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| 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 charge character who excels at controlling space. She dominates the mid range with her excellent air to airs and projectiles. |
|
| |
|
| * '''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. | | * '''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. |
| * '''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. | | * '''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. | | * '''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. |
Revision as of 17:43, 11 January 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
Parasoul is a charge character who excels at controlling space. She dominates the mid range with her excellent air to airs and projectiles.
- 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.
- 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 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
- L Napalm Shot - For horizontal control and pressure, and leaves a tear on hit or block.
- 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.
- 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
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: or → or → or
|
Crouching
|
3 Buttons: or → or → or
|
Air
|
6 Buttons (w/ rebeat on MK): → → → * → →
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Medium
|
Step
|
No
|
No
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
41
|
40
|
0
|
34
|
40
|
* jMK and j2MK can rebeat to jLP or jLK
Move List
Standing Normals
Touché Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- 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.
|
|
Coup d'arrêt Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.
|
|
Arc de Feu Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- 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.
|
|
Persistence Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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
|
|
Queen's Gambit Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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
|
|
Elegance Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Crouching Normals
Garde Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Parasoul's most advantageous normal on block, and tied for fastest normal with 5LP.
|
|
Coup Double Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Prominence Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Parasoul's launcher
- 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
|
|
Virtue Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Fast, low poke with decent range.
|
|
Beauty Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- Low profiles, so it can be used to dodge some projectiles.
|
|
Honesty Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Low profiles and moves Parasoul forward quite a bit
|
|
Jumping Normals
Poussée Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Amazing disjointed air to air that is active for a long time.
- When igniting tears with this normal, the resulting explosion is weaker (see Napalm Toss)
|
|
Crescent Burn Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Not as fast as her light normals, but out of all her air normals it hits at the highest angle.
|
|
Poêle à Frire Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Big and disjointed air normal
- 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.
|
|
Poise Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Not disjointed like jLP, but hits at a higher angle.
|
|
Grace Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
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
|
{{{superhitstop}}}
|
|
|
- Can chain backwards to j.MP, j.LK, or j.LK.
- Despite the animation, it will ignite tears.
- 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.
- 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
- Nearby tear explosions will propel Parasoul upwards during the float.
|
|
Coup Lancé Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Ignites Tears
|
300 x5
|
1.7% 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
|
{{{superhitstop}}}
|
|
|
- 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.
- 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
- Use it while rising to get to super jump height safely
- Like all multi-hit jump normals, only the first hit that makes contact (hit or block) is high. The subsequent hits become mid
|
|
Command Normals
Pistol Whip Toggle Hitboxes Toggle Hitboxes
|
6LP
|
f.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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 (video)
|
|
Coulé Toggle Hitboxes Toggle Hitboxes
|
6MP
|
f.
|
|
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
|
{{{superhitstop}}}
|
|
|
- A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead.
|
|
Lunge Toggle Hitboxes Toggle Hitboxes
|
6HP
|
f.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Forbearance Toggle Hitboxes Toggle Hitboxes
|
4HK
|
b.
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- When used in combos, can cancel into Egret Charge which will carry the opponent all the way to the corner!
|
|
Spiral Flare Toggle Hitboxes Toggle Hitboxes
|
j4LK
|
j.
|
|
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)
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Authority Toggle Hitboxes Toggle Hitboxes
|
j2MK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Chains Backwards
|
450
|
7.5%
|
+13
|
+9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
18
|
8
|
21
|
17
|
10
|
{{{superhitstop}}}
|
|
|
- Parasoul stomps and bounces off the opponent on hit or block.
- 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.
- Also useful as an assist punish, allow her to continuously hit the opponent's assist while rising and avoiding most counter attacks
|
|
Universal Mechanics
Napalm Trap Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
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
|
{{{superhitstop}}}
|
|
|
- In order to combo off throw midscreen, do back throw and cancel into Egret Call or Egret Charge.
- If no Egret is available, can also cancel into Napalm Toss
- 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
|
|
Canopy Bounce Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (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
|
{{{superhitstop}}}
|
|
|
- Parasoul's air throw has excellent vertical reach.
- When it connects, the opponent is sent upwards, allowing an easy conversion with pretty much any normal once Parasoul lands.
- 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.
|
|
Motorpool Toggle Hitboxes Toggle Hitboxes
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
Banishment Toggle Hitboxes Toggle Hitboxes
|
|
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
|
{{{superhitstop}}}
|
|
|
|
|
Specials
"Cry, Krieg" Toggle Hitboxes Toggle Hitboxes
|
Napalm Toss
|
+ [ ] (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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
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
|
{{{superhitstop}}}
|
|
|
Tear (Manual detonate)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, Ignites Tears
|
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
|
{{{superhitstop}}}
|
|
|
- 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 with any normal attack, which gives Parasoul an effect similar to an air dash cancel in her combos.
- 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.
- 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
|
|
"Cry..." Toggle Hitboxes Toggle Hitboxes
|
|
|
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)
|
{{{superhitstop}}}
|
|
|
|
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)
|
{{{superhitstop}}}
|
|
|
|
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)
|
{{{superhitstop}}}
|
|
|
- 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.
-
- 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.
- 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.
-
- 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.
-
- Shoots a fast moving horizontal projectile. Use this version from full screen
- 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.
|
|
"Detonate"
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
|
|
"Immolate" Toggle Hitboxes Toggle Hitboxes
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- The only invulnerable reversal in the game with a flash kick input
|
|
"Not now!"
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.
|
|
"Look out, princess!" Toggle Hitboxes Toggle Hitboxes
|
|
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
|
{{{superhitstop}}}
|
|
|
- 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.
- 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.
- Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.
|
|
"Tally-ho!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
200, 300 (100)
|
(2.5%) 4.1667%
|
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)
|
{{{superhitstop}}}
|
|
|
- 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!
- 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.
- 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.
|
|
Supers
"Ready, Number 13" Toggle Hitboxes Toggle Hitboxes
|
|
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 (but waits up to 60f for opponent to be vulnerable)
|
97 OR 67 (hit, block and whiff) OR 117 (air hit)
|
19
|
23
|
(9), 25 (23 on block)
|
{{{superhitstop}}}
|
|
|
- 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!
- Leaves the opponent in a crumple state on hit, even if the opponent was in the air.
- 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.
- 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.
- 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
- Also known as "sniper", or "sniper shot".
|
|
"Egrets, roll out" Toggle Hitboxes Toggle Hitboxes
|
|
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
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(2), 9
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{{{superhitstop}}}
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- 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.
- Has some invulnerability, but in most situations it will wear off before the bikes reach the opponent.
- Also known as "bikes"
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"Egrets, assemble!" Toggle Hitboxes Toggle Hitboxes
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Inferno Brigade Level 3
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+ +
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- 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.
- Parasoul can cancel this super with Egret Call 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!
- 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.
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Taunt
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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94
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N/A
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N/A
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N/A
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{{{superhitstop}}}
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- 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.
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Colors
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
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Characters
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Mechanics
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Other
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