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Parasoul Assists/Teambuilding - A Princess needs Servants

@View619


It depends on what you are looking for/put value in:

Want a safe on block dhc? Put painwheel in back, and MAKE SURE you use mp stinger. It is really good for bella cause it turns headbutt into a poke (a jap player uses pw/bella or bella/pw, and uses mp stinger assist to ridiculous effect. His name is "sm" iirc. I'll see if i can find the tournaments hes played in on youtube)

Actually hes got some games up on baikens channel iirc.

Whereas pw/bella allows painwheel to use cerecopter to protect painwheels j.mp. Its an esoteric strat, but sm makes it work... Really really well.

My money on paper goes to bella/pw for the safe dhc but it can go either way. Really depends on what you are looking for. Were it me though, if you run bella second, i would use my meter on parasouls offense. Using mid combo sniper super to really get the best damage out of parasoul, cause bella makes stupid meter anyways. Or you could save meter for when bella comes i. So that you have worlds best dhc to abuse... Choice is yours.


-edit


"Skullgirls Tokyo tournament-final roundbats 02"


Copy what is in quotation marks and that should get you the video if you look it up on youtube. Old play. But shows the take on bella/pw neutral synergy video is about an hour and 20 minutes long.
 
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Sniper to install is easily one of the best DHC's in the game. You can certainly do similar things with sniper>360 but it's not as safe and not install.
 
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Yeah, I used to like Parasol/PW/Bella for the Cerecopter with PW, so I can try fooling around with that. I like a more zoning-oriented Parasol as well, so I'll see what I can do with Sniper -> Install as an option. Maybe just switch the order depending on the match-up (e.g. Filia gets the Parasol/Bella/PW order, no question...).

Thanks for the advice.
 
Ok I need some advice here, my current team is Painwheel (?) / Double (lk Butt) / Parasoul (lp Napalm Shot or Pillar).
I usually use PW on point but may try to switch to Parasoul on point at times my question here is what is the best assist from painwheel to parasoul? I've already try cr.mp as is the most used mostly for the lockdown but for me is just not working, also a grab is another option but for me Pinion Dash HK (down down hk) bring an interesting gameplan for parasoul as reset the positions back to neutral on hit easily landing in the end of a combo launching the enemy to the far back corner into the perfect distance for zoning, so what do you guys think of this assist for Parasoul? I think it has potential but I may be wrong.
 
Ok I need some advice here, my current team is Painwheel (?) / Double (lk Butt) / Parasoul (lp Napalm Shot or Pillar).
I usually use PW on point but may try to switch to Parasoul on point at times my question here is what is the best assist from painwheel to parasoul? I've already try cr.mp as is the most used mostly for the lockdown but for me is just not working, also a grab is another option but for me Pinion Dash HK (down down hk) bring an interesting gameplan for parasoul as reset the positions back to neutral on hit easily landing in the end of a combo launching the enemy to the far back corner into the perfect distance for zoning, so what do you guys think of this assist for Parasoul? I think it has potential but I may be wrong.
The thing about Parasoul is that she has some of the stronger mixup and reset tools among the cast. Being on top of your opponent at a frame advantage is the best position that Parasoul could be in, so I wouldn't recommend giving that up with an assist ender that knocks your opponent full screen, especially since Parasoul lacks the mobility to chase around the flightier character or get around good neutral zone assists. It would be far better to learn to end combos in frame-advantageous mixup situations (i.e. resets), where you can continue to pressure or bait reversals or whatever.

Now assuming that you tend to switch to point Parasoul early with your team still intact, Double's LK Bomber is already taking the triple role of reversal / extension / lockdown. I'd actually recommend Painwheel's HP Stinger as a sort of ghetto Air George, as the high arc it travels in covers the hole in Parasoul's zoning game for those neutral situations. As a bonus, they'll also compliment Double's Luger series, as well as controlling your opponent's ability to approach from the air when you decide to go in. Parasoul and Double both adore an opponent with their feet on the ground and already blocking.
 
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Hi guys. I picked up SG 2 days ago (I'm coming from an SFIV, SFxT, and GG background) and I have to say that this game deserves the FGC's full support. I'll reserve the compliments for some other thread, however.

So, I'm running Fortune/Parasoul/Double. The dreaded Fortune/Parasoul (or Parasoul/Fortune) that never gets commented on is what I'm about to inquire some opinions. After reading a bit here and there, I quickly figured out that playing Parasoul without Double in the back is suicide. LK Hornet Bomber definitely is a must for Parasoul's pressure and neutral game. What I'm trying to figure out is that by putting Fortune on point and Parasoul second (Napalm Pillar), what sort of synergy can I produce?

