meter       = 10%
| startup=21
| startup     = 21
| active=4
| active       = 4
| recovery=25
| recovery     = 25
| hitstop=12
| hitstop     = 12
| hitstun=28
| hitstun     = 28
| blockstun=20
| blockstun   = 20
| onhit=±0
| onhit       = ±0
| onblock=-8
| onblock     = -8
| framedata=[[File:sg_par_fhp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_fhp_fd.png|left]]}}
|
|
<br>
* Boosts damage at the start of a combo dramatically, if you can confirm with it
* Used as a replacement for 5HP in combos for more damaging routes. Despite the forward input, it can combo into L Napalm Shot as long as you return to back immediately after inputting 6HP. This is easier to do if 6HP is chained from 2MK, due to the input buffer / hitstop. Not a good idea to hitconfirm with, since you lose a backwards charge for L Napalm Shot.
* 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.
<br>
}}
|
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:sg_par_bhk.png|225px]]
| pic     = [[File:sg_par_bhk.png|225px]]
| caption=Forbearance
| hitbox = [[File:SG_par_bhk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/0/03/SG_par_bhk_hb.png View hitbox]
| caption = Forbearance
 
| name   = 4HK
| name=4HK
| input   = [[File:4.gif]] + {{NotationIcon-SG|HK}}
| input='''b.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=1050
| dmg         = 1050
| meter=10%
| meter       = 10%
| startup=22
| startup     = 22
| active=3
| active       = 3
| recovery=27
| recovery     = 27
| hitstop=13
| hitstop     = 13
| hitstun=16
| hitstun     = 16
| blockstun=19
| blockstun   = 19
| onhit={{Property-SG|Ground Bounce}}
| onhit       = {{Property-SG|Ground Bounce}}
| onblock=-10
| onblock     = -10
| framedata=[[File:sg_par_fhp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:sg_par_bhk_fd.png|left]]}}
|
|
<br>
* Quick overhead that can be used at the end of chains and ground bounces.
* Parasoul's second grounded overhead that can be placed at the end of her chains. Cancel into Egret Call or L Napalm Shot on hit or block. L Napalm Shot will leave you more advantageous on block, but it sometimes won't be a true blockstring from far distances so be wary.  
* Use in combos for corner carry
* When used in combos, can cancel into Egret Charge which will carry the opponent all the way to the corner!
* Cancel into [4]6LK puts her at -2 on block.
<br>
* Cancel into [4]6LP puts her at +2 on block.
|
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jblk.png|225px]]
| pic     = [[File:SG_par_jblk.png|225px]]
| caption=Spiral Flare
| hitbox = [[File:SG_par_jblk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/58/SG_par_jblk_hb.png View hitbox]
| caption = Spiral Flare
 
| name   = j4LK
| name=j4LK
| input   = '''j.''' [[File:4.gif]] + {{NotationIcon-SG|LK}}
| input='''j.''' [[File:4.gif]] {{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=150 x3
| dmg         = 150 x3
| meter=1.5% x3
| meter       = 1.5% x3
| startup=10
| startup     = 10
| active=18
| active       = 18
| recovery=16
| recovery     = 16
| hitstop=7 x3 (6 x3 on block)
| hitstop     = 7 x3 (6 x3 on block)
| hitstun=23 x3
| hitstun     = 23 x3
| blockstun=26 x3
| blockstun   = 26 x3
| onhit=+18
| onhit       = +18
| onblock=+20
| onblock     = +20
| framedata=[[File:SG_par_jblk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jblk_fd.png|left]]}}
|
|
<br>
* 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.
* 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.
<br>
}}
|
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_jdmk.png|225px]]
| pic     = [[File:SG_par_jdmk.png|225px]]
| caption=Authority
| hitbox = [[File:SG_par_jdmk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/9/92/SG_par_jdmk_hb.png View hitbox]
| caption = Authority
 
| name   = j2MK
| name=j2MK
| input   = '''j.''' [[File:2.gif]] + {{NotationIcon-SG|MK}}
| input='''j.''' [[File:2.gif]] {{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Chains Backwards}}
| properties   = {{Property-SG|Chains Backwards}}, {{Property-SG|Chains Into Self}}
| dmg=450
| dmg         = 450
| meter=7.5%
| meter       = 7.5%
| startup=7
| startup     = 7
| active=18
| active       = 18
| recovery=8
| recovery     = 8
| hitstop=10
| hitstop     = 10
| hitstun=21
| hitstun     = 21
| blockstun=17
| blockstun   = 17
| onhit=+13
| onhit       = +13
| onblock=+9
| onblock     = +9
| framedata=[[File:SG_par_jdmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jdmk_fd.png|left]]}}
|
|
<br>
* Bounces off the opponent on hit or block.
* Parasoul stomps and bounces off the opponent on hit or block.
* Can rebeat to jMK, jMP, jLK, or jLP.
* 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 to combo off it.
* Can chain into itself indefinitely.
* Also useful as an assist punish, allow her to continuously hit the opponent's assist while rising and avoiding most counter attacks
* 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.
<br>
* 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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|
|}}


===Universal Mechanics===
===Universal Mechanics===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_throw.png|225px]]
| pic     = [[File:SG_par_throw.png|225px]]
| caption=Napalm Trap
| hitbox = [[File:SG_par_throw_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/1/1e/SG_par_throw_hb.png View hitbox]
| caption = Napalm Trap
 
| name   = Throw
| name=Throw
| input   = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}}
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Throw}}
| guard       = {{Property-SG|Throw}}
| properties={{Property-SG|Damage Scaling|50%}}
| properties   = {{Property-SG|Damage Scaling|50%}}
| dmg=0, 900
| dmg         = 0, 900
| meter=5%, 10%
| meter       = 5%, 10%
| startup=7
| startup     = 7
| active=1
| active       = 1
| recovery=28
| recovery     = 28
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit={{Property-SG|KD}}| onblock=N/A
| onhit       = {{Property-SG|KD}}
| framedata=[[File:SG_par_throw_fd.png|left]]}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_throw_fd.png|left]]}}
|
|
<br>
* Combo: Backwards Throw > [4]6HK > dash until wall bounce > 5MK > etc
* In order to combo off throw midscreen, do back throw and cancel into Egret Call or Egret Charge.
** If no Egret is available, use 214K
* If no Egret is available, can also cancel into Napalm Toss
* Can kara throw with LK~LP but it's difficult and only a small range increase.
* Can easily combo from forward throw in corner. Midscreen, trickier forward throw conversions are possible with Egret Call -> dash, or Egret Charge xx Motor Brigade.
}}
* Can kara throw with LK~LP but it's difficult to get the forward movement
<br>
|
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|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_airthrow.png|225px]]
| pic     = [[File:SG_par_airthrow.png|225px]]
| caption=Canopy Bounce
| hitbox = [[File:SG_par_airthrow_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/9/96/SG_par_airthrow_hb.png View hitbox]
| caption = Canopy Bounce
 
