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
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.
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- 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.
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Video Overview
Assists
Napalm Pillar (default assist)
Napalm Shot (default assist)
Napalm Pillar (default assist)
An invulnerable DP assist. Has a great anti-air hitbox.
Napalm Shot (default assist)
Horizontal Projectile assist that leaves a tear on contact. The tear will not go away if the point character is hit, only if Parasoul is hit, so it can break the opponent's combos.
The L version is default, it has slow travel time and low recovery.
The M version is sent at a diagonal trajectory in the air.
The H version has the same horizontal trajectory as the L version. It travels faster but has more recovery.
Egret Charge ([4]6HK)
Travels across the screen horizontally and carries the opponent to the wall for a wall bounce on hit. The biker passes through projectiles and other assists.
Napalm Toss (214K)
This assist is not as strong as the above, but it has a unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button.
Stats
Chains
Standing
|
3 Buttons: or → or → or
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Crouching
|
3 Buttons: or → or → or
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Air
|
6 Buttons (w/ rebeat on MK): → → → * → →
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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
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Move List
Character Mechanic: Tears
Parasoul can create projectile mines on the screen called tears using Napalm Toss (214K, air OK) and Napalm Shot ([4]6P).
Tears can be detonated by...
- Making contact with certain moves. These moves will have Ignites Tears listed in the properties section. Tear explosions that make contact with other tears will also cause them to detonate.
- Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen.
- Waiting a fixed amount of time. Tears detonated this way will have a smaller hitbox.
If Parasoul is hit, all tears on screen will disappear without detonating. Only three tears can be on the screen at once. If a new one is created when three are already on screen, the oldest one on the screen will disappear without detonating.
Standing Normals
Touché Toggle Hitboxes Toggle Hitboxes
|
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
|
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
|
|
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
|
N/A
|
|
|
- Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.
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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
|
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.
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|
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
|
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
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|
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
|
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.
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|
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
|
N/A
|
|
|
- Wall bounces
- Hold 7 when inputting 5HK during your chain to keep backwards charge.
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|
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
|
N/A
|
|
|
- Parasoul's most advantageous normal on block, and tied for fastest normal with 5LP.
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|
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
|
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.
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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
|
N/A
|
|
|
- Launcher
- Igniting a tear with this will ruin the launch trajectory, but this can open up combo routes
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|
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
|
N/A
|
|
|
|
|
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
|
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
|
|
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
|
N/A
|
|
|
- Sweep
- Moves Parasoul forward significantly.
|
|
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
|
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)
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|
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
|
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
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|
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
|
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.
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|
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
|
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
|
|
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
|
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.
|
|
Coup Lancé Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
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
Pistol Whip Toggle Hitboxes Toggle Hitboxes
|
6LP
|
+
|
|
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)
|
|
Coulé Toggle Hitboxes Toggle Hitboxes
|
6MP
|
+
|
|
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.
|
|
Lunge Toggle Hitboxes Toggle Hitboxes
|
6HP
|
+
|
|
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.
|
|
Forbearance Toggle Hitboxes Toggle Hitboxes
|
4HK
|
+
|
|
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.
|
|
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)
|
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.
|
|
Authority Toggle Hitboxes Toggle Hitboxes
|
j2MK
|
j. +
|
|
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]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
|
|
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
|
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.
|
|
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
|
N/A
|
|
|
- Insane vertical reach.
- Longer than usual recovery for an air throw
- Combo: Air throw > dash > 5MK > etc
|
|
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
|
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.
|
|
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
|
9
|
|
|
|
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
|
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
|
|
"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)
|
N/A
|
|
|
|
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
|
|
|
|
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.
- 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
- Ricochets off the floor and travels at an upward angle.
- 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.
|
|
"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
|
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.
|
|
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
|
N/A
|
|
|
- Hits low
- Can only combo after with a super cancel, tear setup, or 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
|
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.
|
|
"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
|
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.
|
|
"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
|
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.
|
|
"Tally-ho!" Toggle Hitboxes Toggle Hitboxes
|
|
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
"Ready, Number 13" Toggle Hitboxes Toggle Hitboxes
|
Silent Scope (Sniper) Level 1
|
+ +
|
|
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
|
|
"Egrets, roll out" Toggle Hitboxes Toggle Hitboxes
|
Motor Brigade (Bikes) Level 1
|
+ +
|
|
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.
|
|
"Egrets, assemble!" Toggle Hitboxes Toggle Hitboxes
|
Inferno Brigade Level 3
|
+ +
|
|
|
- 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
|
|
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
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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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N/A
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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.
- Press "START" to select as an assist.
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"Your turn."
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Assist Taunt
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Automatically done after an assist move
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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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Mid
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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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57
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N/A
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N/A
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N/A
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N/A
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- 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.
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Colors
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 OR  Parasoul bows gracefully. After you, Krieg. Engarde.
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Intro pose 2: Hold OR  Parasoul arrives by helicopter. Target confirmed. For my kingdom.
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Intro pose 3: Hold OR  Parasoul commands the egrets. Egrets, dispatch. This ends... NOW.
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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.
General
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Characters
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Mechanics
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Other
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