Skullgirls/Parasoul: Difference between revisions
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* Fastest Parasoul normal, tied with 2LP. | * Fastest Parasoul normal, tied with 2LP. | ||
* Farthest reaching jab in the game, and disjointed | |||
* Great whiff punish as long as you can chain into a combo, has horrible frame data on block/hit though so don't use it on its own | |||
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| framedata = [[File:sg_par_smp_fd.png|left]]}} | | framedata = [[File:sg_par_smp_fd.png|left]]}} | ||
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* Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos. | |||
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| framedata = [[File:sg_par_shp2_fd.png|left]]}} | | framedata = [[File:sg_par_shp2_fd.png|left]]}} | ||
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* Vacuums the opponent towards the ground on air hit | * Vacuums the opponent towards the ground on air hit, useful for anti airing and confirming air hits. | ||
* In combos, used to end chains since the animation leaves enough time to get charge, does good damage, and combos into L Napalm Shot. | |||
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| framedata = [[File:sg_par_slk2_fd.png|left]]}} | | framedata = [[File:sg_par_slk2_fd.png|left]]}} | ||
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* Highest damaging light normal (with both hits), and combos into 5HP or L Napalm Shot, unlike 5LP | |||
* Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears | |||
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| framedata = [[File:sg_par_shk_fd.png|left]]}} | | framedata = [[File:sg_par_shk_fd.png|left]]}} | ||
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* Wall bounces | |||
* Hold 7 when inputting 5HK during your chain to keep backwards charge. | * Hold 7 when inputting 5HK during your chain to keep backwards charge. | ||
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| framedata = [[File:sg_par_cmp_fd.png|left]]}} | | framedata = [[File:sg_par_cmp_fd.png|left]]}} | ||
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* | * Reels Parasoul's hurtbox backwards, strong for poking, anti airing, and burst baits | ||
* Very useful normal when tears are nearby, and can confirm off the resulting explosions from afar with 4HK, L Napalm Shot, or Egret Call. | |||
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| framedata = [[File:sg_par_chp_fd.png|left]]}} | | framedata = [[File:sg_par_chp_fd.png|left]]}} | ||
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* Launcher | |||
* Igniting a tear with this will ruin the launch trajectory, but this can open up combo routes | |||
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| framedata = [[File:sg_par_clk_fd.png|left]]}} | | framedata = [[File:sg_par_clk_fd.png|left]]}} | ||
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* Plus on block low poke | |||
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| framedata = [[File:sg_par_cmk_fd.png|left]]}} | | framedata = [[File:sg_par_cmk_fd.png|left]]}} | ||
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* A medium normal that hits low. Chain into this from 2LK or 6LP as the second hit in your chain. | |||
* Excellent for stagger pressure, catches opponents pressing buttons, or holding up-back. | |||
* Moves Parasoul forward | * Moves Parasoul forward | ||
* Slight low profile | * Slight low profile | ||
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| framedata = [[File:sg_par_chk_fd.png|left]]}} | | framedata = [[File:sg_par_chk_fd.png|left]]}} | ||
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* Sweep | |||
* Moves Parasoul forward significantly. | * Moves Parasoul forward significantly. | ||
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| framedata = [[File:SG_par_jmp_fd.png|left]]}} | | framedata = [[File:SG_par_jmp_fd.png|left]]}} | ||
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* Hits above Parasoul | |||
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| framedata = [[File:SG_par_jhp_fd.png|left]]}} | | framedata = [[File:SG_par_jhp_fd.png|left]]}} | ||
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* Fast, big, disjointed air normal that knocks down. | |||
* 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. | * 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. | ||
* Sends the opponent towards the ground on block, can be land canceled for a punish. | |||
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| framedata = [[File:SG_par_jlk_fd.png|left]]}} | | framedata = [[File:SG_par_jlk_fd.png|left]]}} | ||
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* Air to air with great horizontal range. | |||
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* Parasoul launches herself a little higher when used during a jump or super jump. | * Parasoul launches herself a little higher when used during a jump or super jump. | ||
* Shrinks Parasoul's hurtbox dramatically | * Shrinks Parasoul's hurtbox dramatically | ||
