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Defending The Kingdom Matchup Thread

IknowReal

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Iknowreal
Parasoul Squigly
Table of Contents:
1. Parasoul Vs Double 6:4
2. Parasoul Vs Cerebella 6:4
3. Parasoul Vs Filia 5:5
4. Parasoul Vs Parasoul Mirror X:X (Skill Based)
5. Parasoul Vs Ms.Fortune 4:6
6. Parasoul Vs Painwheel 6:4 (hard 6:4)
7. Parasoul Vs Peacock 4:6 or 3:7
8. Parasoul Vs Squigly 6:4
9. Parasoul Vs Valentine 4:6
10. Punishment Section Punishing Moves.

Springbreak is approaching so in a few days so I will have a lot of time to update the thread.
 
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Parasoul - 6:4
Parasoul can swat Fortune out of the air like a fly but Fortune dominates the ground game with her cr.LK, st.LP, and her headless attacks. Parasoul's j.HP can kind of deal with the space above her BUT j.HP carries a huge weakness with it. If Fortune blocks j.HP and lands before Parasoul then Fortune is at frame advantage from having blockstun being canceled from landing. Parasoul does have an amazing air grab hitbox to grab Fortune out of the air, and again she does have superior (though slower) normals. Spacing and avoiding corners is the best way to fight this. Make sure you take any free punishes on the head when available including bike supering from safe distance. This damage that is unavoidable that she can do nothing about. Pay attention to where you are in relaton to MF & the head. The matchup is still largely in her favor. Don't get to predictable with Napalm pilliars as she can bait it out and then punish you hard.
 
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Is this assuming no assists on either side?
 
yes that's the way I was looking at it. Each team can be completely different I'm sure there can be at some point mentioned if you have such assist. You can jump in here. I was looking at it from a solo perspective if she was on point or anchor the last man standing.
 
In that case, the Peacock matchup is at most 5.5 in Peacocks favor. I lean towards 5:5. It's not terribly hard to walk them into the corner and bait out teleport attempts.
 
In that case, the Peacock matchup is at most 5.5 in Peacocks favor. I lean towards 5:5. It's not terribly hard to walk them into the corner and bait out teleport attempts.

5:5 is even
 
Yeah, I lean towards the matchup being even.
 
What I would Also like to see is people playing the matchup well to add to the matchup of the character.
 
I don't know if I'll be able to demonstrate in a timely manner, but the Peacock matchup is basically like playing Street Fighter vs a zoner. Walk forward, then block. Jump forward, then block. If George gets called, use the MK egret. If Peacock jumps, you call a bike.
 
I am thinking of a good way to organize the thread to make it easier collecting all the information for each character bullet by bullet.
 
I'd say that the matchup of Parasoul vs. Squigly is 7-3, because Squigly hardly has any time charging Dragon Stance before Parasoul jumps-in or performs lots of Napalm Shots against Squigly. Parasoul can also win air games by using j.LP or j.LK before j.HP. I've beaten many Squigly players using my Parasoul. I don't think Valentine beats Parasoul at all, especially when Valentine goes solo or doesn't have a proper team.
 
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Parasoul can also win air games by using j.LP or j.LK before j.HP.

Is there a specific timing for this? I feel like whenever I try to fight against Squiggly's j.HP when I know it's coming with the options you've mentioned, j.LK at most trades and j.LP's hitbox is too low and Squiggly's j.HP goes through. I'm guessing it's a matter of "Who Jumped First?", where if you jumped first and Squiggly second at a distance, Parasoul's buttons would win, but it's be reversed if Squiggly jumped first (though I haven't tried j.MP, I usually never try to use that move in Neutral).
 
Question: what do you do vs a Filia that gets you in the corner? IAD HK gets her past a Pillar reversal and if I correctly block/pushblock, they're still close enough that a low forward hits. Should I just wait for the other player to mess up their pressure? Alternatively, should I just alpha counter or risk a raw tag?
 
Depending on spacing j/sj toss into detonating normal will beat a lot of approaches and give you some space. Throwing in a horizontal assist is nifty too.
 
Okay, so I've been doing terribly against Cerebella's lately, so I think I need to rethink this matchup entirely.

Does anyone have any tips or insights about how to go about Parasoul Vs Bella? Does everyone generally see it as a favorable matchup or no?
 
http://www.hitbox.tv/video/113819 2:44 is pretty useful if Bella gets too run happy

Overall I think the matchup is bad for Parasoul, or at least not good
She has better mobility than you do as everyone does, your buttons don't outright beat hers unlike when fighting other chars,
Armor is a bitch for Parasoul to deal with, Shots are just reflect fodder and MGR forces you to jump around at midrange which you really don't like to do.

Don't have tips sorry, I just do things
 
Okay, so I've been doing terribly against Cerebella's lately, so I think I need to rethink this matchup entirely.

