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Table of Contents:
1. Parasoul Overview
2. Normals/Specials/Supers
3. Team Synergy
4. Combos
5. Offense/Defense
6. Match-Ups
Chapter 1: Parasoul Overview
Parasoul is a very versatile and strong character in the small roster pool of Skullgirls, peoples idea's of "tiers" are tossed around a lot in this game due to the small roster and almost criminal balance. However, most makeshift tier lists that I have come across pretty much always put her in top 3 or 4. So take that for what you will.
This guide is for people who want to learn this character, people who are sick of their Parasoul's being "Captain Commando Tier", or seasoned Parasoul's who could use this guide as a crash course before a tournament or hell, maybe learn a couple things. Lets go over her pro's and con's for you new guys to see what you're getting into!
Pros:
+Great array of special moves.
+Useful normals and buttons that can give her an edge in the neutral game.
+Versatile and decent damage supers.
+Has arguably the best 50/50 mixup's in the game.
+One of the very few characters that can efficiently zone.
+Napalm Pillar...
+Shawty got a dope array of hair colors and a nice donk.
Cons:
-Not the best mobility, no double jump, no airdash.
-Napalm Pillar is good, but it can't cancel into anything on whiff and comes out slow. Making it a DP that can be VERY, VERY easy to bait.
-Her damage is solid, but not anything like Painwheel or Valentine's. Still does good damage, but you won't be seeing any touch of death's coming from her anytime soon.
- Her LV 1 super's are unsafe, or with motorcycle's shaky on block and specific, you need to make sure its a legit block string and not leave a gap because on whiff its painfully unsafe. So it makes it difficult for her ability for someone to safely dhc into her.
-Obvious con that applies to most if not all size 2-3 teams, but if Parasoul is left by herself its obviously going to be tougher to get anything going than if you had an assist to accompany you.
-LK Soldier (Roman Cancel) might be the most useless assist in the game, obviously this is pointless, but its just funny to me.
So if you feel like reading further, I will show you the in's and out's of her move set, the core to any character. Lets begin!
Chapter 2: Normals/Specials/Supers
Jumping into this, this guide is made for a player with basic understanding of basic fighting game notations. If you don't have an understanding on basic fighting game notations feel free to shoot a PM and I'll answer any question you have. Or google a guide or something.
Normals:
S.LP- Your basic light punch/jab. It has decent range, comes out fast enough, and is your go to starter for any and all combos (cept C.LK). Also a move that can be linked into after a Napalm Shot. Double tapping S.LP causes 2 to come out in succession. (Check Special Moves)
S.MP- This move is a solid move for combos, as it chains from any light move, and ignites Napalm Shot's or Tosses when the S.MP physically touches one. Outside of that not much use as a poking move.
S.HP-A solid move, can be tapped twice to get a 2nd one to come out and the 2nd one will combo. Can connect into most of her specials, it also has a quirky hitbox upward so it can be used as a viable anti air. Should be the last move in a normal chain most of the time. This move, similar to S.MP. Will ignite Napalm Shots and Tosses.
S.LK-Fast little kick, similar to S.HP, double tapping will cause a 2nd S.LK to come out. It comes out fairly fast and can be a start for chains and combos.
S.MK-A slow knee to the mouth. Double tapping will extend parasoul's leg to an upward kick. Outside of combos it's not incredibly useful.
S.HK- A a slow, strong kick that causes a wall bounce. Used for combos, not a strong neutral game tool.
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C.LP-A fast, small ranged jab. Due to its range, I don't recommend it as a way to start a string. Used in the middle of tear links and can be a fast move to punish an up-close mistake.
C.MP-I guess it can be used for combos but I don't know... don't see much of a use for this one, it just hits weird I dunno. It ignites Napalm Shot's N' Tosses
C.HP-This is her launcher, it's a pretty solid one I suppose but nothing crazy about it. Just sends them up in the air and you can do an air combo. Basic stuff. It ignites Napalm Shots N' Tosses.
C.LK-Reaaaally good crouch light kick. Comes out pretty quick, good range, and gives you a pretty easy time to confirm to go into a combo or not. This and S.LP are my personal favorite for starting ground chains. Also a great move to incorporate in her high/low game, which will be covered later.
C.MK-Also a strong move, can be used in combos, can sometimes be used as a poke. I personally like using it as a meaty or a frame trap in a block string. If someone is blocking a light move, and they're blocking high, I immediately chain into this. It keeps them on their toes, this will get a hit more than you would think. ESPECIALLY after her beautiful F.LP overhead which I will go over.
C.HK-Similar to C.MP, in how I don't really apply this move all that much so I don't have much to say about it. It's her sweep, the opponent is knocked down if you hit them with this. I just don't use it much. I'm sure their's a dope combo using it or something though.
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J.LP- This move is very important, very fast jump jab move that can be chained into stronger moves. Jump up and instantly throw this out and than do J.HP. WOAH, look at that pressure dog! If they block you come down and do a mixup. If you hit them, the J.HP will cause a purple knockdown (hard knockdown) and thats a free combo my dude. This move also beats air throws, if timed correctly of course. Very strong move.
J.MP- This move is awkward. I like it against Painwheel's or people that jump above you and just just poke em with this. Since the hurtbox kinda goes above her I guess. Its a very... situational normal.
