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Parasoul Button release tear toss

Tank

I argue till I'm wrong or right
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Parasoul Robo Fortune
When playing parasoul If you hold a :K: button then input :QCB: while in the air and then release :K: while in the air, as if for the timing to do a regular toss, it will count the command to be the same thing as :QCB::K:. I tested this in training mode and turned on visible inputs. The input display doesn't even register the released kick button but the tear toss still comes out.

The reason why this is an issue is because I'm trying to do j.:MK: and float(holding :MK: to float) and then go straight into :QCB::LK: to toss a close tear, but buffering :QCB: then releasing :MK: to press :LK: causes the :MK: tear to come out. This happens with all the air tear toss variations.

tldr: holding :K: then buffering :QCB: while in mid air then releasing :K: in air makes a tear come out.

I'd show a video but i can't find a good free screen recorder.
 
Somthing thats small but probably doesn't need a whole thread. everyone knows about parasouls j.mk bomb jump off of a tear right. well what you may not know is you can detonate the tear with j.mk but not float afterward if you are not holding mk. That's cool and i like that and that is not the issue.

the issue i have is if you hit the opponent and the tear at the same time you will jump no matter what. you shouldn't get the jump if you are not holding the mk button.
 
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Holding tear toss is only for swag combos. If your a professional with her zoning, you can use this.

the issue isn't holding the tear toss the issue is the tear toss will come out when the input for tear toss was not used.
 
Holding tear toss is only for swag combos. If your a professional with her zoning, you can use this.
oh wait you were talking about my second issue my bad. The thing i sugested would give her one more option to use.
 
holding :K: then buffering :QCB: while in mid air then releasing :K: in air makes a tear come out.


This is called negative edging
The game registers "non button presses" (lifting the button up) like button presses and moves come out like that
Using it makes certain combos doable that weren't doable

For example take a look at this Fortune thing

*opponent in corner with head next to you*
(Hold hp) st.lp>st.mp>st.mk>Cat Scratch L>release hp for headbutt>st.lp>st.mp>st.mk>st.hk>j.mp>j.mk>M Gato>take a stab at it

In essence, the Headbutt is usable because I negative edged it instead of trying to "regularly" input it after Cat Scratch L
A regular input would be me trying to do Cat Scratch L > Headbutt which is impossibru without good ol' nega edgin'


tldr: I forgot why exactly negative edging happens cause I'm a dumb but it's not a bug

Actual explanation from people who actually know what they are talking about: http://www.giantbomb.com/negative-edge/3015-1144/
 
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Negative Edging is in the game because one of the most common input faults is pressing the button a tiny wee bit too early

So instead of :D::DF::F::P:
You press :D::DF::P::F:
By mistake.
Down-Downforward-Punch is not a Quartercircle, so this wouldn't give you a special.

At some point Devs noticed this issue and then introduced Negative Edging to be nice.
Now it looks like this if you just tap the button: :D::DF:[:P:]:F:[ ]
So you press and "hold" the Punch after Downforward, push Forward, then release Punch,
and the game registers this as an alternate method for inputting your Fireball.

@OP you can avoid your problem by letting go of MK right before you input the Toss, or you can keep holding MK until you have completed the QCB-LK motion. It's not super easy, but doable.