* Crucial movement tool | |||
* Excellent jump in that's not weak to chicken blocking like jHP, though requires a more specific spacing. | |||
* You can netgate the 'only first hit is overhead' property by canceling into j214K and hitting overhead with jLK | |||
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| framedata = [[File:sg_par_flp_fd.png|left]]}} | | framedata = [[File:sg_par_flp_fd.png|left]]}} | ||
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* 20f overhead that's plus on block and chains into her other normals. | |||
* The recovery is so low that you can use this and 2LK to safely do a 50/50 against slow reversals [https://youtu.be/A2KQM-O7ZPg (video)] | |||
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| framedata = [[File:sg_par_fmp_fd.png|left]]}} | | framedata = [[File:sg_par_fmp_fd.png|left]]}} | ||
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* A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead. | |||
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| framedata = [[File:sg_par_fhp_fd.png|left]]}} | | framedata = [[File:sg_par_fhp_fd.png|left]]}} | ||
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* Boosts damage at the start of a combo dramatically, if you can confirm with it | |||
* 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 after connecting with 2MK because of hitstop. | |||
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| framedata = [[File:sg_par_bhk_fd.png|left]]}} | | framedata = [[File:sg_par_bhk_fd.png|left]]}} | ||
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* Quick overhead that can be used at the end of chains and ground bounces. | |||
* Use in combos for corner carry | |||
* Cancel into [4]6LK puts her at -2 on block. | * Cancel into [4]6LK puts her at -2 on block. | ||
* Cancel into [4]6LP puts her at +2 on block. | * Cancel into [4]6LP puts her at +2 on block. | ||
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| framedata = [[File:SG_par_jblk_fd.png|left]]}} | | framedata = [[File:SG_par_jblk_fd.png|left]]}} | ||
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* | * Cross-up move, and multi-hit so it's easy to confirm. Jump over the opponent and do this move on your way down to make them block the other way. | ||
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* Can rebeat to jMK, jMP, jLK, or jLP. | * Can rebeat to jMK, jMP, jLK, or jLP. | ||
* Can chain into itself indefinitely. | * Can chain into itself indefinitely. | ||
* Hits instant overhead on everyone in the cast while crouching, and is the fastest overhead in the game (11f total if done perfectly). The only caveat is she needs an assist or tear setup to combo off it. | * Hits instant overhead on everyone in the cast while crouching, and is the fastest overhead in the game (11f total if done perfectly). The only caveat is she needs an assist or tear setup (... [4]6HP > 2LK > 2MK > [4]6MP > IOH j2MK) to combo off it. | ||
* For an assist punish, you can launch them and use this move repeatedly to get some damage in at super jump height where you're hard to hit | |||
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* Because this tag is a projectile, it will be canceled out if it comes across another projectile. | * Because this tag is a projectile, it will be canceled out if it comes across another projectile. | ||
* Fastest when used in the corner. | |||
}} | }} | ||
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* Ignites other tears if it touches them. | * Ignites other tears if it touches them. | ||
* {{NotationIcon-SG|LP}} | * {{NotationIcon-SG|LP}} | ||
** Shoots a slow moving horizontal projectile. | ** Shoots a slow moving horizontal projectile. Great move for horizontal space control and pressure. | ||
** Has the least start up and recovery of all the versions, +2 on block point blank | ** Has the least start up and recovery of all the versions, +2 on block point blank | ||
** Has a 4 frame normal buffer, can link into 5MP | ** Has a 4 frame normal buffer, can link into 5MP | ||
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* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Shoots a fast moving horizontal projectile. | ** Shoots a fast moving horizontal projectile. | ||
** Will combo from 5HPx2 from further ranges than L Napalm Shot will, as well as having a longer super cancel window than L Napalm shot, making it useful for combo enders midscreen and in the corner. | |||
* Napalm Shot can't be done if you still have another traveling Napalm Shot on the screen. Once it touches something, you can do Napalm Shot again. | * Napalm Shot can't be done if you still have another traveling Napalm Shot on the screen. Once it touches something, you can do Napalm Shot again. | ||
}} | }} | ||
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* Hitbox only appears if Parasoul isn't hit during the first 24 frames of summon. | * Hitbox only appears if Parasoul isn't hit during the first 24 frames of summon. | ||
* Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | * Only one soldier from Egret Call, Dive, or Charge can be on the screen at once. | ||
* Immediately super canceling this move into Sniper can be a risky but rewarding way to punish zoners from doing an action fullscreen, since if Parasoul is hit out of Sniper, the soldier will still remain active. Getting hit out of Sniper will also eliminate the recovery time of that move, allowing Parasoul to follow up a successful bike hit. | |||
}} | }} | ||
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* Tracks the opponent. | * Tracks the opponent. | ||
* If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire. | * If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire. | ||
* It's an extremely hard super to avoid and if the flash occurs then the opponent will most likely have to block. | |||
* Will fire against assist characters early even if the point is invulnerable. Invincible reversal + assist call is a good way to avoid it. | * Will fire against assist characters early even if the point is invulnerable. Invincible reversal + assist call is a good way to avoid it. | ||
* Extra recovery if hitting the opponent in the air, which prevents a combo in many situations (such as [2]8HK > 236PP). | * Extra recovery if hitting the opponent in the air, which prevents a combo in many situations (such as [2]8HK > 236PP). | ||
* Great super to DHC from, for damage and safety. | |||
** The crumple gives the next character plenty of time to convert into a combo from most distances. | |||
** You can DHC before the sniper shot occurs and it will still fire after the DHC. This means you can combo into this super, DHC before the shot, and then the shot will occur after the DHC resets the damage scaling. | |||
** The sniper shot can also force an opponent in a neutral state to block and provide cover for the next character to DHC into a safe super. | |||
* 2 frames less startup after the flash if used as a DHC | * 2 frames less startup after the flash if used as a DHC | ||
}} | }} | ||
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* Parasoul can cancel this super with [4]6LK to interrupt her animation while the Egrets continue to fire, allowing her to dash up and continue to combo on hit or pressure on block. Just be aware that this will cut the invulnerable frames short. | * Parasoul can cancel this super with [4]6LK to interrupt her animation while the Egrets continue to fire, allowing her to dash up and continue to combo on hit or pressure on block. Just be aware that this will cut the invulnerable frames short. | ||
* Opponent can input an action after the flash, because there's not enough super hitstop to cover post flash startup | * Opponent can input an action after the flash, because there's not enough super hitstop to cover post flash startup | ||
* Has a big invulnerability window. Don't end it early with [4]6LK if you need it | |||
* When used to DHC from, the soldiers will continue to fire even after the next character comes in. | * When used to DHC from, the soldiers will continue to fire even after the next character comes in. | ||
}} | }} |
Revision as of 18:57, 27 October 2020
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.
Basics
For more guides and resources jump to the External Links section.
Parasoul is a charge character with excellent space control tools in her air normals and tears. Up close she has a deadly 50/50 with 6LP.
- Tears: Parasoul can leave up to three circular mines on the screen, called tears, using Napalm Toss (214K). Napalm Shot ([4]6P) 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.
- Command normal mixups: She has two amazing grounded overheads, one that can be used at the beginning of a chain (6LP), and one to end a chain (4HK). Another option is instant j2MK, which is the fastest overhead in the game, though requires an assist or tear setup to combo. Whenever Parasoul gets up close, her opponent will always be guessing.
- Egrets: Her [4]6K 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. Her backdash is just like her forward dash, so she can create space just as quickly as she can close it. jHK will shrink her hurtbox significantly and gives her jump a slight height boost.
- Sniper (236PP): This super will track the opponent anywhere on the screen, and can enable big damage when used to DHC from.
Strengths | Weaknesses |
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Important Moves
- L Napalm Shot ([4]6LP) - Plus on block fireball and leaves a tear on hit or block.
- jLP, jHP - Disjointed jump ins with great reach that ignite tears, so they're good to use with Napalm Toss. jLP in particular stays active for a very long time.
- jLK - Horizontal air to air
- 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
- Reversals:
- Napalm Pillar ([2]8HK) - Fully invulnerable and has a good anti air hitbox.
Tears
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.
Manual detonation is possible through...
- Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen
- 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.
