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.
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 (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 (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).
Parasoul is an all-rounder charge character that uses fireball zoning, tear traps, and long normals to control space.
Ground control: Napalm Shots (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 (6HK) in combos can almost always carry the opponent to the corner no matter where you started the combo.
No fast air movement: When in the air, the spot where she lands is more predictable than other characters because she has no air actions to quickly change her trajectory.
Tall air hurtbox: She has a tall air hurtbox, so she is weak when being pressured or reset high above the ground.
Reversal: Opponents familiar with the matchup can exploit Napalm Pillar's (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.
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 (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.
3 Buttons: or → or → or
3 Buttons: or → or → or
6 Buttons (w/ rebeat on MK): → → → * → →
Character Mechanic: Tears
Parasoul can create projectile mines on the screen called tears using Napalm Toss (214K, air OK) and Napalm Shot (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 (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.
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.
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 (... 6HP > 2LK > 2MK > 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
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
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.
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 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
Parasoul can cancel this super with 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 6LK if you need it
When used to DHC from, the soldiers will continue to fire even after the next character comes in.
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Super Hit Stop
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.
Automatically done after an assist move
Super Hit Stop
Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.