J.HP- PAINT BRUSH. This move is really good, basic footsies with Parasoul is hitting fools with this. It causes a lot of hitstun so it pretty much lets you combo it after any arc of your jump if you time it correctly. Covers up a lot of range. It's just... good. Her go to "jump in" for sure. In terms of just abuse. Read J.LP to know how to get that hard knockdown nastiness though.
J.LK- I treat this move like... if J.LP and J.MP had a baby this is the move. It hits kinda at a 90 degree or kinda upward arc. So if someone is above you in the air giving you the business, hit them with this and go into J.HP and you get the same effect. I just prefer J.LP in most situations though.
J.MK- Good for combos and restand combos, but I don't feel it that much in terms of a lone move. If you hold the MK button Parasoul will float in the air and letting it go will make her fall. (Good look Konkrete I forgot.)
J.HK- I looove this move. Has very small hitstun but it's just right for you to do some silly mixup's with it. Covers a lot of space below it, and with an assist you can do some disgusting instant overhead stuff with it. (O baby you know I'll cover that later.)
Command Normals:
F.LP (Pistol Whip or her Light Overhead)- O nelly, you know that song that comes on the radio, or shuffle on your iPod and you get hype as hell. Yo thiiis my song. This baby is an overhead, which mean's they HAVE to block it high, and boy is it fast. Since it's light that means you can chain into stronger normals, so on hit you can go into a combo, on block you can go into pressure strings. This bad boy should be the bane of your training buddy's existence. KiB TIP: chain into C.MK right after this move. No go on ahead, seriously. An instant low after a high move can catch people off guard. More than you think it does, just make that the only button you press after a F.LP. It will keep them on there toes and even if they know its coming making them do something you want to do, regardless of how small. Is key. Now it has some start up, it's no instant overhead, but don't worry. The guide will go over set ups to show you how to connect into this, this move is VERY, VERY important on becoming a strong Parasoul player. Learn it, love it, LIVE IT.
F.MP (Coule or her high low)- This move is also a BEAST. A BEAST I TELL YA. This move requires Parasoul to be standing, however, while it looks like a move that the opponent has to block high, it is indeed a low move. That's right, a standing low, welcome home Tekken players. This can go right into S.HPx2 like a cozy pair of socks. After a certain setup, and knowing your opponent. You will put them into a situation like this... "Okay, what will he do? Will he use F.LP? F.MP? Throw? Instant J.HK with assist? Roman Cancel Low? GAWD DAMMIT I'M SCARED!" and thats when you know, that you're playing Parasoul my friend.
F.HP (Lunge)- If I had to compare this move to anything. Dudley's F.HP would be the first to come to mind. This move can be very solid, you can put it in niche combos of course, but as a neutral game move it's pretty solid as well. It's one big con is that the hitbox isn't all that lenient, to my knowledge its safe on block, and a majority of players will probably advance guard (pushblock) it anyway. Another thing is that you can't really combo anything after it except a super (correct me please). So I would recommend throwing out an assist that can add coverage with this move. Making it more scary as a spacing tool, and hell, depending on the assist I'm sure you could maybe hit them after. Experiment!
B.HK (Bounce overhead or Forbearance)- This overhead, while being far slower, causes a ground bounce. Making it damn near impossible to not be able to hit confirm from it. However... applying it... isn't that strong. Anytime you think of using this move, chances are you're better off with F.LP. Except the REALLY fun and REALLY good roman cancel stuff you can do with this. I pretty much just spoiled it, but don't worry. This guide will go over the one very important use of this move. Outside of that once use though. Please just stick to F.LP, however I recommend this move as a beginners overhead.
(In Air Only) B.LK (Spiral Flare or a KoF players best friend)- This is a very solid move if used correctly. It's one of those tricky... auto crossup moves? Where you'll do B.LK, and instead of the move going forward in your direction like a normal move, it will go the exact opposite way. So the key of this move is simple. Jump OVER the opponent, do B.LK when you're on the opposite side of them, and bam. You have a crossup! Congrats I'm so proud of you! If you do it low enough to the ground you can combo after it... obviously. So yeah. Call an assist, super jump over and do this is a cute way to open someone up. It's definitely a move to add to your arsenal in terms of silly mix-up tricks, every Parasoul player has a fun and inventive way to go into this move. So happy experimenting!!
(In Air Only) D.MK (Authority or Chun Li's D.MK)- This move's cool, but it's one of those moves that you can apply to your game or not. I don't really use it, but I know other Parasoul's that love using it in some situations. It's a good way to apply pressure in the corner a long with an assist. It bounces you to the other side as well. So this move, into B.LK. That'll usually work, so that's dope. But yeah, it's a solid move, but nothing amazing.
Specials:
(Also available in the air) QCB.K Napalm Toss or Tear Toss-
Parasoul twirls her umbrella made out of whatchamacallit (this is actually a word, it didn't activate spellcheck) and a tear (or bomb) comes out onto the stage. It's a move for combos, zoning, incoming mixup's, and a move worth learning. Doing the motion and just pressing the button will make it go its full distance, however... if you hold initial kick which causes the input. You can control where the bomb is laid. For example... the HK toss goes pretty much full screen, but if you do QCB.K (HOLD THE KICK) and let it go it will plant the bomb when you let go of the kick. So you can make them land right in front of you. Or full screen. THE WORLD IS YOUR OYSTER. Another important note is that you can cancel into them 3 times, similar to a rekka, but projectiles. So you can whip out 3 LK's in a row real fast if you want. Or change the strengths. MK cancel into HK cancel into LK. That's an option if you want. So keep that in mind.
