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"For My Kingdom": The Canopy Legion Social/QnA

Stalin4Time

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So, how's everyone enjoying the new MDE Parasoul?

Also, a quick question. Do you guys have a trick for linking after a Napalm Shot? I can't seem to make it work consistently.
 
I find that it's a lot easier to do online than offline for some reason. Even then, I'll occasionally mess up the link. You are doing light Napalm Shots, right?
 
Yeah. For the link, I'll start with LP NS. I use MP NS for the Sniper combos though.
 
Just get the timing down and get accustomed to it. There is really no trick to it, it just all comes down to practice and timing and memorizing it. None of it is really hard at all though, just dedicate 30 minutes a day to doing it and you'll get it down in less than a week.
 
You can link s.MP after L.Shot
s.LP has 3f less startup
Meaning the s.LP link is at worst a 4f one (more likely 5f)

Really, the window is so big that you can just mash out the s.LP and will almost always hit it.
 
More hitstun on manually detonated tears is such a good change. It's sometimes a little silly how much time you have to confirm. Because of this, it's always good to place a tear right in front of you with lk tear toss. Using c.mp to detonate, you have enough time to dash in and st.mp, or if you catch them in the air you have enough time to jump jab fierce. All without lk soldier cancelling. I've also done silly stuff like hp shot> hit and detonate tear> have enough time to dash jump fierce from like 3/4ths screen.
 
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yeah loving new tear tosses, i just like chilling a little bit away from mid screen and finding optimal places to throw them out to have good screen control.
I always like having one at my feet and one in the air where a characters jump arc would be.


haven't been in training mode too much, only thing i really need at the moment is a good otg combo, i am always just trying to go for a quick groundreset atm for that juicy shizz
 
It's probably just me going full retard, but is the frame data on the Shoryuken wiki wrong? Unless I'm reading that wrong, the LP Napalm link is a one frame for s.LP. I'm used to reading the SFIV frame data, so maybe I just don't understand it. Is there a 3-4 frame travel time before the projectile hits?
 
Frame data for projectiles is always weird, because it is usually tested from point blank. The further you are from them, the more advantage you will have on hit. Just as well, I'm almost positive the data is not updated to the current version
 
Every moves frame data implies that you are at point blank distance.
Projectiles from anywhere farther than inside the opponents body are going to give you extra frame advantage
Moves with several active frames get frame advantage when hitting meaty

For example Filia's c.HK slide is -27 on block and has 26 active frames.
If you space it in a way that it connects on the last rather than the first active frame, it's suddenly -2 on block

LP.Napalm Shot is something you'll usually do at a certain distance (eg after [s.LKx2 > s.MKx2 > s.HPx2]),
which means it takes longer to connect, which means you have already been in recovery for a while by the time the opponent is hit,
which means you have some extra frames to work with. The s.MP link is a 1 or 2f one usually.
 
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Ah ok. That would make quite a bit of sense now. When I was trying to practice the link, I would do it from a raw Napalm Shot at point blank range, which would make it a one frame for the s.LP link.
 
Lets talk strats in this bitch.

I've been on some other shit with the Napalm Toss cancel into normals. She no longer has holes in her pressure anymore.

Call HB, J.HK, LK Toss, J.LP or you can whiff it by delaying the time for fake overhead than you land and they have to guess high low. Gross.

Also combo based lords, fuck a C.LK C.MK, Launch starter...

Can people go in the lab for me and find dope shit off of a S.LP S.MP S.HPx2 LP Napalm Shot starter. The little bit of training mode I've done you definitely got some sick options but I was never able to get anything concrete together.

B.HK being fast makes B.HK Roman Cancel, Grab or C.LK waaay better btw. Especially during something like PW C.MP.
 
Can anyone explain to me the chaining of j.lp/j.mp with j.hp, the light tear toss, and another j.hp? Combos like Isa's universal midscreen use it and I was wondering if I could get an explanation.
 
