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Anti-reversal-Pillar setups

Mike_Z

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Cerebella Big Band
(Not sure where to put this post, since it wouldn't go in any single character's forum, but wanted to post it before I forgot.)

Because Napalm Pillar has a hole above Parasoul, there are setups after which you can jump forward and not get hit by reversal Pillars. For certain characters they're really good, and consistent, and lead to other things. Jumping straight up or backward will get you hit. You can combine all of these with an assist call to cover basically every option Parasoul has.

All setups let you land into CH s.LP at least, if you miss with the jumping move.

Squigly:
- End any combo with non-stagger Silver Chord (so, the 2nd Silver Chord in your combo), jump forward j.LP -> MK/HK divekick. This has the bonus of also looking like a tick throw setup or a screwup, depending. The j.LP whiffs through her if she Pillars, forces a block if she doesn't, hits if she tries to throw OR tries to Pillar xx Sniper, and the divekick either CHs a whiffed pillar or combos off the j.LP. This one seems really good to me. Also beats Parasoul attempting antiair airthrow...
- Pretty much anything to Lv1 stance cancel, j.LP. Good moves are s.HP/s.HPx2/c.MK/s.MP, though all these are much more plus than double Chord so the opponent is less likely to reversal.
- s.LP or s.LPx2, jump forward. Also less useful.

Painwheel:
- Combo into fly->DF+LP or LK, jump forward. Also has the bonus of looking like a tick throw.
- Pretty much any grounded normal xx fly UF. Best with LP or LK. Looks like a crossup attempt, which (if you do say crossup j.HK) WILL get hit by Pillar.
- LK Buer xx fly UF.
- Combo into M/H nail, jump forward. For example, L nail, M nail in the corner. Never comes up. :^P

Valentine:
- Point-blank s.LP (x1 only, x2 or 3 gets hit), c.LP, s.LK, or c.LK -> jump forward. Looks like a tick throw.
- Blocked s.LP/c.LP, jump forward. Kinda neat.
- Point-blank Dead Cross. Never comes up.

Big Band:
None. He's toooooooooooooo big. :^(

Eliza:
- Blocked point-blank s.LP/c.LP/s.LK/c.LK, jump forward instant j.LK. j.LK changes her shape.
- c.MP x1, or s.HP x1, jump forward j.LK.

Ms. Fortune:
- s.LP/c.LP/s.LK, hit or blocked, jump forward (instant j.LK optional).
- Any strength Rekka x1, jump forward. L Rekka x2, jump forward. (instant j.LK gets hit after H Rekka or L Rekka x2.)
- Blocked L Rekka, jump forward.

Peacock:
- Blocked or hit s.LPx1 or blocked c.LK, jump forward instant airthrow or delayed whiff j.LK. Both of those moves change her shape enough to avoid getting hit. Kinda difficult.
- Hit c.LK, jump forward instant airthrow.
- Hit c.MK, jump forward delayed airthrow. Very difficult.
....pretty much nothing else she has lets you do this.

Filia:
- Blocked or hit s.LP/c.LP/s.LK/c.LK, jump forward whiff LP or LK.
Not a lot else for her either.

Cerebella:
- Blocked or hit s.LP/s.LPx2/s.LK/c.LK/s.MP, jump forward j.HK.
- Hit any strength Lock-n-Load, jump forward HK.

Parasoul:
- Hit point blank tear, jump forward MK or HP. Won't happen much.
No more that I could find.

Double:
- Blocked or hit c.LP/c.LK/s.LK, jump forward teacup.
She's too big to dodge with anything else really.

Fukua:
- Blocked or hit c.LP or c.LK, jump forward j.LK. It's also possible to do jump forward j.HK but much harder.
- L Drill, jump forward j.HP.

Beowulf:
...also too big...

I'm sure there are more.
 
I should probably add to the thread that pw can just armor it
even if parasoul does bikes
pw wins
and deals back the damage
I'm too lazy to write it in the thread though so I'll screenshot this and post it
wait just copy paste duh
 
Was hoping to see something for R fortune on this case, appreciate it if someone could update with how to work over that as her ;__;
 
After most normals (with the exception of 5HP 2MK 2HP 5MP 5MK 2MK 5HP and 5HK) you jump forward although generally these all assume you're close enough to even jump forward as doing a hit from max range for example jumping forward will not work.

It also don't factor in safe dhcs and all that so don't think that this a cure-all but it does help.

Most of Robo's normals are plus on hit or block that said you won't be doing this from any special moves
Note: Bold indicates not doable both on hit or block non bold means on block 5[MP] is different from 5MP. Note for note: [] = holding the button

What can robo do to ch?

She can jump a second time after avoiding pillar to anything, use 5HP since it has the one hit of armor or land and do 2HP anything really. The only way to get -100 undizzy ch is with jHK 5HP and 2HP. jHP does -50 I dunno why but I figure that's on purpose

and of course all air normals vary based on how quickly you land.
 
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Cerebella:
-s.mk, shk (1), hp lnl (HCH's her out, can be canceled into lvl 3 fo 7250 dmg start into your combo, forces her to block if she jumps, backed by lockdown assist can prevent her from doing anything on block)

-c.lk, s.mk, s.hk (1), MGR (causes Pillar to whiff)

-c.mk, j.lpx2, j.hk (safe jump setup)

-c.mk, j.lp, j.lk, grab/j.hk (Parasoul recovers before touching the ground so it throws off timing for reversal. Time it right and she doesn't recover in time for any of her attacks to come out, so even if she tries to grab in the air she'll touch the ground before active frames.)
 
jHP does -50 I dunno why but I figure that's on purpose
Projectiles do -50 Undizzy on counter hit.
You could verify this with Peacock/Double j.HK (Physical hit -100, projectile -50.)
 
Oh, I totally skipped Robo. :^P I'll add her.

I think people missed the point I was trying for - you want to put her in a situation where she CAN reversal AND where it looks like a good idea.
Not just "things that beat Pillar".

Armoring means Parasoul gets the normal on-hit cancel period, and that you took damage. Dodging it gives you the followup of your choice and requires them to do the super cancel much earlier than
most people do.
 
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Double can forward superjump immediately after c.LP and get a superjump direction-switch jumpin like j.HP if she doesn't do bikes and double jump if she does.