Does anyone have any tips or insights about how to go about Parasoul Vs Bella? Does everyone generally see it as a favorable matchup or no?
Sometimes I notice this too, especially when the Bella is thinking smart and playing calm and reserved.
Your main problem is because you don't have an assist to limit her options since you're playing solo.
Watch out for her j.MP, and j.HK, they'll swat you down surprisingly good if you run into them, sometimes it's best to wait for her to land before you jump in or run in.
Like if you had Hornet bomber L you could just call that with your approach and make them block the mixup for a bit, scoring you more confirms.
But for Solo vs Solo, I don't know what to recommend besides try and play in a way that best beats the Bella you're playing against. If they're respecting you more, try and run up with overheads or do more fancy mixup to score confirms. If they're throwing you on the air approach and ground approaches try being less choreographed or focus on punishing their mistakes, maybe jump in + block to bait excellabella, get in their head. Tick throws on offense off j.LP and stuff if you can't open them up with highs and lows and all that.
 
Personally, i find the match pretty good for Parasoul. If you have a multi-hit assist, Bella's up shit creek. Parasoul's aerial moves stuff almost anything Bella can do, and multi-hit assists means she can't LnL or run through. The big thing is that you can't go ham vs Bella or you'll eat a reversal Dynamo or Showstopper. Just play patient, call assists, and bait reversals
 
Personally, i find the match pretty good for Parasoul. If you have a multi-hit assist, Bella's up shit creek. Parasoul's aerial moves stuff almost anything Bella can do, and multi-hit assists means she can't LnL or run through. The big thing is that you can't go ham vs Bella or you'll eat a reversal Dynamo or Showstopper. Just play patient, call assists, and bait reversals
Fenster is a solo Parasoul :C
 
http://www.hitbox.tv/video/113819 2:44 is pretty useful if Bella gets too run happy

This is interesting, yeah, I'll try it in the lab to see if I can add it to my repertoire since it seems more useful on bating runs then what I usually think of. In general though, I don't feel like I'm pressured by Cerebella runs, since using the Bike usually discourages the bellas I play from doing the run.

Sometimes I notice this too, especially when the Bella is thinking smart and playing calm and reserved.

I think this is definitely part of my problem. When a Bella approaches me I'm confident in my ability to react to what they are doing, But once the Bella starts playing defensive, I sort of lose my thinking and break down into stupid play (I think in my SNS set against Cynical I literally devolved into only using jHPs because I was just at a loss). I feel like I come up with a blank when it comes to how to actually go on the offensive against bella (which is probably also in part of me not feeling like I have the best offense either). Tick throw off of jLP is very interesting and something I've never considered. I also definitely should practice more how to get into the overhead ranges as you mention. One thing that always gets me is that I always fear going in low, because for some reason I'm really scared of bella c.LK and want to stay far out of that range, which makes it hard to utilize my own c.LK.

If you have a multi-hit assist,

Just play patient, call assists,

alexpi you're gonna make me cry :(
 
Tick throw off of jLP is very interesting and something I've never considered. I also definitely should practice more how to get into the overhead ranges as you mention. because for some reason I'm really scared of bella c.LK and want to stay far out of that range, which makes it hard to utilize my own c.LK.(
When it comes to getting hits I think it's all about how much space they're giving you to work with, it lets you know how you're going to have to play to get a hit in.
Similar to how when I play my little sister who's ten, I can't land overheads because she's going to punch me out of them because she's a MASHING SCRUB. You know what I mean though.
When Bella goes on the big defensive like that and waits for you to make moves, there's a lot of room for f.LP, and I think it's best after using an air approach. ex j.LP/jHP, land, f.LP works well. (Or the tick throw mentioned earlier)
You can also try j.LP/j.HP, c.LK, sb.HK (It's important to leave the MK out because that's a lot of time for them to push block.)
But one thing that's really hard to deal with when you're letting your opponent make the move is for sure throws, so mess around with that off air jump-ins or even dash throws and you should be able to get in.
Also if you're that worried about c.LK, try holding backwards, c.MP, cancel in to L Shot, then you can detonate that tear with c.MP/s.MP, or j.HP/j.LP for the added hitstun when it explodes. (Because tears are swag)
This is all from personal experience in the match-up and I'm sure someone is laughing at me but maybe you can get some ideas.
 
When Bella goes on the big defensive, you can toss tears and manually detonate them at random times, that's ..rather difficult.. to deflect and pretty much forces her to make a move.
 
How do you guys feel is the best way to approach the Valentine matchup. I usually use LP-HP when the opponent is in air on reaction to a dash forward, napalm pillar for beat crossups and air throw for deep jumpins or if the opponent is wating for you to react first
 
So what exactly am I missing in the Squigly matchup?
Everyone says it's a free win for Parasoul?!