NOTE: I know that Fortune/Parasoul (and vice versa) is not the most synergistic shell in the game! However, since I like these two characters the most, I really want to make them work somehow in any little way possible.

I think that Fortune can definitely benefit more from Napalm Pillar than Parasoul would from Fiber Upper or any other Fortune assist. And according to what I've been reading, Parasoul and Fortune are at their best when played on point. However, based on those same readings, it seems that Parasoul definitely fairs off better than Fortune when played in the secondary slot. Then again, Elda Taluda (forgive any misspelling if it occurred) proved that Fortune can manage in secondary position at EVO 2014. Sooo.... matchup specific lineups?

I think that Fortune can benefit from Double's LK Hornet Bomber assist as well. A corner-pressuring Fortune with a lock-down assist is definitely something to think about. So, running Double as anchor really isn't something that I would need to switch out.

What do you guys think? What position is better for the Fortune/Parasoul shell and is this shell viable in the simplest sense? And since it definitely isn't an amazing combination... how bad can it really be?

Thanks in advance! :)

P.S. : I also asked this question in the Fortune forum to gather some advice from Fortune specialists. (Same reason why I posted in the Parasoul forum; to see what the Parasoul mains have to say about this question.)
 
I feel like Fortune/Double/Para or Para/Double/Fortune is actually the way to go, so that you can DHC to catheads.
Fortune/Double/Para gives you Fiber/Bomber/Pillar

Also, sMK is a weird lockdown assist you can use as fortune as an alternative to fiber. Or sHK. Or sMP but it will be awful with the head off. sHK will be a launcher with head off. sMK is always the same.

Head roll is cool if you learn to call the head back during combos.
 
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I feel like Fortune/Double/Para or Para/Double/Fortune is actually the way to go, so that you can DHC to catheads.
Fortune/Double/Para gives you Fiber/Bomber/Pillar

Also, sMK is a weird lockdown assist you can use as fortune as an alternative to fiber. Or sHK. Or sMP but it will be awful with the head off. sHK will be a launcher with head off. sMK is always the same.

Head roll is cool if you learn to call the head back during combos.

Thank you! I'm leaning towards Para/Double/Fortune since Fortune can handle herself much better than Parasoul can when left alone. Plus, Fortune does better with all the meter that's left over at anchor position. Comeback potential in Parasoul is relatively low as well.

Now, to experiment and see if Fiber will benefit Double more than s.MK or vice versa (Parasoul is set with just Hornet Bomber... next thing to worry about is Double since she's part of the team as well! >.<).

Thank you again, for the swift reply.
 
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Actually, Parasoul is one of the better characters to play in the game when left alone, but Fortune is probably one of the few that do slightly better and you're correct about her using meter better. (Though Parasoul Lvl 3 is an excellent tool.)

I have a Para to Double tag combo you could learn that works midscreen.

cLK cMK cHP jMP LTossHeld jLP (Detonates tear) land sHK tag to Double otg cLK cHP Flesh step > things
 
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Actually, Parasoul is one of the better characters to play in the game when left alone, but Fortune is probably one of the few that do slightly better and you're correct about her using meter better. (Though Parasoul Lvl 3 is an excellent tool.)

I have a Para to Double tag combo you could learn that works midscreen.

cLK cMK cHP jMP LTossHeld jLP (Detonates tear) land sHK tag to Double otg cLK cHP Flesh step > things

Midscreen hard-tag combos! <3

Thank you for the suggestion. Double is guaranteed secondary at this point. I think I'll have to swap between Fortune and Parasoul's positions based on the matchup since both make excellent points and decent anchors. I usually (even though only 2 days in) find myself crumbling if I lose my point character early on in the match (momentum monster here). So, I think matchups will play an important role when running Parasoul and Fortune together.

Then again, I'm leaning on Para point since, well, Hornet Bomber, DHC into cats, and now this sexy midscreen combo.
 
Another odd option for Fortune that I like is 3HP. Head-on, it'll call Fortune's 2HP launcher, but head-off and it'll call ZOOM!, which is crazy-handy, especially for Parasoul in the Fukua and Peacock matchups. Since you're already doubled up on reversals with Pillar and Bomber, I think you should change one of them to a utility / neutral assist.

Parasoul is pretty difficult to place in teams. On one hand, her round-starts are out-of-this-world-crazy-in-your-face... but she faces god-awful match-ups from Peacock and Fukua. On the other hand, you don't really want her as an anchor, because she absolutely dies to incoming mixups because she can't double-jump, or air-dash, or air-reversal, and everyone can predict her Napalm Pillar.
 
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Another odd option for Fortune that I like is 3HP. Head-on, it'll call Fortune's 2HP launcher, but head-off and it'll call ZOOM!, which is crazy-handy, especially for Parasoul in the Fukua and Peacock matchups. Since you're already doubled up on reversals with Pillar and Bomber, I think you should change one of them to a utility / neutral assist.