| name   = Air Throw
| name=Air Throw
| input   = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)'''
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)'''
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Air Throw}}
| guard       = {{Property-SG|Air Throw}}
| properties={{Property-SG|Damage Scaling|50%}}
| properties   = {{Property-SG|Damage Scaling|50%}}
| dmg=0, 400, 550
| dmg         = 0, 400, 550
| meter=5%, 8%
| meter       = 5%, 8%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=27
| recovery     = 27
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit={{Property-SG|KD}}| onblock=N/A
| onhit       = {{Property-SG|KD}}
| framedata=[[File:SG_par_airthrow_fd.png|left]]}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_airthrow_fd.png|left]]}}
|
|
<br>
* Insane vertical reach.
* Parasoul's air throw has excellent vertical reach.
* Longer than usual recovery for an air throw
* When it connects, the opponent is sent upwards, allowing an easy conversion with pretty much any normal once Parasoul lands.
* Combo: Air throw > dash > 5MK > etc
* Has deceptive range, since the hitbox is completely in front of Parasoul. However the actual width of the hitbox is about on par with other air throws.
}}
<br>
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_tag.png|225px]]
| pic     = [[File:SG_par_tag.png|225px]]
| caption=Motorpool
| hitbox = [[File:SG_par_tag_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/e/e7/SG_par_tag_hb.png View hitbox]
| caption = Motorpool
 
| name   = Tag
| name=Tag
| input   = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
| input={{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Tag}}<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}}
| dmg=500
| dmg         = 500
| meter=10.%
| meter       = 10.%
| startup=22
| startup     = 22
| active=--
| active       = --
| recovery=67
| recovery     = 67
| hitstop=10
| hitstop     = 10
| hitstun=10
| hitstun     = 10
| blockstun=13
| blockstun   = 13
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=-9 (at best)
| onblock     = -9 (at best)
| framedata=[[File:SG_par_tag_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_tag_fd.png|left]]}}
|
|
<br>
* Parasoul appears from from the side of the screen, vulnerable during her leap from the moving motorcycle. The soldier is completely invulnerable and can hit once during his trip across the screen.
* Surprisingly fast when used in the corner.
* 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.
<br>
* Fastest when used in the corner.
|
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_snap.png|225px]]
| pic     = [[File:SG_par_snap.png|225px]]
| caption=Banishment
| hitbox = [[File:SG_par_snap_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/c/c6/SG_par_snap_hb.png View hitbox]
| caption = Banishment
 
| name   = Snapback
| name=Snapback
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Snapback}}
| properties   = {{Property-SG|Snapback}}
| dmg=0
| dmg         = 0
| meter=-100%
| meter       = -100%
| startup=12 + 3
| startup     = 12 + 3
| active=3
| active       = 3
| recovery=28
| recovery     = 28
| hitstop=13
| hitstop     = 13
| hitstun=14
| hitstun     = 14
| blockstun=17
| blockstun   = 17
| onhit=N/A
| onhit       = N/A
| onblock=-17
| onblock     = -17
| framedata=[[File:SG_par_snap_fd.png|left]]}}
| onpushblock  =
| superhitstop = 9
| framedata   = [[File:SG_par_snap_fd.png|left]]}}
|
|
<br>
}}
* A normal snapback
<br>
|
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|}}


===Specials===
===Specials===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_qcbk.png|225px]]
| pic     = [[File:SG_par_qcbk.png|225px]]
| caption="Cry, Krieg"
| hitbox = [[File:SG_par_qcbk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/archive/3/3f/20180403202838%21SG_par_qcbk_hb.png View hitbox]
| caption = "Cry, Krieg"
 
| name   = Napalm Toss
| name=Napalm Toss
| input   = {{NotationIcon-SG|214}} + [ {{NotationIcon-SG|K}} ] '''(Air OK)'''
| input={{NotationIcon-SG|214}} + [ {{NotationIcon-SG|K}} ] '''(Air OK)'''
|{{AttackData-SG |
|{{AttackData-SG |
| version=Ground
| version     = Ground
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=0
| dmg         = 0
| meter=0.5%
| meter       = 0.5%
| startup=12
| startup     = 12
| active=N/A
| active       = N/A
| recovery=21
| recovery     = 21
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_qcbk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_qcbk_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=Air
| version     = Air
| guard=N/A
| guard       = N/A
| properties={{Property-SG|Chains Backwards}} (Normals)
| properties   = {{Property-SG|Chains Backwards}} (Normals)
| dmg=0
| dmg         = 0
| meter=0.5%
| meter       = 0.5%
| startup=14 OR 12*
| startup     = 14 OR 12*
| active=N/A
| active       = N/A
| recovery=29 OR 31*
| recovery     = 29 OR 31*
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_jqcbk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_jqcbk_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=Tear (Auto detonate)
| version     = Tear (Auto detonate)
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg=400 (100)
| dmg         = 400 (100)
| meter=4%
| meter       = 4%
| startup=10 OR 6**
| startup     = 10 OR 6**
| active=5
| active       = 5
| recovery=N/A
| recovery     = N/A
| hitstop=7
| hitstop     = 7
| hitstun=25
| hitstun     = 25
| blockstun=17
| blockstun   = 17
| onhit=N/A
| onhit       = N/A
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=Tear (Manual detonate)
| version     = Tear (Manual detonate)
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}},{{Property-SG|Chains Backwards}} (into normals)
| dmg=600 (200)
| dmg         = 600 (200)
| meter=6%
| meter       = 6%
| startup=10
| startup     = 10
| active=5
| active       = 5
| recovery=N/A
| recovery     = N/A
| hitstop=8
| hitstop     = 8
| hitstun=39 OR 40***
| hitstun     = 39 OR 40***
| blockstun=16
| blockstun   = 16
| onhit=N/A
| onhit       = N/A
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A
|}}
|
|
<br>
* Parasoul sets a tear on the screen. The button strength determines the tear's trajectory. Tapping the button will leave the tear at a predetermined spot along the trajectory, as pictured. Holding the button will allow you to place the tear on release.
* Parasoul sets a tear on the screen. The button strength determines the tear's trajectory. Tapping the button will leave the tear at a predetermined spot along the trajectory, as pictured. Holding the button will allow you to place the tear on release.
* The ground version will chain into itself for up to 3 tears with additional K inputs
* The ground version will chain into itself for up to 3 tears with additional K inputs
* The air version's recovery can be canceled with any normal attack, which gives Parasoul an effect similar to an air dash cancel in her combos.
* The air version's recovery can be canceled into normals.
* Tears ignited manually will produce a larger explosion with more damage. Igniting a tear with j.LP is an exception to this, and will produce a regular tear explosion as if it detonated automatically. If the tear was placed in a combo and detonated by j.LP in the same combo, this exception is ignored.
* Tears ignited manually will produce a larger explosion with more damage. Igniting a tear with jLP is an exception to this, and will produce a regular tear explosion as if it detonated automatically. If the tear was placed in a combo and detonated by jLP in the same combo, this exception is ignored.
* Manually setting a tear during the first 10f of a jump (such as from a tiger knee input) will create a smaller tear, which grows to full size after 30f. If manually detonated from Parasoul's attacks, the explosion is similar to one as if it detonated automatically. It behaves like normal if ignited by other tears.
* Manually setting a tear during the first 10f of a jump (such as from a tiger knee input) will create a smaller tear, which grows to full size after 30f. If manually detonated from Parasoul's attacks, the explosion is similar to one as if it detonated automatically. It behaves like normal if ignited by other tears.
* Only tears from Napalm Toss will add undizzy
* Only tears from Napalm Toss will add undizzy
Line 1,110: Line 1,033:
:<nowiki>**</nowiki> 6 for small tears<br>
:<nowiki>**</nowiki> 6 for small tears<br>
:<nowiki>***</nowiki> 39 for tears in the air, 40 for tears on the ground<br>
:<nowiki>***</nowiki> 39 for tears in the air, 40 for tears on the ground<br>
<br>
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_bfp.png|225px]]
| pic     = [[File:SG_par_bfp.png|225px]]
| caption="Cry..."
| hitbox = [[File:SG_par_bfp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/8/81/SG_par_bfp_hb.png View hitbox]
| caption = "Cry..."
 
