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Wanna Make A Parasoul Overview Video

keninblack

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Parasoul Double Painwheel
Yeah, I want to make an advanced tutorial on how Parasoul works.

How to get the hit, how to keep getting the hit, how to get out of shitty situations, match-up stuff etc.

SO, anything you guys would like to see specifically? This is only regarding Parasoul, and match-ups with Parasoul's point of view. So let me know what you guys would like to see covered.

PS: Expect things like this from now on, never going to finish the Parasoul guide. No point in working on a guide when a lot of the information becomes irrelevant every version.
 
As a beginner... maybe controlling air space without getting too obvious at some point? I find myself sticking with j.lp and j.hp too much.
 
-Confirming from tears/different ways that they go boom
-Advantages of different tear placements
-If you go over mixups, make sure you go over how one could get out of them so you can know pros/cons of the decision
These might be a little advanced for what you had in mind but it's what I would like to see more parasouls be aware of.
 
- Fortune
- Valentine
- MK.Airball
Hairball? Confused on the last one.

As a beginner... maybe controlling air space without getting too obvious at some point? I find myself sticking with j.lp and j.hp too much.

Will do!

-Confirming from tears/different ways that they go boom
-Advantages of different tear placements
-If you go over mixups, make sure you go over how one could get out of them so you can know pros/cons of the decision
These might be a little advanced for what you had in mind but it's what I would like to see more parasouls be aware of.

Great points!



Also, keep in mind I'm going to have multiple videos that go over different things so don't worry if your point doesn't show up in the first one!
 
Might sound obvious, but I'd love to know how to deal with Filia's incessant air-dashing. I pushblock but it doesn't really stop her from coming again and again and again; sometimes I whack her out of the air but it's never consistent. Also, Double Butt covering her back.

Basically: how to deal with rushdown backed up by Hornet Bomber assist.
 
-How to handle Filia/Painwheel/other rushdown (like when to pushblock/reversal, what options are after that)

I typed this before the guy above me but I guess it's the same question.
 
Hairball? Confused on the last one.
What do against Filia doing constant jump-airball to move around - it seems rather dumb, but actually wins against lotsa stuffs cus its permanently active;
So if you jump and try to beat it on reaction sometimes your stuff loses (eg trying to Airthrow her out of it did not go well for me).
At the same time, thing must either be doable so late that you have time to discern whether it's an M or H airball, or beat both of them (eg just j.LP whiffs against H.Airball and then gets Fenrird or even Dash-Updo-Gregord).

Eg standard button of c.MP just whiffs under M.Airball and gets me eaten alive. Or should I practice up charging instantly and Pillaring on reaction to the Airball?
Right now I do stuff like jumpback j.LP xx L.Toss(charged) j.LP to build a wall that covers most approach angles, but I dunno whether there's an easier and/or better thing to do that handles Airballs.

Standard SG sigh of "Jumpforward Block, Call Updo" of course works but I'd like an option that doesn't rely on assists.
 
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Might sound obvious, but I'd love to know how to deal with Filia's incessant air-dashing. I pushblock but it doesn't really stop her from coming again and again and again; sometimes I whack her out of the air but it's never consistent. Also, Double Butt covering her back.

Basically: how to deal with rushdown backed up by Hornet Bomber assist.
I never really have any trouble with this myself. you can always jab out with s.lp if she already started. You can also scout it out with j.lp, cr.mp or s.hp. Backed by HB or LnL however, perhaps hit her before the assist becomes active. The only thing else I see possible is block til your able to jab out. Also guess this out of order but don't pushblock her iad because it puts you at a disadvantage seeing as how your stuck there for like 25f.
 
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What do against Filia doing constant jump-airball to move around - it seems rather dumb, but actually wins against lotsa stuffs cus its permanently active;
So if you jump and try to beat it on reaction sometimes your stuff loses (eg trying to Airthrow her out of it did not go well for me).
At the same time, thing must either be doable so late that you have time to discern whether it's an M or H airball, or beat both of them (eg just j.LP whiffs against H.Airball and then gets Fenrird or even Dash-Updo-Gregord).

Eg standard button of c.MP just whiffs under M.Airball and gets me eaten alive. Or should I practice up charging instantly and Pillaring on reaction to the Airball?
Right now I do stuff like jumpback j.LP xx L.Toss(charged) j.LP to build a wall that covers most approach angles, but I dunno whether there's an easier and/or better thing to do that handles Airballs.

Standard SG sigh of "Jumpforward Block, Call Updo" of course works but I'd like an option that doesn't rely on assists.
Unless it's backed by an assist you can pretty much launch her for free or do s.hp. Even napalm pillar is possible since Filia can't block while doing airball. If she does it really low to the ground, you can either jab or cr.mp. Also you may want to consider charging pillar every time you do a crouch attack just in case it whiffs.
 
What do against Filia doing constant jump-airball to move around - it seems rather dumb, but actually wins against lotsa stuffs cus its permanently active;
So if you jump and try to beat it on reaction sometimes your stuff loses (eg trying to Airthrow her out of it did not go well for me).
At the same time, thing must either be doable so late that you have time to discern whether it's an M or H airball, or beat both of them (eg just j.LP whiffs against H.Airball and then gets Fenrird or even Dash-Updo-Gregord).

Eg standard button of c.MP just whiffs under M.Airball and gets me eaten alive. Or should I practice up charging instantly and Pillaring on reaction to the Airball?
Right now I do stuff like jumpback j.LP xx L.Toss(charged) j.LP to build a wall that covers most approach angles, but I dunno whether there's an easier and/or better thing to do that handles Airballs.

Standard SG sigh of "Jumpforward Block, Call Updo" of course works but I'd like an option that doesn't rely on assists.


Watch the patterns that they use and punish them with a bad situation. It's the best overall way to stop/take advantage of hairball spam. There is no one way to deal with them that will just work.

So if your opponent likes to lk airball and then dash afterwards look for if they don't dash, do dash, comedown with an attack, or an assist, or an hk to slow there descent etc etc etc

You basically want to be around where she lands so you can pressure her on her landing, but not close enough for her to pressure you while she's coming in/fighting game fundamentals.

It's like playing against movement happy Val's or fortunes... Take advantage of the double jump and pressure them as they come down.

Alternatively, if you are looking for more counter on counter, you can use parasoul jump back j.mp to stuff lk airballs if you time and range it right (very hard) and you can use jump back j.hp to stuff mk airballs... Also very hard.
And finally you can use lp and hp shot to hit instant mk airball. In fact a good overall dp defense to filia pressure in general with parasoul is jump back j.hp and land into an immediate shot. Even better if you throw in an assist somewhere.
 
With a timed naplam shot after a sweep, you can make them "keep blocking".

Keep blocking, bitch!