Here's a quick rundown on where each tear goes based on the strength (the full distance)...
LK Tear: The ground right in front of you.
MK Tear: Loops kinda like a rainbow and goes slightly right above you. If someone jumps in at you. this will be in there way.
HK Tear: If you launch it at a COMPLETELY full screen distance. It will land about, right in front of the opponent.
Air Tear: The stronger the strength the farther they will go. They all land on the ground below you however, just HK goes the farthest and LK lands pretty much right below you.
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Charge back, Forward. Punch... Napalm Shot (Or Tear Shot, or Sonic Boom)-
Parasoul takes her pistol and shoots it into that weird gel shit in her umbrella. Causing a tear or napalm bomb to shoot out. Similar to Napalm Toss, the tears don't explode instantly. The difference is with these, is that if they have a hit. If the opponent touches one of the shots while it is moving it will put them in hit or block stun for a short time. This move is important as a zoning tool, but most importantly the LP shot is a very strong foundation for most if not all of her bnb's. Being right next to the opponent and doing LP shot, gives you time to link into her light moves. (C.LK, S.LK, S.LP, C.LP) Another thing to note, is that if a shot passes another Napalm Toss or an earlier release Napalm Shot. Both tears will explode. They have to touch though. Overall a strong special move that you need to incorporate into your game. Here's what each strength does.
LP Tear: A slow, creeping, horizontal (left-right) shot. It can be good as a fireball that creeps on the screen for a long period of time. It's used as a move to link after it combos like previously stated.
MP Tear: You shoot it downward to the ground in front of you. Than it bounces up and forward. Kinda like a shooting star but if the shooting star started from the ground. If that makes any sense. Hitting someone during the initial bounce will make it the bomb plant right near the ground. Having it go all the way makes it an anti air fireball they'll have to deal with in someway. I really like this move.
HP Tear: It's LP tear but moves far faster. Note: You CANNOT link after it like LP tear. I use this as my main zoning too. Spamming these suckers really can't do no wrong, know what I'm saying? Calling these out, reading a jump, than proceeding to do MP tear shot is some very basic zoning skills.
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Charge Down, Up, LK... Napalm Trigger (or THE IGNITION OF ETERNAL FLAMES /metal)
Parasoul stabs the ground right quick and a small ass hitbox is created near her feet, but thats not the point of this move. This move automatically ignites tears. Any kind on the screen... pending on where they are. Also, hitting someone with this move causes a stun-like state, but unless you have assists cannot combo after. At least thats what I tested.
Now from what I've gathered. If all 3 tears are close to you, all 3 will explode when doing Napalm Trigger. However, if you are full screen, only the first 2 shots will explode instantly. Causing a wait on the 3rd one. It has weird properties that I need to experiment with. Just know that this is a very helpful zoning tool as it ignites a majority of tears on the screen. So lay out some of these bad boys, poke the ground with that there fire stick and watch some fireworks.
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Charge Down, Up, MK... Napalm Quake (or THE SLOWER BUT MORE USEFUL IGNITION OF ETERNAL FLAMES)
Parasoul stabs the ground again, this repetitive fuddy dud, and bigger yet still meh hitbox ignites around her. Hitting someone with this causes a hard (purple) knockdown that can indeed be otg'd after. Now, while this move's start up is noticeably slower. This baby ignites, ALL TEARS, regardless of where they are, or where you are. So if you want to be a zoning Parasoul (for some reason *cough*) learning when to use this and the LK version is key, but yeah... this girl is on fire. Feel me?
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Charge Down, Up, HK... Napalm Pillar (or Captain Corridor, Flash Kick, DP, etc.)
Parasoul stabs the ground agaain but this time the pay off is niiice. A big fiery unicorn horn explosion shoots up right in front of her. Note, this won't ignite tears everywhere... but tears that touch the Pillar of Napalm will explode as well.
This is her DP, if you're in a bind. CALL this move, it's good man. It's one of her best assists (which I'll go over that in CH 3) but as a point move its just her go to DP. Invincible on start up, only cancelable into supers. Like I said earlier though. It can't cancel on whiff. So you have to be REALLY committed to the situation you're in when doing this move, overall though its still one of the better DP's in the game.
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Charge back, forward, LK... Egret Call (or her Roman Cancel)
A soldier comes out and says something, causing Parasoul to interrupt her movement and look over to her trusty soldier. Basically it immediately cancels any animation you have left on a normal, letting you be able to do some pretty tricky situations and cute combos. This is VERY important in her mix-up or as I like to call "winning" game. Which will be gone over later my beautiful butterflies. Note: None of her Specials can be Egret Called, and only her LV 3 super can be Egret Called. Also, the only normal you can't Egret Call is S.HK, as you will get her B.HK overhead. Her B.HK is her only command normal that can be Egret Called.
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Charge back, forward, MK... Egret Dive (or Projectile Absorber)
A soldier comes out in front you, does a dive, and takes it for you! WHAT LOVE. It only absorbs or takes 1 physical hit, but as long as he has his hands up doing the dive he will take all projectile hits for you. Peacock's Georges, Double's cat's, etc. So it can be a useful tool in the correct practice, but it's nothing groundbreaking or amazing. Solid special and does it's job.