| name   = Napalm Shot
| name=Napalm Shot
| input   = [ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|P}}
| input=[ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|P}}
|
|
{{AttackData-SG |
{{AttackData-SG |
| version={{NotationIcon-SG|LP}}
| version     = {{NotationIcon-SG|LP}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg=375 (100)
| dmg         = 375 (100)
| meter=(2.5%) 2.25%
| meter       = (2.5%) 2.25%
| startup=15, 1
| startup     = 15, 1
| active=--
| active       = --
| recovery=24
| recovery     = 24
| hitstop=10 (8 on block)
| hitstop     = 10 (8 on block)
| hitstun=24
| hitstun     = 24
| blockstun=17
| blockstun   = 17
| onhit=+11
| onhit       = +11
| onblock=+2
| onblock     = +2
| framedata=[[File:SG_par_bflp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_bflp_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|MP}}
| guard        = Mid
| properties  = {{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg          = 375 (100)
| meter        = (2.5%) 2.25%
| startup      = 16, 1
| active      = --
| recovery    = 28
| hitstop      = 10 (8 on block)
| hitstun      = 24
| blockstun    = 17
| onhit        = +7
| onblock      = -2
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_par_bfmp_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|HP}}
| guard        = Mid
| properties  = {{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg          = 400 (100)
| meter        = (2.5%) 2.3%
| startup      = 17, 1
| active      = --
| recovery    = 33
| hitstop      = 10 (8 on block)
| hitstun      = 26
| blockstun    = 17
| onhit        = +4
| onblock      = -7
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_par_bfhp_fd.png|left]]}}
|
|
{{AttackData-SG |
* Parasoul shoots a projectile that leaves a tear on hit or block, identical to the tears created by Napalm Toss but with a shorter detonation time.
| version={{NotationIcon-SG|MP}}
* Ignites other tears if it touches them.
| guard=Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg=375 (100)
| meter=(2.5%) 2.25%
| startup=16, 1
| active=--
| recovery=28
| hitstop=10 (8 on block)
| hitstun=24
| blockstun=17
| onhit=+7
| onblock=-2
| framedata=[[File:SG_par_bfmp_fd.png|left]]}}
|
{{AttackData-SG |
| version={{NotationIcon-SG|HP}}
| guard=Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Ignites Tears}}
| dmg=400 (100)
| meter=(2.5%) 2.3%
| startup=17, 1
| active=--
| recovery=33
| hitstop=10 (8 on block)
| hitstun=26
| blockstun=17
| onhit=+4
| onblock=-7
| framedata=[[File:SG_par_bfhp_fd.png|left]]}}
|
<br>
* Parasoul shoots a projectile that leaves a tear on hit or block, identical to the tears created by Napalm Toss but with a shorter detonation time. Very versatile move, which changes properties and uses based on the version used.
<br>
* {{NotationIcon-SG|LP}}
* {{NotationIcon-SG|LP}}
** Shoots a slow moving horizontal projectile. Has the added use as a pressure tool on top of controlling space. It has the least start up and recovery of all the versions, making it +2 on block at worst.
** Shoots a slow moving horizontal projectile. Great move for horizontal space control and pressure.
** A staple tool in combos, since it links into normals such as 5MP. When linking normals from this move, there is an added 4f buffer.
** 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
* {{NotationIcon-SG|MP}}
* {{NotationIcon-SG|MP}}
** Shoots a projectile that ricochets off the floor and travels at an upward angle. When canceled into Silent Scope up close, the tear will detonate in time to combo off of the super's crumple state, since the tear is placed near the floor.
** Ricochets off the floor and travels at an upward angle.
* {{NotationIcon-SG|HP}}
* {{NotationIcon-SG|HP}}
** Shoots a fast moving horizontal projectile. Use this version from full screen
** 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.
** 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.
<br>
* 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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}}
}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_dulk.png|225px]]
| pic     = [[File:SG_par_dulk.png|225px]]
|caption="Detonate"
| caption = "Detonate"
 
| name   = Napalm Trigger
| name=Napalm Trigger
| input   = [ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|LK}}
| input=[ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=N/A
| dmg         = N/A
| meter=(2.5%)
| meter       = (2.5%)
| startup=2
| startup     = 2
| active=N/A
| active       = N/A
| recovery=39
| recovery     = 39
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_dulk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_dulk_fd.png|left]]}}
|
|
<br>
* Parasoul does not attack as she remotely detonates all tears on screen.
* Parasoul does not attack as she remotely detonates all tears on screen. The detonated tear's hitboxes are larger than if they were detonated on their own via time.
* Since it's a manual detonation, the tear hitboxes are bigger than if they were detonated on their own via time.
* Due to the way IPS works with tears, this moves allows for a an extra super at the end of a full undizzy combo using a tear explosion. End a combo in H Napalm Shot xx Motor Brigade, then use Napalm Trigger to link after the bikes and cancel into another super.
}}
<br>
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|}}




{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_dumk.png|225px]]
| pic     = [[File:SG_par_dumk.png|225px]]
| caption=
| hitbox = [[File:SG_par_dumk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/0/07/SG_par_dumk_hb.png View hitbox]
| caption =
 
| name   = Napalm Quake
| name=Napalm Quake
| input   = [ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|MK}}
| input=[ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties={{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Ignites Tears}}
| dmg=950 (100)
| dmg         = 950 (100)
| meter=(2.5%) 7.5%
| meter       = (2.5%) 7.5%
| startup=15
| startup     = 15
| active=4
| active       = 4
| recovery=29
| recovery     = 29
| hitstop=10
| hitstop     = 10
| hitstun=32
| hitstun     = 32
| blockstun=21
| blockstun   = 21
| onhit=±0
| onhit       = ±0
| onblock=-11
| onblock     = -11
| framedata=[[File:SG_par_dumk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_dumk_fd.png|left]]}}
|
|
<br>
* Hits low
* Parasoul hits with a low attack, which can be an extra low in her ground chain instead of 2HK, which will not allow for a combo. Can only combo after with a super cancel or an assist.
* Can only combo after with a super cancel, tear setup, or assist
<br>
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_duhk.png|225px]]
| pic     = [[File:SG_par_duhk.png|225px]]
| caption="Immolate"
| hitbox = [[File:SG_par_duhk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/52/SG_par_duhk_hb.png View hitbox]
| caption = "Immolate"
 
