Skullgirls/Parasoul/Team Building

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Assist Strategies

  • Calling assist at the same time or just before Napalm Trigger (2[8]LK) to confirm off it and / or control their movement after blocking
  • Calling assist just before instant j2MK (11f overhead) to confirm off it
  • Closing distance in front of an assist with an air to air dash jump forward jLP, super jump forward jHK, etc. The assist protects your landing in case you whiff, or you can continue pressure after an air chain with the assist.
  • Use a space control assist to make them block or to tank fireballs / other assists, so you can safely make them block L/H Shot ([4]6LP/HP) or jump at them
  • Lockdown assist to enable more mixups on block and / or to safely chip and place tears with L/H Shot ([4]6LP/HP)

DHCs

  • Sniper gains a damage buff when DHC'd from at the end of a combo. If canceled early enough, the sniper will hit after the DHC occurs, hitting after the damage scaling resets to 70%.
  • Sniper is also great for covering the incoming DHC character. If sniper comes out, the opponent is forced to block and the next character is protected. The only way you can be challenged is if the opponent can get a very long invulnerable window (sniper waits for 60f for invul to go away) or the opponent has a special countermeasure such as Cerebella's reflect
  • Using DHCs to combo off full screen sniper shots and sniper shots that hit airborne opponents
  • Bikes can be safe as a DHC depending on the distance / character, but usually it's punishable.
  • Her level 3 is a safe DHC that also grants offensive momentum if you cancel it using Egret Call ([4]6 LK)

Tagging

Assist Combos

This is not a comprehensive list of assist choices

H LnL

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 call assist [2]8MK
dash 4HK [4]6HK
dash until corner 5HPx2 [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 2MK 6HP 214LK
5LPx2 2MP 6HP [2]8HK 236KK

8884

1

Midscreen

Universal (-Big Band)

  • Corner carry route


L Pinion

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 L Pinion 214LK
5MP 4HK OTG [4]6HK
Dash Tag in Painwheel
L/M Buer Cancel H Buer Fly
9jMK
5LK L Buer Fly
6jLK
5MK L Buer Fly
3jLP
2LP 5LK 5MK 5HP L Buer Death Crawl

9,113

1

Midscreen

Universal (-Big Band)

  • Easier corner carry tag route
  • If you replace 5HPx2 with 6HP you will deal 9,516 Damage
  • This will carry corner to corner if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce


2LK 2MK 6HP [2]8MK L Pinion
4HK OTG [4]6HK
Dash Tag in Painwheel
L/M Buer Cancel H Buer Fly
9jMK
5HP L Buer Fly
6jLK
5MP jL Buer Fly
jMP
2LP 5LK 5MK 5HP L Buer Death Crawl

9,864

1

Midscreen

Doesn't work on cerebella or bigband

  • Optimal corner carry tag route
  • If you replace 6HP with 5HPx2 to make the starter easier you will deal 9,691 Damage
  • This will carry about 3/4 of the screen if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce


Carpenter's Axe

Axe is a strong hyper-armored overhead assist that forces neutral to Parasoul's favor, heavily increases her damage, and makes her great high/low game even stronger. The easiest way to time Pillar + Axe is [2]8LP+HK if Eliza is third on your team, or is your only teammate.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 [2]8HK + Assist
dash jump jMK jHP
5HPx2 [4]6LP
5MP 4HK [4]6LK
dash up 5MKx2 5HPx2 [4]6LP
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

8048

1

Midscreen

(video)

2LK 2MK 5HPx2 [2]8HK + Assist
dash 4HK [4]6HK dash(xN)
5HPx2 [4]6LP
5MP 5HPx2 [4]6LP
2LKx2 2MK 6HP 214LK
2LPx2 2MP 6HP [2]8HK 236KK

8721

1

Midscreen

  • Requires OTG, but gives corner carry and higher damage than the OTGless route

(video)

CH 5HPx2 [2]8HK + Assist
dash jump jMK jHP
5HPx2 [4]6LP
5MP 4HK [4]6LK
5MKx2 2HP
jLP jMK jMP
rejump jLK jMK jHP
dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK
OTG cHK

9357

1

Midscreen

  • Corner carry

(video)

2LK 2MK 2HP [2]8HK
OTG 2HK [2]8HK + Assist
late jMK jHP
5HPx2 [4]6LP
5MP 4HK [4]6LK
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

8405

1

Corner

  • If you end with 2MK 6HP instead of 5MKx2 5HPx2, you deal 8420 damage.

(video)

CH 2HP [2]8HK
OTG 2HK [2]8HK + Assist
late jMK jHP
5HPx2 [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 5MKx2 5HPx2 [4]6LP
5LPx2 5MKx2 5HPx2 [2]8HK 236KK

10307

1

Corner

(video)

M Shadow

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 M Shadow [2]8 MK
4HK [4]6LK
jMK jHP
2MK 5HPx2 L Shot
5LP 5MP 4HK L Shot dash
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

8218

1

Midscreen

Universal

(video)

A Train

A Train tremendously increases Parasoul's damage, and can be used to catch up-backers from escaping her dangerous high/low mixups

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 6HP assist~[2]8HK
dash 4HK [4]6HK
dash(xN) 5HP(x2)
5MP 6HP [4]6LP
5LK(x2) 2MK 6HP 214LK
5LPx2 2MP 6HP [2]8HK 236KK

9406

1

Midscreen

Universal

  • 9232 with 5HP instead of 6HP in the first chain
  • Can side swap if you dash twice before the 4HK (to avoid stuff like corpses that Val can revive, Fortune's head, Beo's chair, etc). Also makes it more consistent on Band

(video)

Clide

Clide is an excellent assist for Parasoul, as it allows for tear conversions at mid-range, and enhances her scary high/low game. It also allows for unique reset setups and does notable damage.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 6HP [2]8MK+assist
4HK [4]6HK
dash(xN) 5HP(x2) [4]6LP
5MP 5HP(x2) [4]6LP
5LK(x2) 2MK 6HP 214LK
5LP(x2) 2MP 6HP [2]8HK 236KK

8790

1

Midscreen

Universal

  • 8616 with 5HP instead of 6HP in the first chain
  • This combo does more than the second one if you plan on using 5HP in the first chain

(video)

2LK 2MK 6HP [2]8MK+assist
4HK 214LK
5MP 4HK [4]6HK
dash(xN) 5HP(x2) [4]6LP
5LK(x2) 2MK 6HP 214LK
5LP(x2) 2MP 6HP [2]8HK 236KK

8848

1

Midscreen

Universal

  • 8461 with 5HP instead of 6HP in the first chain
  • Delay the second 4HK on some characters
  • Omit [4]6HK in the corner
  • You can replace [4]6HK with Double tag to tag out, and you'll have OTG for a conversion

(video)

2LK 2MK 6HP [2]8MK+assist
4HK [4]6LK
2HP [2]8HK
2MK 5HP(x2) [4]6LP
5LK(x2) 2MP 6HP [4]6LP
5LP(x2) 2MP 6HP [2]8HK 236KK

9034

1

Corner

Universal

  • 8640 with 5HP instead of 6HP in the first chain
  • On Filia, Fukua, and Parasoul, the 4HK will connect behind her. Delay the 2HP as much as possible.

{{{video}}}

Assist Resets

Two Touch Sequences

External Links

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Cerebella
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Parasoul
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