fenster
Stop Bugging me about Avatars ;_;
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Alexpi helping out a Fukua, I thought we were Parasoul buddies why you gotta give MU tips :(
First it seems most people in the thread are on the same page except this one point:
Parasoul's M soldier, much like in almost every other matchup, doesn't really help the big issues in an obvious way. From fullscreen or midscreen distance, not only do the shadows continue to allow pressure directly right through the egret, but Fukua can still get to a height that throws fireball pressure still on Para while getting over the egret. There are only 2 uses I feel where the egret really helps: 1. When Parasoul has Fukua near the corner, so she can get in at a precise angle that Fukua doesn't hit super well with fireballs and has to commit to something else (this is still hard to do). 2. Using it pre-emptively from fullscreen to counter potential Fukua fireball supers (you can probably still jump and throw horizontal air super and catch a jumping para though). You're also missing all the other neutral tools that makes the MU terrible, which others have kind of said and I guess I'm here to talk about?
I absolutely still think so. Granted, I played like ass (cause thats just me I guess) and got hit by literally every command grab setup and lost major confidence halfway through so I probably could've performed better aside from the usual, but I still felt like I had to play differently than most any other matchup.
The big issue is that Fukua in the air space completely dominates 90% of the usual pressure Parasoul can do. She can apply pressure freely away from air grab range, and the angle which she can stay at is at the sweet spot where anything Parasoul has that is fast isn't in range and anything that has range is too slow. I'd describe the stuff you were using twerk but I'm kind of tired atm and don't really remember, but I'm guessing it was the usual jHPxxFireball or jHK fireball or jLP for anti air. Even at the best a rare trade with Para jHP versus either Fukua jHK or fireball isn't bad at all for Fukua. Parasoul's only really solid option to Air-to-Air a Fukua doing something other than block is jLK if they occupy the high space (jLP can hit a normal jumpin fukua I think, but it won't catch a defensive jump or fireball). I was playing with cHP anti air but it's ballsy as fuck and is reaaally hard to get the followup correctly I think.
Oh, and maybe superjump jHK, but I freely admit it's nutty and not super reliable.
There might be some merit to parasoul doing cMP/cMK to low profile a Fukua jump in + fireball, and reacting with Pillar, I'll probably play with that more to see how it goes.
What makes this match tough is that Parasoul has to bulldog Fukua to the corner and from there be a Mike Ross level of Psychic to know what they'll do, and EVEN when Fukau is in the corner she still can travel high above Parasoul and apply pressure where parasoul can't easily reach. All of parasoul's ground game loses to Fukua jHK (aside from maybe a perfect cHP but I have yet to do it or find it), and the shadows work very well in midrange even as anti-airs (seriously wtf @ H shadow). Not to mention, Fireballs and tear tosses feeling completely useless. Use armor grab a lot when Parasoul doesn't have level 3 since she can't reversal out with pillar aside from DHC.
However yeah there are some tools that can be dangerous on ther other end. On the ground, shadows are usually good, but you have to be wary of the spacing and momentum you have since Parasoul CAN ground dash and sLP to hit Fukua before the shadow connects if she thinks you will stay on the ground. The new fireballs having less hitstun makes Parasoul travel through Fukua's zoning game faster so while it's still difficult for Parasoul it's more manageable. Superjump from Parasoul is dangerous to look out for since there are some ranges where using M Shadow is completely inneffective it seems, usually from closer distances. I definitely think Parasoul can handle the MU if she has the right assist to poke Fukua in the air (Updo, Beat Extend, Fiber Upper, and maaaybe Peaock H bomb/item drop or Eliza MK Servant) so that might be worth thinking about.
not exactly sure what else to put so tell me if you think I'm missing a part of the game plan. Maybe talk abotu how you feel about applying pressure to Parasoul.
First it seems most people in the thread are on the same page except this one point:
Parasoul's M soldier, much like in almost every other matchup, doesn't really help the big issues in an obvious way. From fullscreen or midscreen distance, not only do the shadows continue to allow pressure directly right through the egret, but Fukua can still get to a height that throws fireball pressure still on Para while getting over the egret. There are only 2 uses I feel where the egret really helps: 1. When Parasoul has Fukua near the corner, so she can get in at a precise angle that Fukua doesn't hit super well with fireballs and has to commit to something else (this is still hard to do). 2. Using it pre-emptively from fullscreen to counter potential Fukua fireball supers (you can probably still jump and throw horizontal air super and catch a jumping para though). You're also missing all the other neutral tools that makes the MU terrible, which others have kind of said and I guess I'm here to talk about?
I absolutely still think so. Granted, I played like ass (cause thats just me I guess) and got hit by literally every command grab setup and lost major confidence halfway through so I probably could've performed better aside from the usual, but I still felt like I had to play differently than most any other matchup.
The big issue is that Fukua in the air space completely dominates 90% of the usual pressure Parasoul can do. She can apply pressure freely away from air grab range, and the angle which she can stay at is at the sweet spot where anything Parasoul has that is fast isn't in range and anything that has range is too slow. I'd describe the stuff you were using twerk but I'm kind of tired atm and don't really remember, but I'm guessing it was the usual jHPxxFireball or jHK fireball or jLP for anti air. Even at the best a rare trade with Para jHP versus either Fukua jHK or fireball isn't bad at all for Fukua. Parasoul's only really solid option to Air-to-Air a Fukua doing something other than block is jLK if they occupy the high space (jLP can hit a normal jumpin fukua I think, but it won't catch a defensive jump or fireball). I was playing with cHP anti air but it's ballsy as fuck and is reaaally hard to get the followup correctly I think.
Oh, and maybe superjump jHK, but I freely admit it's nutty and not super reliable.
There might be some merit to parasoul doing cMP/cMK to low profile a Fukua jump in + fireball, and reacting with Pillar, I'll probably play with that more to see how it goes.
What makes this match tough is that Parasoul has to bulldog Fukua to the corner and from there be a Mike Ross level of Psychic to know what they'll do, and EVEN when Fukau is in the corner she still can travel high above Parasoul and apply pressure where parasoul can't easily reach. All of parasoul's ground game loses to Fukua jHK (aside from maybe a perfect cHP but I have yet to do it or find it), and the shadows work very well in midrange even as anti-airs (seriously wtf @ H shadow). Not to mention, Fireballs and tear tosses feeling completely useless. Use armor grab a lot when Parasoul doesn't have level 3 since she can't reversal out with pillar aside from DHC.
However yeah there are some tools that can be dangerous on ther other end. On the ground, shadows are usually good, but you have to be wary of the spacing and momentum you have since Parasoul CAN ground dash and sLP to hit Fukua before the shadow connects if she thinks you will stay on the ground. The new fireballs having less hitstun makes Parasoul travel through Fukua's zoning game faster so while it's still difficult for Parasoul it's more manageable. Superjump from Parasoul is dangerous to look out for since there are some ranges where using M Shadow is completely inneffective it seems, usually from closer distances. I definitely think Parasoul can handle the MU if she has the right assist to poke Fukua in the air (Updo, Beat Extend, Fiber Upper, and maaaybe Peaock H bomb/item drop or Eliza MK Servant) so that might be worth thinking about.
not exactly sure what else to put so tell me if you think I'm missing a part of the game plan. Maybe talk abotu how you feel about applying pressure to Parasoul.