| name   = Napalm Pillar
| name=Napalm Pillar
| input   = [ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|HK}}
| input=[ [[File:2.gif]] ] , [[File:8.gif]] + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Ignites Tears}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Ignites Tears}}
| dmg=1000 (100)
| dmg         = 1000 (100)
| meter=(2.5%) 10%
| meter       = (2.5%) 10%
| startup=17
| startup     = 17
| active=5
| active       = 5
| recovery=46
| recovery     = 46
| hitstop=11
| hitstop     = 11
| hitstun=26
| hitstun     = 26
| blockstun=19
| blockstun   = 19
| onhit={{Property-SG|KD}}| onblock=-31
| onhit       = {{Property-SG|KD}}| onblock     = -31
| framedata=[[File:SG_par_duhk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_duhk_fd.png|left]]}}
|
|
<br>
* Parasoul's meterless invulnerable reversal. Its main weakness is a giant deadzone in the hitbox behind Parasoul, which allows for many characters to forward jump over it, even in the corner.
* Parasoul's meterless invulnerable reversal. Its main weakness is a giant deadzone in the hitbox behind Parasoul, which allows for many characters to forward jump over it, even in the corner.
* Super cancel into bikes, then dash 5LK to convert solo. With a DHC, it may be better to use sniper instead.
* Combo: [2]8HK > 236KK > dash > OTG 5LK
* The only invulnerable reversal in the game with a flash kick input
** With a DHC, it may be better to use sniper instead.
<br>
* One of the two invulnerable reversals in the game with a flashkick input.
|
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_bflk.png|225px]]
| pic     = [[File:SG_par_bflk.png|225px]]
|caption="Not now!"
| caption = "Not now!"
 
| name   = Egret Call
| name=Egret Call
| input   = [ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|LK}}
| input=[ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=N/A
| dmg         = N/A
| meter=(2.5%)
| meter       = (2.5%)
| startup=N/A
| startup     = N/A
| active=N/A
| active       = N/A
| recovery=21
| recovery     = 21
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_bflk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_bflk_fd.png|left]]}}
|
|
<br>
* Doesn't have a hitbox or have any effect, but has a low number of total frames. Use this as a special cancel from normals to reduce their overall recovery.
* Parasoul quickly dismisses an Egret soldier as he appears on screen. This extremely short recovery special move can cancel other moves to reduce their overall recovery.
* This soldier remains on screen longer than MK and HK soldiers.
* This soldier remains on screen longer than MK and HK soldiers.
* 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.
<br>
}}
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|}}




{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_bfmk.png|225px]]
| pic     = [[File:SG_par_bfmk.png|225px]]
| caption="Look out, princess!"
| hitbox  = [[File:SG_par_bfmk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/5/52/SG_par_bfmk_hb.png View hitbox]
| caption = "Look out, princess!"
 
| name   = Egret Dive
| name=Egret Dive
| input   = [ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|MK}}
| input=[ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=N/A
| dmg         = N/A
| meter=(2.5%)
| meter       = (2.5%)
| startup=6
| startup     = 6
| active=N/A
| active       = N/A
| recovery=43
| recovery     = 43
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_bfmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_bfmk_fd.png|left]]}}
|
|
<br>
* The soldier can absorb an unlimited number of projectile hits and one non-projectile hit. If hit with a non-projectile, the dive ends.
* An Egret soldier suddenly leaps out in front of Parasoul, shielding her from projectiles and assists. The soldier can absorb an unlimited number of projectile hits and ends the dive if he takes a non-projectile hit. Parasoul also gets meter for any projectile absorbed: 7% for the first projectile and .3% for subsequent projectiles.
* Parasoul also gets meter for any projectile absorbed: 7% for the first projectile and .3% for subsequent projectiles.
* As long as Parasoul is behind the solider, she cannot get hit by projectiles that make contact with the soldier, including beams.
* As long as Parasoul is behind the solider, she cannot get hit by projectiles that make contact with the soldier, including beams.
* 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.
<br>
}}
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_bfhk.png|225px]]
| pic     = [[File:SG_par_bfhk.png|225px]]
| caption="Tally-ho!"
| hitbox = [[File:SG_par_bfhk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/9/91/SG_par_bfhk_hb.png View hitbox]
| caption = "Tally-ho!"
 
| name   = Egret Charge
| name=Egret Charge
| input   = [ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|HK}}
| input=[ [[File:4.gif]] ] , [[File:6.gif]] + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=200, 300 (100)
| dmg         = 200, 300 (100)
| meter=(2.5%) 4.1667%
| meter       = (2.5%) 4.17%
| startup=8
| startup     = 8
| active=--
| active       = --
| recovery=41
| recovery     = 41
| hitstop=N/A (11 on block)
| hitstop     = N/A (11 on block)
| hitstun=N/A
| hitstun     = N/A
| blockstun=16
| blockstun   = 16
| onhit={{Property-SG|Wall Bounce}}
| onhit       = {{Property-SG|Wall Bounce}}
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_par_bfhk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_par_bfhk_fd.png|left]]}}
|
|
<br>
* An Egret travels across the screen on a bike with an active hit grab.
* Parasoul calls an Egret soldier to charge across the screen on a motorcycle. On hit, will drag the opponent to the wall for a wall bounce. If Parasoul dashes along with the bike, this move allows her to take the opponent all the way to the corner from anywhere on the screen!
* On hit, will drag the opponent to the wall for a wall bounce. Can dash forward with the bike for corner carry
* Opponents can stop the bike by hitting the motorcycle with a non-projectile attack or hitting Parasoul before the soldier becomes active. The soldier will not interact with projectiles.
* Moves through projectiles unscathed. Must be hit with a physical hit to be destroyed.
* 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.
* 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.
* 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.
* The Egret's active hit box takes 24f minimum to appear on screen after Parasoul's start up.
}}
* Only the second hit counts as a throw and has no distinct hit or block stun.
* Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.
<br>
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|}}