Charge back, forward, HK... Egret Charge (or Motorcycle)
Parasoul points forward and a soldier riding a motorcycle rides forward full screen. If hit he'll grab you and bounce you against the wall and Parasoul can move in for a combo. Basically, its a moving, blockable, grab, that goes through all projectiles. Seem's swell eh? It's definitely a way to build momentum and get in, and if they block it you can go for a cooky mixup. Fun move.
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Supers:
*The following damage for the 3 supers is in a solo v solo team setting.
QCF.PP... Silent Scope (or Sniper) [1 Meter, 1500 Damage]
Parasoul calls in a soldier and that soldier snipes the opponent off screen. The scope will shoot at wherever the initial spot of the opponent was during the activation. The shot leaves the opponent in a "get on your knees" crumple-like state. Letting you combo after, if IPS allows. Overall this is a pretty good super, it can be used by itself in certain match-ups to cause some harm. As a combo move it is also really good. The crumple state usually leads to a free launch and a reset. The damage isn't that great but it can be useful.
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QCF.KK... Motor Brigade (or HSF, or Motorcycles.) [1 Meter, 2016 Damage]
Parasoul points her fingers and 6 soldier's riding motorcycle's come out and ram the opponent. Has pretty good durability, does decent damage, it's just hard to combo after. After the move it can give you a purple knockdown causing you to combo after, but from my experience its character specific. I pretty much use this after a reversal Napalm Pillar. Go into this, and dhc. People think its safe but in some cases it's really not. Unless they're coming right at you, you can just jump over all 6 and get a free J.whatever on the Parasoul, and keep going for some sexual damage. It's good, but not nearly as versatile and easy to use as Silent Scope.
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QCB.PP... Inferno Brigade (or her LV3... OR HER BBHOOD SWAY) [3 Meters, 3668 Damage]
Parasoul unleashes hell, folds out her umbrella, gets 4 other soldier's out and they just shoot up the place. All hits are horizontal, and its a total of 62 hits. The damage is good, and in terms of combos it works like Silent Scope. Seriously, every combo you do right now that ends in Silent Scope... just go into this and it'll work. It's good in a couple of ways, easy to combo, and good damage. If you can kill a character or win a match by going into this. Than by all means go ham. Than in terms of a lone Parasoul with 3 meters, find a good opening, activate, Egret Call. BAM Now you're moving around while your 4 broski's are going ham. This pretty much makes your opponent have to completely guess on what your mixup will be. High or low. If you happen to hit, you can go into a combo after if you roman cancel. Very strong move.
Well thats her repertoire of normals, specials, and supers. I hope you find this useful. Once the guide is all said and done this chapter will get significantly polished...
Now onto chapter 3. We know... what makes Parasoul good and bad, what all of her moves do, now we need to figure out where to put her on our team! Lets begin :D
Chapter 3: Team Synergy
So now the big question is. Where to put her on your team or your game plan? Well I like to compare her to Magneto or Dr. Doom in UMVC3. Not by gameplay, but by versatility. It's really hard to NOT find a character or team order that doesn't work for Parasoul. She has an AMAZING set of assists, strong with assists, etc. Able to spread the butter with this one, feel me? First lets go over how she is riding solo, than how she is on point, than how she is in the anchor position.
Solo Parasoul:
In terms of the solos, I like to put her in the middle of use. She's not as amazing and as scary as the likes of Painwheel, Fortune, or Cerebella, but she's not awful like Peacock or Valentine. She can hold her own with her array of projectiles, her Napalm Pillar as a good DP, her LV 3 as a great move to use since she builds meter so quickly in size 1, and her great mixups. However... her great mixups by herself, could be turned into amazing if you add a lockdown assist, and also an assist to cover her neutral/fireball game helps too. She also has a great array of assists on her own, making you kinda hinder her use as a team player. The worst con's of all is her lack of damage without reset's, how she doesn't really need meter besides LV3, and probably the worst of them, her lack of mobility in the air. Size 1 Parasoul can be done, I just think it is crippling towards the character.
Point Parasoul (With Assists):
O baby now THIS, this right here is my territory, I personally think this is her best position if played correctly. Because for starters, she is a reset, high-low based character, so you adding a lockdown assist just covers her options and makes the guessing game even stronger. Plus, reset's do great damage if you keep making right guesses, and you barely have to use your meter. This makes your incoming character usually have a healthy amount of meter to use when incoming, or DHCing, etc. Her sniper super makes it really easy to DHC into whomever you'd like since it causes a crumple/get on yo knees girl kinda state. Plus, you start matches pretty close to the opponent, so you can already be at an advantage with an assist. Just jump in, or go in, and start the pressure right out of the gate!
Assist/Anchor Parasoul:
I prefer Point Parasoul, but truuuust me, this more than works. For starters... lets just go over her popular assists of choice...
Napalm Pillar- An invincible DP assist that gives you a green knockdown, for what it does, its arguably the best at it. Gives you breathing room, and an OTG combo after. VERY, VERY good for some characters.
Napalm Shot (LP)- One of the very few useful horizontal assists. It can make for some great pressure strings, plus, the tear is harder to make disappear. Since Parasoul leaves while the tear is still out, causing the opponent to be FORCED to get hit, block, evade it. Very strong assist.
Napalm Shot (MP)- Same reasons as above, but also makes for greater air coverage than ground. Also a strong assist.