Parasoul is pretty difficult to place in teams. On one hand, her round-starts are out-of-this-world-crazy-in-your-face... but she faces god-awful match-ups from Peacock and Fukua. On the other hand, you don't really want her as an anchor, because she absolutely dies to incoming mixups because she can't double-jump, or air-dash, or air-reversal, and everyone can predict her Napalm Pillar.

Thank you! I will definitely mess with those options. Honestly, I think I can bare with a rough start on point (even though that goes against my momentum-based agenda) than a near-guarantee loss towards the end. :D
 
Thank you! I will definitely mess with those options. Honestly, I think I can bare with a rough start on point (even though that goes against my momentum-based agenda) than a near-guarantee loss towards the end. :D
I agree. I personally run Parasoul on point only (Para [Pillar] / Bella [DDrop] / Squig [2HP]). I've been experimenting with a different order (Bella [M LnL] / Squig [2HP] / Para [Pillar]) to try and counteract Parasoul's poor matchups, but... if Parasoul ever comes in manually from a kill or an outtake, she's screwed.
 
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Explore tear toss normals on incoming. Her options are a bit better than you think~
 
That's why I run my team the way i do. people ask why I put parasoul on anchor, its because I can get her in with Car->Lvl3/Bikes, also her raw tag/alpha counter are better than doubles. Double is my true anchor but it's a lot easier to not get mauled with double backed by pillar once val dies.
 
I quickly figured out that playing Parasoul without Double in the back is suicide. LK Hornet Bomber definitely is a must for Parasoul's pressure and neutral game
No :~
It's nice yes, but most definitely not suicide to play without.

The characters got neat synergy and Butt is most likely the best assist in the game + the best assist for Parasoul,
but there are ton of team configurations in which Parasoul works properly without Double, and she's actually one of the less assist-reliant characters of the cast.

I think that Fortune can benefit from Double's LK Hornet Bomber assist as well. A corner-pressuring Fortune with a lock-down assist is definitely something to think about. So, running Double as anchor really isn't something that I would need to switch out.

What do you guys think? What position is better for the Fortune/Parasoul shell and is this shell viable in the simplest sense? And since it definitely isn't an amazing combination... how bad can it really be?
I would run your team as Para/Fort/Double with Pillar/H.Fiber/M.Butt.

The issue with Fiber+L.Butt is that you got two close-range invincible assists with some lockdown component to them (L.Butt being much better at it, but Fiber got some degree) - so the assists don't synergize well with each other, as both kind-of do the same thing.
With M.Butt you get some space coverage for longer ranges, as well as an assist that helps you approach against eg Peacock, while still having access to a reversal assist you can call up close to apply pressure due to Fiber.

L.Butt is the best assist you can ask for in a vacuum, but most of the things it does are also done by a bunch of other assists - which means it's rarely the best choice for a Trio due to the 2nd assist becoming sort-of redundant.
M.Butt generally works better, as it does the lockdown and invincible components worse than L -which can be fixed by other assists- but provides midrange antiair coverage, space control and a way to get in from midscreen distance, all of which are much harder to find in other assist options.

Comeback potential in Parasoul is relatively low as well.
She definitely has a harder time to make you go "Wtf is this fuckin bullshit" into losing 3 characters after you got hit once than eg Filia does; at the same time however she has a much safer time actually landing said first hit.
Filia is better at making comebacks from "impossible" odds, but I feel Parasoul is much more consistent at getting them from 'possible' ones.
Not sure how this adds up in the end, but even if it was "relatively low", remember that this still means "high". I run Parasoul anchor and I most definitely don't feel gimped by doing so.

Bonus Note: http://skullgirls.com/forums/index.php?threads/wheres-the-win-button.2393/page-2#post-160070 Here is my updated opinion of Parasoul 2nd vs Parasoul 3rd (discussion starts a bit earlier), I will probably edit the starting post of this very thread later today / this week to reflect it.
 
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snip

Thank you for the extensive writeup. I will experiment with both point Parasoul and anchor Parasoul and see what I can come up with.

In regards to functioning without Double, maybe I'll think about messing with Painwheel/Fortune/Parasoul as well. ;)
 
Now that Eliza is released and I've been messing with her for a bit, I'm thinking of putting her in anchor with Para on point (and wither Fortune or Painwheel in middle, I'm liking Fortune better there though). Eliza's cr.HK assist is a big slap on Peacock's face IMO. Excellent cover to use when trying to get in on the annoying pest. QCF+HK seems like a good assist for surprising Peacock while she's spamming away as well.