===Supers===
===Supers===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_qcfpp.png|225px]]
| pic     = [[File:SG_par_qcfpp.png|225px]]
| caption="Ready, Number 13"
| hitbox = [[File:SG_par_qcfpp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/6/6d/SG_par_qcfpp_hb.png View hitbox]
| caption = "Ready, Number 13"
|
| name   = Silent Scope (Sniper)
| name=Silent Scope
| subtitle= Level 1
| subtitle=Level 1
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}}
| properties   = {{Property-SG|Projectile}}
| dmg=1750 (200)
| dmg         = 1750 (200)
| meter=-100%
| meter       = -100%
| startup=19 + 0, 10
| startup     = 19 + 0, 10
| active=1 (but waits up to 60f for opponent to be vulnerable)
| active       = 1
| recovery=97 OR 67 (hit, block and whiff) OR 117 (air hit)
| recovery     = 97 OR 67 (hit, block and whiff) OR 117 (air hit)
| hitstop=(9), 25 (23 on block)
| hitstop     = 25 (23 on block)
| hitstun=19
| hitstun     = 19
| blockstun=23
| blockstun   = 23
| onhit={{Property-SG|Crumple}}
| onhit       = {{Property-SG|Crumple}}
| onblock=-20
| onblock     = -20
| framedata=[[File:SG_par_qcfpp_fd.png|left]]}}
| onpushblock  =
| superhitstop = 9
| framedata   = [[File:SG_par_qcfpp_fd.png|left]]}}
|
|
<br>
* Tracks the opponent.
* After a lengthy startup, a sniper will fire directly at the opponent regardless of where they are on the screen. 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!
* If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire.
* Leaves the opponent in a crumple state on hit, even if the opponent was in the air.
* It's an extremely hard super to avoid and if the flash occurs then the opponent will most likely have to block.
* Hitting an opponent in the air adds some recovery, disallowing followups from the crumple. This is especially common since Napalm Pillar will knock the opponent into the air.
* 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).
* Great super to DHC from, for damage and safety.
* 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.
** 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.
** 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.
** 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.
* Relatively safe if blocked from midrange or further.
* If the point is invulnerable but the opponent's assist isn't, the sniper will shoot the assist.
* 2 frames less startup after the flash if used as a DHC
* 2 frames less startup after the flash if used as a DHC
* Also known as "sniper", or "sniper shot".
}}
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_qcfkk.png|225px]]
| pic     = [[File:SG_par_qcfkk.png|225px]]
| caption="Egrets, roll out"
| hitbox = [[File:SG_par_qcfkk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/2/26/SG_par_qcfkk_hb.png View hitbox]
| caption = "Egrets, roll out"
|
| name   = Motor Brigade (Bikes)
| name=Motor Brigade
| subtitle= Level 1
| subtitle=Level 1
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| dmg=380 x6 (100 x6)
| dmg         = 380 x6 (100 x6)
| meter=-100%
| meter       = -100%
| startup=3 + 0, 1
| startup     = 3 + 0, 1
| active=-, (6) -, (6) -,(6) -, (6) -, (6) -
| active       = -, (6) -, (6) -,(6) -, (6) -, (6) -
| recovery=53
| recovery     = 53
| hitstop=(2), 9
| hitstop     = 9
| hitstun=24
| hitstun     = 24
| blockstun=24
| blockstun   = 24
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=+11
| onblock     = +11
| framedata=[[File:SG_par_qcfkk_fd.png|left]]}}
| onpushblock  =
| superhitstop = 2
| framedata   = [[File:SG_par_qcfkk_fd.png|left]]}}
|
|
<br>
* Summons six soldiers from the screen behind her. Bikes will hit faster the closer Parasoul is to the corner.
* Parasoul summons 6 motorcycle soldiers to attack the opponent. All of the soldiers are one hit each, cannot be hit or thrown, and will explode when hit with a projectile. Parasoul summons the soldiers one at a time and will send less than a full brigade if the opponent interrupts her animation. If the opponent blocks the bikes up close, they can pushblock the first bike for a guaranteed PBGC punish.
* Explodes when hit by a projectile. Can be reflected by Cerebella.
* Has some invulnerability, but in most situations it will wear off before the bikes reach the opponent.
* Soldiers are spawned one at a time, and if Parasoul is interrupted, less than 6 soldiers will appear.
* Also known as "bikes"
}}
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_qcbpp.png|225px]]
| pic     = [[File:SG_par_qcbpp.png|225px]]
| caption="Egrets, assemble!"
| hitbox = [[File:SG_par_qcbpp_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/c/ca/SG_par_qcbpp_hb.png View hitbox]
| caption = "Egrets, assemble!"
|
| name   = Inferno Brigade
| name=Inferno Brigade
| subtitle= Level 3
| subtitle=Level 3
| input   = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
| input={{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Chains Backwards}} (to Egret Call),<br>{{Property-SG|Ignites Tears}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Chains Backwards}} (to Egret Call),<br>{{Property-SG|Ignites Tears}},<br>{{Property-SG|Projectile}}
| dmg=120 x69 (20 x69)
| dmg         = 120 x69 (20 x69)
| meter=-300%
| meter       = -300%
| startup=5 + 10
| startup     = 5 + 10
| active=-
| active       = -
| recovery=49
| recovery     = 49
| hitstop=(9), 7 x69
| hitstop     = 7 x69
| hitstun=18 x69
| hitstun     = 18 x69
| blockstun=13 x69
| blockstun   = 13 x69
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=-28
| onblock     = -28
| framedata=[[File:SG_par_qcbpp_fd.png|left]]}}
| onpushblock  =
| superhitstop = 9
| framedata   = [[File:SG_par_qcbpp_fd.png|left]]}}
|
|
<br>
* 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 and her soldiers fire many low damage shots at the opponent. Has lots of invulnerability and is a great source of damage at max scaling, too.
* Opponent can input an action after the flash, because there's not enough super hitstop to cover post flash startup
* Parasoul can cancel this super with <b>Egret Call</b> 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 invulnerability period short if canceled during that time!
* Has a big invulnerability window. Don't end it early with [4]6LK if you need it
* When used as a reversal, be aware that the post-flash hitstop does not cover the entirety of the startup, which can allow many characters to counter attack.
* 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.
<br>
}}
|
|
|
|
|}}


===Taunt===
===Taunt===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_par_taunt.png|225px]]
| pic     = [[File:SG_par_taunt.png|225px]]
|caption=
| caption =  
 
| name   = Bâillement
| name=Bâillement
| input   = {{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} , [[File:4.gif]] , {{NotationIcon-SG|LK}} , {{NotationIcon-SG|HK}}
| input={{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} , [[File:4.gif]] , {{NotationIcon-SG|LK}} , {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=N/A
| dmg         = N/A
| meter=0%
| meter       = 0%
| startup=N/A
| startup     = N/A
| active=N/A
| active       = N/A
| recovery=94
| recovery     = 94
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|
|
<br>
* Taunting the opponent with a yawn will guarantee the next <b>Egret Call</b> solider will say "Excuse me, princess!"
* Taunting the opponent with a yawn will guarantee the next <b>Egret Call</b> solider will say "Excuse me, princess!"
* Resulting from a "bug turned feature", Parasoul's taunt will make Robo-Fortune explode early during her level 3 when called as an assist.
* Resulting from a "bug turned feature", Parasoul's taunt will make Robo-Fortune explode early during her level 3 when called as an assist.
<br>
* Press "START" to select as an assist.
|  
}}
 
{{MoveData-SG
| pic    = [[File:SG_par_assist.png|225px]]
| hitbox  =
| caption = "Your turn."
| name    = Assist Taunt
| input  = Automatically done after an assist move
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = N/A
| meter        = 0%
| startup      = N/A
| active      = N/A
| recovery    = 57
| hitstop      = N/A
| hitstun      = N/A
| blockstun    = N/A
| onhit        = N/A
| onblock      = N/A
| onpushblock  = N/A
| superhitstop = N/A}}
|
|
|
* 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.
|}}
}}


==Colors==
==Colors==
{{Colors-SG |
{{Colors-SG |
| text1=Default color palette.
| text1=Default color palette.
Line 1,559: Line 1,460:
| 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 Widowmaker from Overwatch.
| text26=Based on [https://scoobydoo.fandom.com/wiki/Daphne_Blake Daphne Blake] from Scooby-Doo.
| text27=Based on Daphne Blake from Scooby-Doo.
| 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 1,586: 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_26.png
| color26=Parasoul_27.png
| color27=Parasoul_27.png}}
| color27=Parasoul_26.png
| color28=SG_par_color28.png
| color29=SG_par_color29.png
| color30=SG_par_color30.png
}}