Egret Charge- A projectile that only goes away if you hit Parasoul or physically hit the motorcycle itself. That'll put the opponent across the screen. It's very fast, can add to pressure, and is just a very strong assist.
So she's very versatile in what assist you can use, covering all options for the other 7 characters. So her assists are definitely perks to having her play anchor, another perk is that if you build meter for her she'll be able to do LV3 in combos... or just throw out a LV 3, roman cancel, free mix-up, which is super swell. Also like we stated, she's not amazing, but can still be something to worry about by herself.
Now the issue's... she doesn't really capitalize from having a lot of meter like some other characters do. If you have a battery as the first character, and Parasoul is coming in, other than LV3 none of her other supers are that overwhelmingly amazing. So yeah, low come back factor, nothing like Double, Fillia, or Cerebella, and like every character, her without an assist is never a good look.
I prefer to have her on point, have her DHC into another character later on to switch the momentum of the match, so now you have *said char* with a Parasoul assist and than you can switch it back or something. This is or Parasoul running train with a lockdown assist are the 2 most optimal styles on how to play Parasoul, in my gucci-waistband opinion.
Now... lets go character by character, eHarmony style, and see which characters work with my main boo.
Character by Character:
Note: All these teams imply a size 2 setting. Meaning (?/Para) or (Para/?), going to a size team would require your own judgement on if that 3rd character, meshes well with the other character, as well as Parasoul.
Cerebella:
Cerebella's Position on Team: Anchor, but both work.
Optimal Assist(s) to help Parasoul:
Cerecopter (SRK.HP)
Lock n' Load (QCF.HP)
Diamond Drop (QCF.LP+LK)
Parasoul's Optimal Assist(s):
Egret Charge
Napalm Pillar
Basic Idea with Cerebella's Assists: Parasoul on point with one of Cerebella's 3 assist's is one scary thing. You can choose Cerecopter, which is a multi-hitting assist that gives you amazing rushdown options. Only issue is that it flies them across the screen if you don't reach them in time, but here's how to avoid that. If they block, you have the mix-up and they won't fly out if they're in a combo, so just make them guess. Than if you use it and just hit them, do F.LP and it will cause a restand and you can continue the combo and they won't fly away. I feel like this is the best assist to use, but having Cerbella with an armor move can setup some really tricky stuff, and it's really easy to hit confirm at you hit them with it. Diamond Drop is her close command grab, and it's kind of a gimmick. Basically you call the assist, if they get grabbed, you convert into the combo, while this assist is called though you do the instant jump J.LP, J.HP string. If they jump away, they either get hit by that giving you an OTG combo after, or they block it and have to deal with one of your own mix-ups. Or they get grabbed. So setting up is key, I recommend this for fun or if you are running a size team with an already good assist. I would go with Cerecopter overall though.
Basic Idea with Parasoul's Assists: So honestly I would choose Egret Charge, having an invincible DP with Napalm Pillar is cool and all, but the motorcycle works wonders. It moves fast and covers all horizontal range, it's block stun is very small, so if they block it they'll have to guess which grab, low, or high you'll want to do after as Bella. If they get hit by it, they travel across the screen, you do an OTG combo, and now chances are your opponent is in the corner and you're Cerebella. SOUND'S GREAT DON'T IT?! I would just use this puppy.
Basic Idea with the Team: Okay so I don't have too much experience with ParaBella, but it seems to be solid, both of the assists compliment each character really well. Parasoul is an amazing battery and does not need much meter. So if Parasoul dies you'll have a Cerebella with a healthy set of meters hopefully. DHCing into Diamond Dynamo (QCF.PP) gives you amazing damage, and also, Parasoul RARELY uses OTG in combos by herself, so just end your combos with MP Napalm shot into sniper, DHC into Cerebella's super, now you can do your Cerebella OTG combo or mixup of choice for some beefy damage, overall though the main goal of this team is to go in with one of Cerebella's lockdown assists. Make them guess high low, getting them in the corner, and trying to DHC later on for big damage, or just keep all the meter and reset with Parasoul with a great assist until they're dead. Than if Parasoul is out you can do Cerebella's LV 3 or something to save the day.
Double:
Double's Position on Team: Definitely anchor, however I personally like DoubleSoul against point Pwheel, or just for fun.. but 99.9% percent of the time it needs to run Para/Double.
Optimal Assist(s) to Help Parasoul:
Hornet Bomber (SRK.LK)
Hornet Bomber (SRK.MK)
Parasoul's Optimal Assist(s):
Napalm Pillar
Basic Idea with Double's assists: Lockdown, call it in the middle of strings and you get additional pressure and an additional mix-up. If you they get hit by it, you can just do C.whatever works into Launch and do your OTG combo of choice, but the key is that Hornet Bomber makes Parasoul's way more consistent, way harder to block, and way scarier. Now, the difference between the strength's of LK and MK hornet bomber. LK is invincible still (?) to some degree, it covers short range but it gives you 3 quick hits that the opponent has to block. Also, on hit, they get pushed away less, making it easier to convert into damage midscreen. MK bomber, gives you more range, it stays out longer giving you a little bit more time for pressure, but has no invincibility (?) it's very solid still, but its hard to convert midscreen after the OTG with it. So that alone I prefer LK Hornet Bomber, but either one is fine honestly. It's just preference.