Hit the j.lp/j.mp asap, immediately chain to hp, as soon as it connects do lk tear, then mash on j.hp. The second j.hp will otg, and you land and continue from there.
 
Can people go in the lab for me and find dope shit off of a S.LP S.MP S.HPx2 LP Napalm Shot starter. The little bit of training mode I've done you definitely got some sick options but I was never able to get anything concrete together.
For max damage? I'm currently trying to find a BnB I like, and will most likely end up doing said starter on lightweights at least, but damage will probably be low, as I'm gunning for a lot of reset points.

On that note, what do you do against Val and Double? Pray they aren't crouching when you hit them? Snipe pickup?
I thought I'd just use a launch starter on these two, but maybe I missed some sekrit tricks
 
Hit the j.lp/j.mp asap, immediately chain to hp, as soon as it connects do lk tear, then mash on j.hp. The second j.hp will otg, and you land and continue from there.
Thanks man. I didnt know I just had to mash out the second j.hp. I thought it was timing just like the rest of Parasoul's shtick
 
Lets talk strats in this bitch.

I've been on some other shit with the Napalm Toss cancel into normals. She no longer has holes in her pressure anymore.

Call HB, J.HK, LK Toss, J.LP or you can whiff it by delaying the time for fake overhead than you land and they have to guess high low. Gross.

Also combo based lords, fuck a C.LK C.MK, Launch starter...

Can people go in the lab for me and find dope shit off of a S.LP S.MP S.HPx2 LP Napalm Shot starter. The little bit of training mode I've done you definitely got some sick options but I was never able to get anything concrete together.

B.HK being fast makes B.HK Roman Cancel, Grab or C.LK waaay better btw. Especially during something like PW C.MP.


I've decided to pick up parasoul for my trio team and having an absolutel blast. So I found some stuff and wanted to share in case it hasn't been mentioned yet, but then I see your post in here and it's asking for basically what I found though in a different nutshell:


Cr.lk,st.mp,st.hp x2 xx lp shot plus lk bomber, dash b+hk xx hk egret

This starter does 4k damage (3962), uses no watched light attacks and gives fullscreen corner to corner carry. It also gives parasoul the ability to do "stuff" in the corner like full combo. It does however use otg.

Note that this also works when using mp shot plus lk Bomber though the timing is harder I think it's better to use the mp shot version for when fighting those pesky Val and filias that like to crouch under lp shit on block.


Some things I noticed about cr.lk,st.mp,st.hp x1 in training mode.... It isn't pushblockable. Well it is but all hits no matter if the pushblock everything or nothing or the last thing, which means incredible pressure on the opponent when canceling the string into mp shot plus lk Bomber... It's flowchart offense at its finest.


Speaking of flowcharts, the way I see it right now is (at least the way I'm going to be trying to do it) Is to use lk bomber on offense start with like jump attack plus bomber and the pressure into high lows... You know standard fare. But, if the bomber is blocked, either as a jumpin or as a ground string, parasoul can dash in if she gets the mixup correct that a perfect time to go into IsaVulpes combo since we are off assist.

If the bomber hits as a blockstring, then we go into the corner carry with hk egret, if it hits as a jumpin the we need to react quick and dash in with b+hk xx hk egret for the corner carry.


So, that's my contribution, don't know if its good or not but I do know I LOVE the cr.lk,st.mp,st.hp xx shot plus lk bomber blockstring... It's super offense in a bottle.
 
So bomb jumps are... a thing, but I've found a somewhat decent use for them. On incoming mixup place one where they're coming in and one for you to bomb jump. Jump on one to get above them and go for left/right with the other. You can time it so the passive explosion gets them, but you can also detonate yourself with a normal.

Edit: basic concept shown here, but it's not exactly an amazing example.
www.twitch.tv/ignitegl/b/478994031?t=35m55s
 
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Hey guys, did you know that the explosion from a napalm shot or tear wafts you higher when your holding down j.mk? I found it pretty useful against excited filia and valentine players who after getting hit by a napalm shot at mid range want to rush in and mix me up: I shot one then jumped up as they started to move in, j.mk and after the explosion I was able to cross them up, avoid their shenanigans and combo them while they're doing their attacks. I found it great to get them into corners.
 