==External Links==
==Intro Poses==


* [https://youtu.be/oWd4pHczRdE Parasoul with Cilia Slide Rundown]
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.
* [https://youtu.be/eCUST9A-bNs Basic Parasoul pressure advice]
* [https://youtu.be/irZEF_c2KF0 Penny's Parasoul Guide]
* [https://youtu.be/IU9UefB5QSc Parasoul Tutorial feat. Skarmand!]
* [http://skullheart.com/index.php?threads/keninblacks-parasoul-guide.8134/ Keninblack's Parasoul Guide]
* [https://youtu.be/3VCZ4YuKJqA Parasoul Napalm Shot <nowiki>[HP]</nowiki> 'Spam' Tutorial]
* [https://youtu.be/2kOddx35W5E Avoiding the new Silent Scope wait period]
* [https://youtu.be/cUSnd8-JEfU Punishing Parasoul's Napalm Pillar into Bikes]
* [https://youtu.be/A2KQM-O7ZPg Parasoul safe high/low vs slow reversals]
* [https://youtu.be/kLQoj1IcTV0 Parasoul HBrass Basic Combos]


When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
{| class="wikitable" style="border: 1px solid; cellpadding="5" cellspacing="0" width="600"
|- style="vertical-align:top" align=left
| | [[File:Parasoul intro 1.png|200px]]
| width="400" | <b>Intro pose 1:<br/>Hold</b> {{NotationIcon-SG|LP}} OR {{NotationIcon-SG|LK}}<br/>Parasoul bows gracefully.<br/><i>After you, Krieg.<br/>Engarde.</i>
|- style="vertical-align:top" align=left
| | [[File:Parasoul intro 2.png|200px]]
| | <b>Intro pose 2:<br/>Hold</b> {{NotationIcon-SG|MP}} OR {{NotationIcon-SG|MK}}<br/>Parasoul arrives by helicopter.<br/><i>Target confirmed. <br/>For my kingdom.</i>
|- style="vertical-align:top" align=left
| | [[File:Parasoul intro 3.png|200px]]
| |  <b>Intro pose 3:<br/>Hold</b> {{NotationIcon-SG|HP}} OR {{NotationIcon-SG|HK}}<br/>Parasoul commands the egrets.<br/><i>Egrets, dispatch.<br/>This ends... NOW.</i>
|}


* [http://skullheart.com/index.php?threads/baby-got-boots-parasoul-combo-thread.203/ Combo thread]
== Players to Watch ==
* [http://skullheart.com/index.php?threads/parasoul-tips-and-tricks-thread-post-tips-and-tricks-that-you-see.2376/ Tech thread]
{{PlayerList|colorPrefix=SG_par_color|data=
* [http://skullheart.com/index.php?threads/for-my-kingdom-the-canopy-legion-social-qna.171/ General thread]
{{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}}
}}
}}





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).

Playstyle
SG par icon.png Parasoul is an all-rounder charge character that uses fireball zoning, tear traps, and long normals to control space.
Pros Cons
  • 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.
  • 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.


Video Overview

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: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 6 Buttons (w/ rebeat on MK): Sg lp.pngSg lk.pngSg mp.pngSg mk.png * → Sg hp.pngSg hk.png

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

SG par tears.png

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

Sg par slp.png
SG par slp hb.png
Touché
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% -9 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 21 14 17 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 2.5% -10 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 22 14 17 7 N/A
  • 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
Sg par smp.png
SG par smp hb.png
Coup d'arrêt
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Ignites Tears 525 7.5% -10 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 29 21 20 9 N/A
  • Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.
Sg par shp.png
SG par shp hb.png
Arc de Feu
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self,
Ignites Tears
700 4.5% -3 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3 24 23 23 11 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Ignites Tears 750 5% -1 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 24 24 20 11 N/A
  • 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.
Sg par slk.png
SG par slk hb.png
Persistence
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 3 20 20 17 (19 vs air) 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 2.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 20 20 17 (19 vs air) 7 N/A
  • 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
Sg par smk.png
SG par smk hb.png
Queen's Gambit
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 400 3.75% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 4 21 21 24 10 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 3.75% -7 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 26 21 24 9 N/A
  • 1st hit moves Parasoul moves Parasoul forward significantly.
Sg par shk.png
SG par shk hb.png
Elegance
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1100 10% Wall Bounce -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 33 26 21 12 N/A
  • Wall bounces
  • Hold 7 when inputting 5HK during your chain to keep backwards charge.

Crouching Normals

Sg par clp.png
SG par clp hb.png
Garde
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 13 18 19 7 N/A
  • Parasoul's most advantageous normal on block, and tied for fastest normal with 5LP.
Sg par cmp.png
SG par cmp hb.png
Coup Double
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Ignites Tears 350 x2 3.75% x2 -2 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3, (5 OR 3 on hit/block), 3 21 21 x2 16 x2 4, 9 N/A
  • 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.
Sg par chp.png
SG par chp hb.png
Prominence
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher,
Ignites Tears
950 10% -3 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 2 32 30 18 10 N/A
  • Launcher
  • Igniting a tear with this will ruin the launch trajectory, but this can open up combo routes
Sg par clk.png
SG par clk hb.png
Virtue
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 200 2.5% +2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 3 15 19 18 7 N/A
  • Plus on block low poke
Sg par cmk.png
SG par cmk hb.png
Beauty
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 575 7.5% ±0 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 4 19 22 18 9 N/A
  • 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
  • Slight low profile
Sg par chk.png
SG par chk hb.png
Honesty
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1050 10% Soft KD (Invuln.) -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 4 30 15 18 11 N/A
  • Sweep
  • Moves Parasoul forward significantly.

Jumping Normals

SG par jlp.png
SG par jlp hb.png
Poussée
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears 250 2.5% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 12 11 19 22 8 N/A
  • 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)
SG par jmp.png
SG par jmp hb.png
Crescent Burn
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears 600 7.5% +11 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 4 14 28 20 10 N/A
  • 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
SG par jhp.png
SG par jhp hb.png
Poêle à Frire
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears 900 10% Soft KD (vs air),
KD (vs air, chained into)
-10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 6 20 30 27 12 N/A
  • 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.
SG par jlk.png
SG par jlk hb.png
Poise
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 6 12 19 22 8 N/A
  • Air to air that hits in front and slightly higher than jLP.
  • Has low total frames, so you can do rising jLK > falling jLK
SG par jmk.png
SG par jmk hb.png
Grace
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears,
Chains Backwards
550 7.5% +12 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3 8 22 20 10 N/A
  • An air normal with a lot of unique properties:
    • 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.
  • 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.
SG par jhk.png
SG par jhk hb.png
Coup Lancé
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears 300 x5 1.71% x5 +8 +7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3, 3, 3, 3, 3 12 22 x5 21 x5 4 x5 N/A
  • A downwards hitting attack with multiple hits.
  • 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.