Basic Idea with Napalm Pillar: Okay so you're Double, just do an early-ass J.HP and call Pillar during it. I swear to the Skullgod's that it's awesome. If they block, the Double mix-up world is all open for you to explore since Napalm Pillar has so much block stun. If you hit them, regardless of how early you do J.HP in the jump. You can dash over and convert into an OTG combo for nice damage and guranteed cat heads, and if you do it in the corner you don't even have to waste the otg. Just do S.MK while they're in the air. It helps Double's pressure game, neutral game, and cat head game soooososososo much. So play around with it and have some fun! Because trust me, it's fun as hell, and people get hella mad which also helps because if you're making people mad with Parasoul on your team, you won the set.
Basic Idea with the Team: Now this will sound bias, because this is my team... but if you're using Parasoul to full use. Double needs to be on your team, it CAN be size 3. That's fine, but the 4 best point Parasoul's (From what i've seen) in any order and the teams they use...
Severin (Parasoul/Cerecopter/Hornet Bomber) (Top 8 @ EVO2k12)
Pali (Parasoul/Painwheels C.MP/Hornet Bomber)
Jailhouse (Parasoul/Hornet Bomber)
keninblack (Parasoul/Hornet Bomber) (Top 16 @ EVO2k12)
Notice something? Post-patch or not, they go hand in hand so well.
So the idea? In the simplest way's, Parasoul does a bunch of resets with an amazing assist and rarely uses meter. Get your stocks high, and now you have 2 options, you can keep hurting the fool with Parasoul and win like that... Or DHC into Double and you'll probably have A LOT of meter to do more cathead stuff, WITH Parasoul's assist. Or if Parasoul dies, you have Double come in with usually more than 3 meters, and by usually, I mean most of the damn time. We ALL know how this character is with meter. Parasoul builds so much meter, Double is the best character in the game at using it (imo). The team is some nice stuff. Now... keep in mind, I feel like Double should be on your team if you use POINT Parasoul. If you use an anchor or 2nd in a size 3 team Parasoul. Hornet bomber would help, but its not required. We'll go over every character, no worries, but I just feel like if you're looking for that character to put behind Parasoul, the search is over, my sweet.
Fillia:
Fillia's Postion on Team: You can put Parasoul with the assist, or vice versa. Either works.
Optimal Assist(s) to Help Parasoul:
Updo (SRK.MP)
Updo (SRK.HP)
Parasoul's Optimal Assist(s):
Napalm Pillar
Napalm Shot (LP)
Egret Charge
Basic idea with Fillia's Assists: Updo is so good man, just... damn. Updo is so good. Updo, more like upDOES everything for you, you know what I'm saying? On the real though this is a great assist for pretty much everyone, but it most definitely helps with Parasoul. Gives you good block stun up close to do some tricky mix-ups. Parasoul has ANOTHER anti-air to use, and its fast, its easy to OTG after it, and honestly if you're fast enough with a S.LP on the opponent's way down and not even use the knockdown that early. Just call it out, it's really good.
Basic Idea with Parasoul's Assist: Its honestly just preference, all of her assists give Fillia great lockdown down and add space control. Just play around in training mode and see which assist's click with you.
Basic Idea with the Team: Very fundamentally sound, you can play a zoning footsie based game with Parasoul and an amazing uppercut assist. Just fish for hits and throw out tears, convert into damage and get them into the mix-ups. If you get them in the corner hit em with the S.HK into Filia's raw tag and get an otg combo with her. If Filia is out you just go ham and pressure out with Parasoul's assist of choice. Very simplistic team and very strong. Only issues is that Peacock can be a problem at times, and you REALLY need momentum. More than most Parasoul teams, you NEED to get the hit and you NEED to stay on them. Otherwise shawty you be up a creek without that versace paddle.
Ms. Fortune:
Yo I have no idea what the hoot to put here. So until I get someone that KNOW'S what to put here to do this for me. Here's a dope song. People have been contacted don't worry. Just enjoy this SENSUAL, SOOOTHING eardrum massage. Hashtag obnoxious.
Painwheel:
Painwheel's Position on Team: Either works. Preference only.
Optimal Assist(s) to Help Parasoul:
Cruel Lily (C.MP)
Parasoul's Optimal Assists:
Napalm Pillar
Napalm Shot (LP)
Napalm Shot (MP)
Basic Idea with Cruel Lily: Dog it's just nice lockdown. Make them block it, wait a bit, and make them guess. Throw a tear during the block-stun for some beautiful coverage. Keep in mind though, since its a normal, it has NO start-up invincibility. AT ALL, so you can't go all hornet bomber run the world with this assist. However, it gives you great, if not better, lockdown.
Basic Idea with Parasoul's Assists: I look at it like this..
If you want to help Painwheel's not so amazing ground game... LP Napalm Shot.
If you want to make her control of air space even stronger... MP Napalm Shot.
If you hate not having a reversal... Napalm Pillar.
Basic Idea with the Team:
Parasoul/Painwheel (Parawheel)...
I use to main this team, it can build a lot of meter, do great damage, and put your opponent in tricky situations. Basically, it plays similar to Double. You build a lot of meter with Parasoul, and reset the hoot out of the first character (or first 2 characters if its size 3). Now... if Parasoul dies you have Painwheel, chances are with a good amount of meter so you can activate her LV3. Making you scarier. Or, DHCing into Painwheel to kill a character works too. Because DHCing into Painwheel's death crawl, as we all know. Does soooo much.
