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Baby Got Boots: Parasoul Combo Thread

Sup dudes. I made this combo a little bit ago but JUST got it recorded. The quality goes to shit really fast but make sure to watch it in hd. (also pause on the first napalm pillar for quality lols)

~7.5k with napalm pillar -> SS
~7.6k with m shot -> SS -> 2hk

This combo also COMPLETELY works midscreen if you do 2lk 5mk 5hp(x2) -> pillar (and call eliza the same input you pillar). you just have to make sure light characters restand after the air string, or (midscreen) the 6hp will whiff. The midscreen ender into the sniper shot will have to be either M shot or Quake.

Damn, that starter is cool. And not the normal kind of Parasoul cool where it does no damage.
 
This is more resets than combos but this thread is more active and this still has some combos. Quick tutorial that I did for Parasoul with M Pinion assist.
 
This is cool, is there any way to set up those tears and do this midscreen?
I don't think Parasoul by herself has anything that would stun the opponent long enough to set up tears like this in a precise place? I could be wrong.
 
Not feeling to watch Claw's full video buut
Also not sure gllt posted this but whatevs
 
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So I found a very interesting combo today on double.

C.lk,c.mk,c.hp,j.mp,j.hp,l toss, j.hp, s.mp,b.hk, h toss, xx, dash s.mk(2), s.hp(2), h tear toss, s.lk(2), s.mk(2),s.hp(2),quake, sniper shot

Does about 6.6k and is pretty strict on timing. I would record the combo but I don't have access to a PC currently.... But any ways thought I would share this
 
Here is another really cool combo I just found for midscreen:

C.lk,c.mk,c.hp,j.mp,j.hp, l toss,xx, j.hp,b.hk, l toss, xx, s.mp,b.hk, h toss, xx, dash, s.lk(2), s.mk(2),s.hp(2), pillar, sniper shot.

Does 6.6k and it seems like it's universal but it's really hard to get a restand so I don't know how useful it is outside of just damage
 
I'm not sure if this can be ok but this is the thing i do now...still no Big Band and double but it can be optimized i think.
 
why do people have trouble counting to 2 or 3 all of a sudden? You spent 2 meters in the combo.
 
I did the second super just for fun, i actually didn't wrote the damage of 2 super.
 
Hi, I'm pretty new to the forums but an already experienced para player. I always felt like contributing with something, so here goes my first post:

Sorry for the delay, OBS has been bsing me a lot.
 
So I figured out how to increase parasoul's damage output. Basing off of @Bigtonney combo I made a more practical version. Note that this is not optimized but I found a way to optimize it.
After the j.hk restand you to the following: hold back immediately after you press j.hk then land and do this: s.lk(2), c.mk, l shot, s.mp, b.hk, EC, s.lp, s.mp, s.hp(2), quake.
This improvement gives you about 1000 more damage
If anyone knows how to get more damage midscreen let me know
 
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Is that universal? Don't you eat your OTG after Sniper? You can't do the j.mp, j.hp, j.hk chain on all heavies without using an OTG.
 
Is that universal? Don't you eat your OTG after Sniper? You can't do the j.mp, j.hp, j.hk chain on all heavies without using an OTG.
Whoops. My bad ill have to make a heavy only version
 
To save your otg from j.mp j.hp j.hk with Beowulf, Robofortune, Parasoul and bella you have to do the j.mp at the peak of the jump (it almost feels like an air grab reset) and it will still work. (Note for this combo: with bella you also need to do a baby step forward right after the Sniper or the j.mp will miss)

On band and double i feel pretty consistent doing j.lp j.lk j.mk. jmp for the air combo and hit mp again when you land.
 
Took a while for these 2 combos, but i feel really proud about the results (i'm really productive these days ^_^ )
7.4k midscreen
8.1k corner light starter whoooohooo :D (still 8k with st.lk/st.lp)
...only on Big Band and Double doesn't work... so yeah.
 
Cool combos!
That's some good damage for Parasoul.

Really not down for fHP starters or spending meter on the first ground chain though :P
 
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Took a while for these 2 combos, but i feel really proud about the results (i'm really productive these days ^_^ )
7.4k midscreen
8.1k corner light starter whoooohooo :D (still 8k with st.lk/st.lp)
...only on Big Band and Double doesn't work... so yeah.
Neat! I wonder if there are some assists that could be used in place of the sniper shot in these combos to let you get comparable damage without spending bar. For the corner combo it sure looks like Brass would work, but I don't know if it would work midscreen. My other ideas would be H Lock n Load assist or Carpenter's Axe assist.
 