Command Normals

Sg par flp.png
SG par flp hb.png
Pistol Whip
Toggle Hitboxes
Toggle Hitboxes
6LP 6.gif + Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 375 2.5% +4 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 4 12 19 16 9 N/A
  • 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 (video)
Sg par fmp.png
SG par fmp hb.png
Coulé
Toggle Hitboxes
Toggle Hitboxes
6MP 6.gif + Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Ignites Tears 500 7.5% -9 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3 29 22 18 9 N/A
  • A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead.
Sg par fhp.png
SG par fhp hb.png
Lunge
Toggle Hitboxes
Toggle Hitboxes
6HP 6.gif + Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1200 10% ±0 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 4 25 28 20 12 N/A
  • 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.
Sg par bhk.png
SG par bhk hb.png
Forbearance
Toggle Hitboxes
Toggle Hitboxes
4HK 4.gif + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1050 10% Ground Bounce -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 3 27 16 19 13 N/A
  • 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]6LP puts her at +2 on block.
SG par jblk.png
SG par jblk hb.png
Spiral Flare
Toggle Hitboxes
Toggle Hitboxes
j4LK j. 4.gif + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Ignites Tears 150 x3 1.5% x3 +18 +20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 18 16 23 x3 26 x3 7 x3 (6 x3 on block) N/A
  • 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.
SG par jdmk.png
SG par jdmk hb.png
Authority
Toggle Hitboxes
Toggle Hitboxes
j2MK j. 2.gif + Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Chains Backwards, Chains Into Self 450 7.5% +13 +9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 18 8 21 17 10 N/A
  • Bounces off the opponent on hit or block.
  • Can rebeat to jMK, jMP, jLK, or jLP.
  • 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 (... [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

Universal Mechanics

SG par throw.png
SG par throw hb.png
Napalm Trap
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 0, 900 5%, 10% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • Combo: Backwards Throw > [4]6HK > dash until wall bounce > 5MK > etc
    • If no Egret is available, use 214K
  • Can kara throw with LK~LP but it's difficult and only a small range increase.
SG par airthrow.png
SG par airthrow hb.png
Canopy Bounce
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 0, 400, 550 5%, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 27 N/A N/A N/A N/A
  • Insane vertical reach.
  • Longer than usual recovery for an air throw
  • Combo: Air throw > dash > 5MK > etc
SG par tag.png
SG par tag hb.png
Motorpool
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag
Projectile
500 10.% KD -9 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 -- 67 10 13 10 N/A
  • Because this tag is a projectile, it will be canceled out if it comes across another projectile.
  • Fastest when used in the corner.
SG par snap.png
SG par snap hb.png
Banishment
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 28 14 17 13 9

Specials

SG par qcbk.png
SG par qcbk hb.png
"Cry, Krieg"
Toggle Hitboxes
Toggle Hitboxes
Napalm Toss Sg 214.png + [ Sg k.png ] (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 0 0.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 N/A 21 N/A N/A N/A N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Chains Backwards (Normals) 0 0.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 OR 12* N/A 29 OR 31* N/A N/A N/A N/A
Tear (Auto detonate) Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Ignites Tears
400 (100) 4% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 OR 6** 5 N/A 25 17 7 N/A
Tear (Manual detonate) Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Ignites Tears, Chains Backwards (into normals)
600 (200) 6% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 5 N/A 39 OR 40*** 16 8 N/A
  • Parasoul sets a tear on the screen. The button strength determines the tear's trajectory. Tapping the button will leave the tear at a predetermined spot along the trajectory, as pictured. Holding the button will allow you to place the tear on release.
  • The ground version will chain into itself for up to 3 tears with additional K inputs
  • The air version's recovery can be canceled into normals.
  • Tears ignited manually will produce a larger explosion with more damage. Igniting a tear with jLP is an exception to this, and will produce a regular tear explosion as if it detonated automatically. If the tear was placed in a combo and detonated by jLP in the same combo, this exception is ignored.
  • Manually setting a tear during the first 10f of a jump (such as from a tiger knee input) will create a smaller tear, which grows to full size after 30f. If manually detonated from Parasoul's attacks, the explosion is similar to one as if it detonated automatically. It behaves like normal if ignited by other tears.
  • Only tears from Napalm Toss will add undizzy


* M and H Napalm Toss creates the tear slightly faster then L Napalm Toss.
** 6 for small tears
*** 39 for tears in the air, 40 for tears on the ground
SG par bfp.png
SG par bfp hb.png
"Cry..."
Toggle Hitboxes
Toggle Hitboxes
Napalm Shot [ 4.gif ] , 6.gif + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Ignites Tears
375 (100) (2.5%) 2.25% +11 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15, 1 -- 24 24 17 10 (8 on block) N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Ignites Tears
375 (100) (2.5%) 2.25% +7 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16, 1 -- 28 24 17 10 (8 on block) N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Ignites Tears
400 (100) (2.5%) 2.3% +4 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17, 1 -- 33 26 17 10 (8 on block) N/A
  • Parasoul shoots a projectile that leaves a tear on hit or block, identical to the tears created by Napalm Toss but with a shorter detonation time.
  • Ignites other tears if it touches them.
  • Sg lp.png
    • 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 a 4 frame normal buffer, can link into 5MP
  • Sg mp.png
    • Ricochets off the floor and travels at an upward angle.
  • Sg hp.png
    • 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.
SG par dulk.png
"Detonate"
Napalm Trigger [ 2.gif ] , 8.gif + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
2 N/A 39 N/A N/A N/A N/A
  • Parasoul does not attack as she remotely detonates all tears on screen.
  • Since it's a manual detonation, the tear hitboxes are bigger than if they were detonated on their own via time.


SG par dumk.png
SG par dumk hb.png
Toggle Hitboxes
Toggle Hitboxes
Napalm Quake [ 2.gif ] , 8.gif + Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Ignites Tears 950 (100) (2.5%) 7.5% ±0 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 4 29 32 21 10 N/A
  • Hits low
  • Can only combo after with a super cancel, tear setup, or assist
SG par duhk.png
SG par duhk hb.png
"Immolate"
Toggle Hitboxes
Toggle Hitboxes
Napalm Pillar [ 2.gif ] , 8.gif + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
Ignites Tears
1000 (100) (2.5%) 10% KD -31
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 5 46 26 19 11 N/A
  • Parasoul's meterless invulnerable reversal. Its main weakness is a giant deadzone in the hitbox behind Parasoul, which allows for many characters to forward jump over it, even in the corner.
  • Combo: [2]8HK > 236KK > dash > OTG 5LK
    • With a DHC, it may be better to use sniper instead.
  • One of the two invulnerable reversals in the game with a flashkick input.
SG par bflk.png
"Not now!"
Egret Call [ 4.gif ] , 6.gif + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 21 N/A N/A N/A N/A
  • Doesn't have a hitbox or have any effect, but has a low number of total frames. Use this as a special cancel from normals to reduce their overall recovery.
  • This soldier remains on screen longer than MK and HK soldiers.
  • Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.