And, if you get to the last character, and you have Parasoul on point with Pwheel still in the back. Go ahead and kill them. This team order has a intermediate leveled touch of death which can be found here. The reason I say do it for the last character is because it gives them 3 bars... so unless the team doesn't need meter or unless its the last character or the "meter" character. I would not use this.
Painwheel/Parasoul (PainSoul)...
Basically a team that focus' more on Painwheel with an assist than Parasoul with lockdown. Like I said its preference. I prefer above honestly, but if you're point Painwheel is really strong and you want to give her a fireball assist or something. This could become a very smart and fun team for you.
I'm sure this team has a touch of death involving Painwheel's air super into cars but I haven't played around with it enough.
Peacock:
Peacock's Position on Team: Either kiinda works, but please put Peacock first. Thanks, looking out for you babe.
Optimal Assist(s) to Help Parasoul:
Screwball Cannonball (S.HP)
Shadow of Impending Doom (QCB.HP)
Parasoul's Optimal Assist(s):
Napalm Pillar
Napalm Shot (LP)
Napalm Shot (MP)
Egret Charge
Basic Idea with Peacock's Assists: If you like zoning with Parasoul I'd use SoID, it adds that extra layer of annoyance to Parasoul's pesky zoning. Or I mean you could S.HP for zoning as well, I mean it does toss out a projectile, but we have that trajectory covered hun.
Now for rushdown you definitely have to go with S.HP. It gives 2 hits of block stun which last for awhile and causes them to be put into a guessing situations. If they try to run away the cannonball will be in the way for them to avoid, get careless, and get hit, or they'll have to block it and stop running away. If your health gets low you can do a alpha counter kinda thang, but cancel the S.HP into Lenny which is safe(?) and I mean thats cool. So yeah dog this assist is fresh.
Basic Idea with Parasoul's Assists: Peacock/Parasoul is a fun team that gives you a lot of cute and cuddly assist options with Parasoul. You have Napalm Pillar, a captain corridor for your cable. If you think Peacock can handle everything by herself, but you just hate when those Fillia or Painwheel son's of bitches get in on ya. Go ahead and Napalm Pillar them. Ouch. If you want an extra horizontal projectile to bug them with, go with LP Napalm Shot. If you want another projectile that covers a weird area that Peacock can't cover all that well, use MP Napalm Shot. If you want a horizontal projectile invincible motorcycle that can put them in a grab state and cause blockstun as well, use Egret Charge. I personally prefer Egret Charge out of all of them, Napalm Pillar can be very useful too.
Basic Idea with the Team: You play Peacock with an assist that's good. So yeah toss out some shit, make them annoyed. Make them not get in or anything. If you have a lot of meter and you needa kill em. Argus Agony DHC into Scope works, just wait until the last hit of Argus Agony. Uhhh DHCing into Parasoul's LV3 is also good. If you're Peacock and you have them cornered DHC from Argus to Bikes. You can OTG after it and do a loot of damage wooo. So yeah good team. Have fun!
Valentine:
Valentine's Position on Team: Point. Put Valentine first.
Optimal Assist(s) to Help Parasoul:
Throw (LP+LK)
Mortuary Drop (QCB.LP+LK)
Parasoul's Optimal Assist(s):
Napalm Pillar
Napalm Shot (LP)
Basic Idea with Valentine's Assists: Call assist and J.LP into J.HP pressure. If they stay on the ground they get grabbed, if they jump they get hit by that and you can OTG or they block it and you go for pressure. Simple but effective. Or you can do something I like to call the keninblack swizzle that I do with troll teams. Have a charge, B.HK, call assist during B.HK, they wanna block the obvious overhead. So Egret Call your B.HK and they get thrown, it works... ALL the time.
Basic Idea with Parasoul's Assists: I definitely would just go with Napalm Pillar, Napalm Shot's just a fun option. But call Napalm Pillar, they're in block stun. Pressure, pressure, and make them guess, and pressure. Valentine doesn't have that good of a reversal, well now you have Napalm Pillar. So shuddup bout daaaat.
Basic Idea with Team: Once again since the team mostly focuses on Valentine I don't have much to say. It's Valentine with a DP assist, so its a really good team. Just go in, call Parasoul and do things. Knives super DHC into bike super in the corner gets a combo. So yeah really good team. If anyone wants to add info please PM me, but it is a Parasoul guide, not Valentine. D:
Chapter 4: Combos
All the following combos follow these rules:
1 Meter Maximum
No assists used
Corner Combos
Notations:SpoilerToggle Spoiler
COMBO 1:
S.LP, S.MP, S.HPx2, LP Tear Shot, S.LK, S.MK, LP Tear Shot, J.HP, S.HPx2, S.LP, S.MKx2, S.HK, MK Tear Toss, J.LK, J.HP, LK Tear Toss on the way down, Land, J.LP, J.LK, J.MP, land, J.MK, J.HK (1-2 hits), LK Tear Toss on the way down, land, F.MP, S.HPx2, MP Tear Shot, Sniper.
COMBO 2:
C.LK, S.MP, C.HP, J.MP, J.HP, J.HK, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MKx2, S.HK, MK Tear Toss, J.LK, J.HP, LK Tear Toss on the way down, Land, J.LP, J.LK, J.MP, land, J.MK, J.HK (1-2 hits), LK Tear Toss on the way down, land, C.LK, C.MK, S.HP, Egret Call, S.MP, S.HPx2, Napalm Trigger, Sniper.