This is what I see:
- Tearshots and Tosses are grossly inefficient, because they don't allow you to keep Squigly from getting charge, and after that it's pretty much impossible to do either of them
- In the same vein, things like TK Toss j.LP are not much of a threat to Squigly, as she doesn't have to move in.
- Para j.LP and j.LK get beaten by Squigly j.LK rather fucking consistently
- Squigly j.HP is rather difficult to handle, as Para mobility is bad enough to not just get in vs predictable jumps, her hitbox is tall and PS will never get a combo out of swatting it, while Squigly gets full converts out of j.HP land SBO
- Squigly has a really easy time gaining height and thus both get into a position where most of Paras air normals don't hit + Pillar deadspace becomes a thing
- Threat of Sing Daisy forces you to jump a lot, which is something you don't want to do, ESPECIALLY not if you can't at least control the space in front of you with jump normals / toss business (you can't, cus then you eat Sing SBO)
- c.MP is really easy for Squigly to avoid due to the speed at which she moves vertically
- Her c.MK grossly outranges every other useful button Parasoul got (and actually hits at spots where PS c.MP won't, due to PS moving backwards during its animation)
- As you're not really able to keep her from getting charge nor force her to use it without getting hit in the process, she'll usually have P stance charged = Much better defence than you got with charged DP and Doublejump
- Divekick is very difficult to avoid due to bad backwards movement (backdash sometimes works to dodge it, but backdash into button rarely leads to anything)
tbc

So one can't zone her, she has better buttons in the air AND on the ground, she controls how you move, she reliably has better defence, she gets into spots where you can't attack her easily, and the extra damage is just the cherry on top.

How the shit does this end up being 7-3 PS favour?

Yeah, you can AA super super predictable dives / j.HPs with c.HP (which is -for the most part- a low reward / high risk gamble), j.HP keeps some of her in check (but again, it doesn't lead to much) and if you're in and she doesn't have charge she got some serious problems.
Maybe there are even some sekrit trix like 2147HK manual placing of tears which then can be blown up with j.HP for a tremendous hitbox that beats a good bunch of her options and leads to serious damage.
Maybe the matchup becomes a ton better if you have access to Butt assist to rush her down without giving her room to breathe?
I definitely need to use more closeby placed tears into detonate to have access to a safeish scary AA option
And maybe I'm missing something entirely (please tell!)

But I can't for the life of me see how even *all of that combined* is gonna make it any better than 5-5, let alone turn it into a 'free win' matchup.

Please help!
 
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Tldr will read in a sec but squigly vs soul is slight soul advantage imo. 55-45 or 6-4
 
I'm not seeing parasoul being advantaged against squigly either. Though i do think the matchup can be better for para if she has updo to kinda keep the j.hp in check.

But bottom line seems to be that squigly is faster than para and able to get above para... Which is a winning situation. Para superjump float stuff doesnt work well for combatting j.hp range since it will just clip para easily. And after that all para really has is toss and tears... Which squigly can easily blow through with sing xx sbo. I dont know what makes this match good for para either so i would love to hear. It certainly doesnt seem good on paper unless para wins the opening gambit and combos squigs before she has a chance to charge anything/get away and set up her zoning.
 
That's the thing though, Parasoul is much better in the opening seconds of a match (assuming both are on point). Parasoul's buttons are better and without a charge, Squigly lacks a good reversal. About the only thing the Squigly player can do is down-back and call an invincible assist, and this is vulnerable to the good ol' "run up and throw".
 
so any one has any advice of fighting fukua with parasoul. i can't seem to get in or get initiative, not sure where to stand on screen and im just reacting horribly to what ever game fukua wants to play.

The things i've tried with some success is to push block the fireball if fukua is trying to jump in with hk xx fireball or cross up since it pushes her away and if you try to push block the hk she's still in your face and your blocking and its a horrible time fore you.

The other thing is i've tried dashing behind her if fukua's just upbacking and fireballing, works decently if your fast enough and she isn't calling an assist like brass knuckles.

fukua combined with brass knuckles is pretty hard for parasoul since it stops a lot of your forward momentum in the air and on the ground and then your just stuck blocking and have to deal with what ever fukua wants.
 
Parasoul is advantaged vs Filia? That seems off. Filia moves left-right very well, which throws off charges, and Pillar's hitbox whiffs on an air dashing Filia, even in the corner.
 
i meant 6-4 in favor of para. sorry. i just the current listed as 5-5 and maybe its old data
It's no "data" at all, it's the opinion of one dude

Parasoul is advantaged vs Filia? That seems off. Filia moves left-right very well, which throws off charges, and Pillar's hitbox whiffs on an air dashing Filia, even in the corner.
cMP checks every Filia approach
2147LK LP checks every Filia approach
jLP beats everything Filia presses in the air
etc whatever

Filia's approach angles are perfect for Para to handle, it's extremely hard for Filia to ever land a hit.
The only reason this matchup isn't a fully onesided slaughter is that Filia landing one hit can mean the end.
 
It's no "data" at all, it's the opinion of one dude


cMP checks every Filia approach
2147LK LP checks every Filia approach
jLP beats everything Filia presses in the air
etc whatever

Filia's approach angles are perfect for Para to handle, it's extremely hard for Filia to ever land a hit.
The only reason this matchup isn't a fully onesided slaughter is that Filia landing one hit can mean the end.
well there's gotta be data that can formed from an opinion but i'm not gonna bother with that and stick to what was useful in your post. which is c mp is the gdklike button.

it ends up filia just doing the stupid LK airball and even then a parasoul doesn't have to do much. if filia gets a hit resets will be used each and every turn.
 
Does anyone have any thoughts on Parasoul v. Big Band?
 
cMP checks every Filia approach

Seriously? I didn't know you could stuf IAD with c.mp