For different matchups, I can probably use her QCB+HK for lockdown and comboing purposes and (since I don't know the name or motion) the little axe overhead looking move in her skeleton form (ugh, day 0 knowledge of moves lol) for corner pressure.

What do you guys think about Eliza backing Parasoul as an anchor (or secondary)? My knowledge of this game is pitiful compared to the rest of the community. So any help is much appreciated.

Thanks in advance.
 
I'd either run Fortune(H fiber)/Parasoul(pillar)/Eliza(M sekhmet) or Eliza(H sekhmet)/Parasoul(tear shot)/Fortune(H fiber)

not really sure about eliza's assists tho
 
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She works good with Parasoul. Isa will tell you while Eliza is better on point and he's not wrong but she still makes a fine anchor if you're aware of her weaknesses. (DHCs and Incoming)

I prefer HSpiral (QCB HK) because it does what, 900 chip? And it's a great lockdown and you can call it during combos and go for dirty resets.
 
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I'm in the "Eliza is a point" camp. As sweet as heavy spiral is as an assist, eliza's shitty reversals and unsafe block strings make me prefer having her on point
 
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i actually love having throne of isis as an assist with a point parasoul, it makes the horrible matchups feel even.
 
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Briefly tried using PS/EL with hk twirl. The only thing annoying about it is that it's horizontal range is lacking, you have to really be up close to get them to block it. It's fun in combos though, it popping them up makes for easy resets.

Throne is definitely a good contender for an assist as well. Slide is probably good against PC as well.
--
FU mk shadow is a busted assist and is amazing with PS.
 
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Throne let's you do some cute setups and resets. Spiral can function as a high damage Drag n Bite or Cerecopter. Spiral is even more oppressive than copter in the corner thanks to the crazy chip damage. Either of the overheads are good for semi-gimmicky stuff since f.lp, f.mp, b.hk with an assist call somewhere in there is hard as hell to block. Personally, I like Eliza ahead of Parasoul as Eliza gets a lot of benefit from Pillar and a safe DHC


Fukua's medium shadow is Bomber tier for neutral assists.
 
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I have been getting a lot of use from Fukua (H drill)/ Parasoul (H pillar)/ and Eliza (Butchers blade). Fukua keeps them out with fireballs and Eliza chips when someone tries to approach. Also you can convert easily with m shadow. Also why are more people picking M shadow instead of H drill. I understand it has uses in neutral but in other points of a match is seems lacking.

H Drill
1. Reversal
2. Beats armor
3. Easy to covert
4. Lots of block stun
5. Decent chip

M Shadow
1. Anti-air
2. No invincibility
3. Little chip
4. Decent blockstun
5. Loses to armor
 
Medium shadow gives you lots of horizontal coverage, which is something PS wants. You also have a fairly easy conversion off of medium shadow. When I moved from Fukua from Double, it's what I replaced Bomber with. It fulfills a similar function. Less awesome, but with waaaaaay more filthy reset options.
 
I haven't used mk clone, but it not hitting assists (Unless at max range or the point character is nearby) seems like it would be a downside
 
Okay, I read the OP again

Ehehehe

H.Lnl and h.George are underused assists
PW anchor for car xx install, those were the days
LK.butt will be dead rather than the best assist soon, probably..
I wrote that pillar is safe wtf was I thinking

This thread sure hasnt aged well.
Will have to figure out what I do with it..
 
heavy LnL is underused? The fuck is wrong with people?
 
Any early opinions on Parasoul's synergy with Robot? I was disappointed to discover that the heavy beam assist makes mixups literally impossible.
 
I would think Robo is going to offer more in terms of making zoning and keep away stronger.
 
Is anyone running French twist for parasoul?
 
what would you guys suggest for assists on a beo/para team?
 
re: french twist. useful, but you'll get more milage from updo or hairball for sure.

H Chair toss is what I would go with.
 
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some setups with L chair assist
 
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what do you guys think about running Val/Filia/parasoul with the assists being qcfHK/H updo/L tear shot? I don't know how good an anchor Parasoul is (in the past when i've run her she's been on point usually) but Val and Filia backed up by tear shot seems really good
 
Hi people, new here. Got a few questions. Might just ask them here rather than bump multiple threads.

Current team is Para(DP)/Squigly(DnB)/Fukua(?).

1.Is Fukua a good anchor?
2.What assist (I would choose H Drill but heard its no longer invincible).
3.I had Fukua and Parasoul swapped before but if my Parasoul came in against Robo fortune, I couldn't get in on her zoning/runaway. Any tips on how to get in as Parasoul?

PS. Why does this not trigger IPS with Parasoul? c.LK > c.MK > c.HP > j.MP > j.HP > MK Tear Toss > j.HP > c.MK > s.HP > s.HP > L Egret > c.MP