COMBO 3:
C.LK. S.MP, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, J.MK. J.HP, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MKx2, S.HK, MK Tear Toss, J.HK, C.MP, S.HPx2, LP Tear Shot, S.LK, S.MKx2, S,HPx2, Napalm Trigger, Sniper.
COMBO 4:
C.LK. S.MP, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MKx2, LP Tear Shot, J.HP, land, J.MK, J.HP, C.MP, S.HPx2, LP Tear Shot, S.LK, S.MKx2, S.HPx2, Napalm Trigger, Sniper.
Midscreen Combos
Notations:
Spoiler
Toggle Spoiler
Basic midscreen:
5LP > 5MP > 5HP~5HP xx Tear Shot L > 5LP > 5MP > 4HK xx Egret L > Dash forward > 5MK > 2HP > j.MP > j.HP > j.HK > restand > 5LK~5LK > 5MK~5MK > 5HP~5HP xx Tear Shot M xx Silent Scope
Advanced midscreen:
2LK > 5MP > 2HP > j.MP > j.HP > j.HK > restand > 5MP > 2HP > j.LK > j.MP > land > j.LP > j.LK > j.MP > land > j.MK > j. HK > restand > 5MK~5MK > 5HP~5HP xx Tear Shot L > 5LP > 5MP xx Egret L > dash forward > 2LK > 5 MK > 5HP~5HP xx Napalm Trigger xx Scope
Cerabella Midscreen:
2LK > 5MP > 2HP > j.LK > j.MP > land > j.LP > j.LK > j.MP > land > j.MK > j.HP > restand > 5MP > 5HP~5HP xx Tear Shot L > 5LP > 5MP xx Egret L > dash forward > 5MK > 5HP~5HP xx Tear Shot L > 5LK > 5MK > 5HP~5HP xx Napalm Trigger xx Scope
Double Midscreen:
2LK > 5MP > 2HP > j.LK > j.MP > land > j.LP > j.LK > j.MP > land > dash forward > 5MK > 5HP~5HP xx Tear Shot L > 5LP > 5MK xx Tear Shot L > j.HP > land > j.MK > j.HP > land > 5MP > 5HP~5HP xx Tear Shot L > 5LK > 5MK~5MK > 5HP~5HP xx Napalm Trigger xx Scope
Huge S/O to @Scott Aye with the hook up!
Throw/Airthrow Combos
Notations:
CORNER THROW:
Forward Throw, Napalm Pillar, F.MP, C.HP, J.MP, J.HP, J.HK, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MKx2, S.HK, MK Tear Toss, J.LK, J.HP, LK Tear Toss on the way down, Land, J.LP, J.LK, J.MP, land, J.MK, J.HK (1-2 hits), LK Tear Toss on the way down, land, C.LK, C.MK, S.HPx2, Napalm Trigger, Sniper.
MIDSCREEN BACK-THROW:
Back Throw, Dash, F.MP, C.HP, J.MP, J.HP, J.HK, S.MKx2, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, J.MK. J.HK, C.LK, S.MK, S.HPx2, LP Tear Shot, S.LP, S.MK, S.HPx2, Napalm Trigger, Sniper.
MIDSCREEN AIR THROW:
Air Throw, Dash, S.MK, C.HP, J.MP, J.HP, J.HK, S.MK, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, J.MK. J.HK, S.MP, S.HPx2, LP Tear Shot, S.LP, S.MP, Egret Call, C.LK, S.MKx2, S.HPx2, MP Tear Shot, Sniper.
CORNER AIR THROW:
Air Throw, S.MK, C.HP, J.MP, J.HP, J.HK, S.LK, S.MKx2, S.HPx2, LP Napalm Shot, C.LP, S.MKx2, S.HK, MK Tear Toss, J.LK, J.HP, LK Tear Toss on the way down, Land, J.LP, J.LK, J.MP, land, J.MK, J.HK (1-2 hits), LK Tear Toss on the way down, land, F.MP, S.HPx2, MP Tear Shot, Sniper.
CEREBELLA CORNER THROW:
Forward Throw, Napalm Trigger, S.MP, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, J.MK. J.HP, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MKx2, S.HK, MK Tear Toss, J.HK, C.LK, S.MK, S.HPx2, Napalm Trigger, Sniper.
CEREBELLA MIDSCREEN THROW:
Back Throw, Napalm Trigger, S.MP, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, J.MK. J.HP, S.MKx2, S.HPx2, LP Tear Shot, S.LP, S.MP, Egret Call, C.LK, S.MK, S.HPx2, Napalm Trigger, Sniper.
DOUBLE CORNER THROW:
Forward Throw, C.MK, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, C.MP, S.HPx2, LP Tear Shot, S.LP, S.MKx2, LP Tear Shot, J.HP, Land, J.MK, J.HP, C.LK, S.MKx2, S.HPx2, Napalm Trigger, Sniper.
DOUBLE MIDSCREEN THROW:
Back Throw, Napalm Trigger, S.MP, C.HP, J.LK, J.MP, Land, J.LP, J.LK, J.MP, Land, S.MK, S.HPx2, LP Tear Shot, S.LP, S.MK, LP Tear Shot, J.HP, Land, J.MK, J.HP, C.LK, C.MK, S.HPx2, Napalm Trigger, Sniper.
Chapter 5: Offense/Defense
Chapter 6: Match-Ups