Neat! I wonder if there are some assists that could be used in place of the sniper shot in these combos to let you get comparable damage without spending bar. For the corner combo it sure looks like Brass would work, but I don't know if it would work midscreen. My other ideas would be H Lock n Load assist or Carpenter's Axe assist.
TaDaaa
With Axe does 7486
With Brass is 7986

I've been messing around with Cap's Axe and you can do b.hk and yeah looks cute but i need to test that route.
 
This combo thread has been updated as part of the combo thread OP clean up change I am working towards.
Old combos that don't work due to 350 Undizzy have been moved to their own thread.

Link in the OP to that thread, or you can find it in the Parasoul section.
 
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I've been trying to find an assistless CH combo for a bit, but always mess it up

EDIT: So, i'm just gonna edit and @Skarmand rather than double posting. I'm running into 2 issues. The first is somewhat solveable: if the j.hk detonates a tear, you'll hit undizzy. I've found the lazy way to prevent that is to just drop a hk tear in that last b.hk. The other is Big Band specific. I'm having a lot of trouble getting the correct distance between the b.hk xx tear sets. Do I need to step or dash to consistently keep him where s.mp, b.hk will always hit?
 
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Easy, fun corner combo with H Brass
Probably not optimized
 


I've been trying to find an assistless CH combo for a bit, but always mess it up

EDIT: So, i'm just gonna edit and @Skarmand rather than double posting. I'm running into 2 issues. The first is somewhat solveable: if the j.hk detonates a tear, you'll hit undizzy. I've found the lazy way to prevent that is to just drop a hk tear in that last b.hk. The other is Big Band specific. I'm having a lot of trouble getting the correct distance between the b.hk xx tear sets. Do I need to step or dash to consistently keep him where s.mp, b.hk will always hit?
Looks like Edits don't ping?
Double post next time.

I know that jHK detonating the tear will kill it but you don't even have to throw the tear, you can do L Egret or manually place it somewhere else.

You need to walk in between each 4HK I think for most of the cast.
It just makes it easier, even if the time to walk is short.

I can record the Big Band version if you'd like.
 
Well, after another day of failing to get this on Band, I think I'd appreciate a video. I'm still not 100% at landing it on the rest of the cast, but I can at least land it some of the time. For some reason, on Band, I'm 0%
 
I have more of a concept then a combo inspired by the painwheel assist post above, but after three days and realizing I can't lab very well I'm having issues turning it into a full combo.


Inputs are anything into crhp, call assist, jump lp hp. It leads to some really quick resets/high low mixups, but I'm having issues finding a way to finish the combo/optimizing it.

Maybe this has been found before too iunno.
 
@Penumbra224


I found this timing set up a long time ago which gives you left + right + air throw.
If you jump and do jLP instead of cLK/sLP you'll frame trap all jabs and falling buttons, which your set up will lose to.

Fortune can just do falling jLP and I think it would beat that set up clean.

You could continue my variant with (Shadow Hits) Dash, jLP jLK jMP \/ /\ jMK jHK [Restand], but I think yours is over from that point when M Shadow hits.
Parasoul is too high to do anything else.
 

Parasoul CH Combo thats not worth doing but its cool. 9.3/4k
 
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Look, if we wanted efficient effort to damage ratios, none of us would be playing Parasoul
 
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(Thanks to @Skarmand combos, basically) I finally reached my goal:a 7k universal combo that starts with a light any works midscreen.
So, yeah this entire thing was fun and made me love a character that i can't even win a match, cuz i mash pillar fullscreen.
 
Dunno what thread this goes in. I guess this one since it's the only thread anyone has posted in this month. Also it's a combo.

Check out 16:04 of the latest Kohatsu tournament:
So, the combo is

c.LK c.MK s.HPx2 xx Napalm Shot,
s.LP s.MP b.HK + call Excellabella xx M Napalm Toss x3, Napalm Trigger

At that point you either get an ambiguous left/right or if you want to cash out you cancel the trigger into sniper. With super this does just shy of 5.5k, without it it does just shy of 5k. The setup builds over half a bar every time you do it which is pretty wild. It works at max undizzy (exploding tears manually using trigger doesn't count as the start of a new chain I guess, that's neato, I learned something today). The mixup looks pretty ambiguous to me and it's meaty enough that the opponent cannot get out of it by mashing normals.

The only thing I think is not so great about this setup is that they recover on the ground, so they still have a chance to reversal. They still have to guess the side to input the reversal the right way at least, unless they're Parasoul or Cerebella. Against Parasoul I was able to find a timing where they recovered just off the ground which makes reversal pillar 1f timing, but I could not get that to work against Bella and I'm not sure why??? Then I gave up on it. I wanted to at least post my findings here for more motivated people to maybe work on. My guess is, getting lights to recover in the air is easier and getting Double/Big Band to recover in the air is not possible, but I didn't test it.

Also I bet this works with A-Train, if there are any Parasoul/A-Train players out there.
 
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