Stats
Chains
Standing | 3 Buttons: ![]() ![]() ![]() ![]() ![]() ![]() |
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Crouching | 3 Buttons: ![]() ![]() ![]() ![]() ![]() ![]() |
Air | 6 Buttons (w/ rebeat on MK): ![]() ![]() ![]() ![]() ![]() ![]() |
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium | Step | No | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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41 | 40 | 0 | 34 | 40 |
Move List
Standing Normals
Touché Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
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Prominence Toggle Hitboxes Toggle Hitboxes
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Virtue Toggle Hitboxes Toggle Hitboxes
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Beauty Toggle Hitboxes Toggle Hitboxes
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Honesty Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Poussée Toggle Hitboxes Toggle Hitboxes
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Crescent Burn Toggle Hitboxes Toggle Hitboxes
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Poêle à Frire Toggle Hitboxes Toggle Hitboxes
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Poise Toggle Hitboxes Toggle Hitboxes
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Grace Toggle Hitboxes Toggle Hitboxes
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Coup Lancé Toggle Hitboxes Toggle Hitboxes
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Command Normals
Pistol Whip Toggle Hitboxes Toggle Hitboxes
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Coulé Toggle Hitboxes Toggle Hitboxes
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Lunge Toggle Hitboxes Toggle Hitboxes
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Forbearance Toggle Hitboxes Toggle Hitboxes
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Spiral Flare Toggle Hitboxes Toggle Hitboxes
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Authority Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Napalm Trap Toggle Hitboxes Toggle Hitboxes
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Canopy Bounce Toggle Hitboxes Toggle Hitboxes
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Motorpool Toggle Hitboxes Toggle Hitboxes
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Banishment Toggle Hitboxes Toggle Hitboxes
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Specials
"Cry, Krieg" Toggle Hitboxes Toggle Hitboxes
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"Detonate"
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"Immolate" Toggle Hitboxes Toggle Hitboxes
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"Not now!"
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"Look out, princess!" Toggle Hitboxes Toggle Hitboxes
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Supers
"Ready, Number 13" Toggle Hitboxes Toggle Hitboxes
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"Egrets, roll out" Toggle Hitboxes Toggle Hitboxes
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"Egrets, assemble!" Toggle Hitboxes Toggle Hitboxes
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Taunt
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"Your turn."
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette. |
Color 3![]() Based on Mireille Bouquet from Noir. |
Color 4![]() Original alternate color palette. |
Color 5![]() Original alternate color palette. |
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Color 6![]() Original alternate color palette. |
Color 7![]() Original color palette based on Parasoul's fencing uniform from her story mode ending. |
Color 8![]() Original color palette based on the Black Egret uniform. |
Color 9![]() Based on Kneesocks from Panty & Stocking with Garterbelt. |
Color 10![]() Original alternate color palette. |
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Color 11![]() Based on Mitsuru Kirijo from Persona 3. |
Color 12![]() Based on Oliver Armstrong from Full Metal Alchemist. |
Color 13![]() Original alternate color palette. |
Color 14![]() Based on Kula Diamond from King of Fighters. |
Color 15![]() Based on Alruna, a NPC from Gaia Online designed by Alex Ahad. |
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Color 16![]() Based on the Vocaloid Megurine Luka. |
Color 17![]() Based on Jessica Rabbit from Who Framed Roger Rabbit? |
Color 18![]() Based on "Justin Bailey" Samus from Metroid. |
Color 19![]() Based on Poison Ivy from DC Comics. Crowdfunding request. |
Color 20![]() Based on Fluttershy from My Little Pony, or Umbrella from Skullgirls. Crowdfunding request. |
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Color 21![]() Based on Char Aznable from Mobile Suit Gundam. Crowdfunding request. |
Color 22![]() Based on Jean Grey's 1990s era costume from X-Men: The Animated Series. Crowdfunding request. |
Color 23![]() Based on Kyoko Minazuki from Rival Schools. |
Color 24![]() Based on Captain Commando from Marvel vs Capcom 2. |
Color 25![]() Original color palette based on Annie of the Stars from Skullgirls. |
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Color 26![]() Based on Daphne Blake from Scooby-Doo. |
Color 27![]() Based on Widowmaker from Overwatch. |
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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.
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Intro pose 1: Hold ![]() ![]() Parasoul bows gracefully. After you, Krieg. Engarde. |
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Intro pose 2: Hold ![]() ![]() Parasoul arrives by helicopter. Target confirmed. For my kingdom. |
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Intro pose 3: Hold ![]() ![]() Parasoul commands the egrets. Egrets, dispatch. This ends... NOW. |
External Links
- Parasoul with Cilia Slide Rundown
- Basic Parasoul pressure advice
- Penny's Parasoul Guide
- Parasoul Tutorial feat. Skarmand!
- Keninblack's Parasoul Guide
- Parasoul Napalm Shot [HP] 'Spam' Tutorial
- Avoiding the new Silent Scope wait period
- Punishing Parasoul's Napalm Pillar into Bikes
- Parasoul safe high/low vs slow reversals
- Parasoul HBrass Basic Combos
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.