SG par bfmk.png
SG par bfmk hb.png
"Look out, princess!"
Toggle Hitboxes
Toggle Hitboxes
Egret Dive [ 4.gif ] , 6.gif + Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 N/A 43 N/A N/A N/A N/A
  • The soldier can absorb an unlimited number of projectile hits and one non-projectile hit. If hit with a non-projectile, the dive ends.
  • Parasoul also gets meter for any projectile absorbed: 7% for the first projectile and .3% for subsequent projectiles.
  • As long as Parasoul is behind the solider, she cannot get hit by projectiles that make contact with the soldier, including beams.
  • 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.
  • 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.
SG par bfhk.png
SG par bfhk hb.png
"Tally-ho!"
Toggle Hitboxes
Toggle Hitboxes
Egret Charge [ 4.gif ] , 6.gif + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200, 300 (100) (2.5%) 4.17% Wall Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 -- 41 N/A 16 N/A (11 on block) N/A
  • An Egret travels across the screen on a bike with an active hit grab.
  • On hit, will drag the opponent to the wall for a wall bounce. Can dash forward with the bike for corner carry
  • Moves through projectiles unscathed. Must be hit with a physical hit to be destroyed.
  • 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.
  • 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.

Supers

SG par qcfpp.png
SG par qcfpp hb.png
"Ready, Number 13"
Toggle Hitboxes
Toggle Hitboxes
Silent Scope (Sniper)
Level 1
Sg 236.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 1750 (200) -100% Crumple -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 + 0, 10 1 97 OR 67 (hit, block and whiff) OR 117 (air hit) 19 23 25 (23 on block) 9
  • Tracks the opponent.
  • 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.
  • 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
SG par qcfkk.png
SG par qcfkk hb.png
"Egrets, roll out"
Toggle Hitboxes
Toggle Hitboxes
Motor Brigade (Bikes)
Level 1
Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling,
Projectile
380 x6 (100 x6) -100% KD +11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 + 0, 1 -, (6) -, (6) -,(6) -, (6) -, (6) - 53 24 24 9 2
  • 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.
  • Soldiers are spawned one at a time, and if Parasoul is interrupted, less than 6 soldiers will appear.
SG par qcbpp.png
SG par qcbpp hb.png
"Egrets, assemble!"
Toggle Hitboxes
Toggle Hitboxes
Inferno Brigade
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling,
Chains Backwards (to Egret Call),
Ignites Tears,
Projectile
120 x69 (20 x69) -300% KD -28
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 10 - 49 18 x69 13 x69 7 x69 9
  • 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
  • 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.

Taunt

SG par taunt.png
Bâillement Sg lp.png , Sg hp.png , 4.gif , Sg lk.png , Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 94 N/A N/A N/A N/A
  • Taunting the opponent with a yawn will guarantee the next Egret Call solider will say "Excuse me, princess!"
  • Resulting from a "bug turned feature", Parasoul's taunt will make Robo-Fortune explode early during her level 3 when called as an assist.
  • Press "START" to select as an assist.
SG par assist.png
"Your turn."
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 57 N/A N/A N/A N/A
  • 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.

Colors

SG par color1.png SG par color2.png SG par color3.png SG par color4.png SG par color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Mireille Bouquet from Noir.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG par color6.png SG par color7.png SG par color8.png SG par color9.png SG par color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original color palette based on Parasoul's fencing uniform from her story mode ending.
Color 8
SGColor8.png
Original color palette based on the Black Egret uniform.
Color 9
SGColor9.png
Based on Kneesocks from Panty & Stocking with Garterbelt.
Color 10
SGColor10.png
Original alternate color palette.

SG par color11.png SG par color12.png SG par color13.png SG par color14.png SG par color15.png
Color 11
SGColor11.png
Based on Mitsuru Kirijo from Persona 3.
Color 12
SGColor12.png
Based on Oliver Armstrong from Full Metal Alchemist.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Kula Diamond from King of Fighters.
Color 15
SGColor15.png
Based on Alruna, a NPC from Gaia Online designed by Alex Ahad.

SG par color16.png SG par color17.png SG par color18.png SG par color19.png SG par color20.png
Color 16
SGColor16.png
Based on the Vocaloid Megurine Luka.
Color 17
SGColor17.png
Based on Jessica Rabbit from Who Framed Roger Rabbit?
Color 18
SGColor18.png
Based on "Justin Bailey" Samus from Metroid.
Color 19
SGColor19.png
Based on Poison Ivy from DC Comics. Crowdfunding request.
Color 20
SGColor20.png
Based on Fluttershy from My Little Pony, or Umbrella from Skullgirls. Crowdfunding request.

SG par color21.png SG par color22.png SG par color23.png SG par color24.png SG par color25.png
Color 21
SGColor21.png
Based on Char Aznable from Mobile Suit Gundam. Crowdfunding request.
Color 22
SGColor22.png
Based on Jean Grey's 1990s era costume from X-Men: The Animated Series. Crowdfunding request.
Color 23
SGColor23.png
Based on Kyoko Minazuki from Rival Schools.
Color 24
SGColor24.png
Based on Captain Commando from Marvel vs Capcom 2.
Color 25
SGColor25.png
Original color palette based on Annie of the Stars from Skullgirls.

Parasoul 27.png Parasoul 26.png SG par color28.png SG par color29.png SG par color30.png
Color 26
SGColor26.png
Based on Daphne Blake from Scooby-Doo.
Color 27
SGColor27.png
Based on Widowmaker from Overwatch.
Color 28
SGColor28.png
Based on Zelda from the Legend of Zelda.
Color 29
SGColor29.png
Based on Barbie, likely specifically her appearance in the 2023 film.
Color 30
SGColor30.png
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.

Parasoul intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Parasoul bows gracefully.
After you, Krieg.
Engarde.
Parasoul intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Parasoul arrives by helicopter.
Target confirmed.
For my kingdom.
Parasoul intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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
SG par color1.png
Adeveis United States
United States
IL
Active Parasoul L Shot/ Squigly 2HP/ Big Band M Train
"That's right, COUGH." - Adeveis
Example Play
SG par color19.png
Gelato United States
United States
IL
Active Parasoul Pillar/ Double H Bomber/ Cerebella H LNL
Bomb
SG par color1.png
Hydra United States
United States
Active Parasoul L Shot/ Fukua M Clone/ Cerebella H LNL
SG par color1.png
Keninblack United States
United States
Active (?) ParasoulL Shot/ DoubleDouble
SG par color10.png
Liam Canada
Canada
Inactive Parasoul H Shot/ Double Clide/ Robo-Fortune H Beam
stuff here
Example Play
SG par color25.png
Noaa
@victorspection
Brazil
Brazil
Active Parasoul Pillar / Painwheel L Pinion / Double L Bomber

Example Play
SG par color4.png
ncv United States
United States
IL
Active (?) Parasoul L Shot / Painwheel L Pinion / Double L Bomber

Example Play
SG par color24.png
Penpen
@penpen0860g
Japan
Japan
神戸 (Koube)
Active Parasoul L Shot/ Double Clide/ Beowulf H Chair (Old team)

Example Play
SG par color24.png
ShadeMoneh United States
United States
Active ParasoulParasoul/ AnnieNorth Knuckle/ Filia H Hairball


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other