Newb question incoming...

Is the xbl version as far as frame data and changes the same as the latest versions elsewhere?

I'm practicing in anticipation of the full update dropping on xbl and don't want to be missing out on anything as far as what Para can and can't do...
 
I don't think her normals changed much, if at all. Her tears and shots did though. All shots got more advantage, although I don't remember how much. It's enough to be able to link st.mp from lp shot. Also, tear explosions have less hitstun if they blew up on their own, but more if you detonate them with normals/detonate/other stuff.
 
How should I go about going from tear shot loops into pillar on my stick? The change in charge from back to down in my last one is messing me up..I keep doing cr fierce cause I want to give myself enough to time charge the pillar when I try to charge down once I go into st fierce x2 I hasnt charged yet and i drop the combo..I've done it a few times on accident, but what's the trick?....I know my execution isn't the greatest, but I'm trying to clean it up for this game...
 
During the 2nd HP animation you should be buffering the charge (hold down)

Than that should give you enough time to get the pillaaar.
 
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i realize it's a great anti-air, but you don't actually need to add the extra 'AA' to pillar
 
How should I go about going from tear shot loops into pillar on my stick? The change in charge from back to down in my last one is messing me up...

 
Thinking back on my training session, I think my problem is I'm holding back on the stick during the last combo I think in my mind I was trying to tear >pillar and that's not the notation...so I think ill focus up and ill be fine..gotta let the stick be neutral and charge when the first St fierce hits..
 
^ This is sick I need to practice this immediately lol.




On to my Scrub questions.
A few questions I am new to this game and I want to play Parasol. One thing I dont understand is really her play style how is she supposed to be played. Is she really zone heavy ? Am I suppose to be rushing in? Who are some top players that play her? So I can learn. How does her back lp cross up?! what is garanteed after back standing hard kick? what are her block strings.
 
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-Her zoning is situational, HP Napalm Shots from fullscreen is good, than if you read that they'll jump, throw out MP Shots! Its not that effective though in terms of the full game plan. She has plenty of overheads and resets and nasty setups so I'd definitely put her down as a rushdown character.

Top Players currently in no order are...
-Severin
-Dekillsage who just recently picked up Parasoul but is pretty strong
-Sonicfox5000 uses Parasoul every now and then and is strong.
-WingZero
-Konkrete
 
She's also a character that controls space really well. When you place tears you can really create a wall that can be tough to get through. It might be a little much for someone learning the game itself, but the power that her normals + tear detonation is a good thing to keep in mind.

She also has really strong footsie normals with c.lk, c.mk and st.mp. Couple that with a fast dash and you got yourself a character.
 
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-Her zoning is situational, HP Napalm Shots from fullscreen is good, than if you read that they'll jump, throw out MP Shots! Its not that effective though in terms of the full game plan. She has plenty of overheads and resets and nasty setups so I'd definitely put her down as a rushdown character.

Top Players currently in no order are...
-Severin
-Dekillsage who just recently picked up Parasoul but is pretty strong
-Sonicfox5000 uses Parasoul every now and then and is strong.
-WingZero
-Konkrete

I will look them up I'm trying to understand her core gameplay and setups. while practicing combos on the side so I know what to do off a touch.


She's also a character that controls space really well. When you place tears you can really create a wall that can be tough to get through. It might be a little much for someone learning the game itself, but the power that her normals + tear detonation is a good thing to keep in mind.

She also has really strong footsie normals with c.lk, c.mk and st.mp. Couple that with a fast dash and you got yourself a character.
I understand she has "combos" but what are her standard combo "starters" and mixups. Next any particular tech I should be practicing in the lab. I am not really sure how her resets work.
 
I'm not sure what your asking exactly. Her "starters" are a lot of things. St.lp, st.mp, c.lk, cr.mk, are all good on the ground along with cr.mp when used to detonate a tear. j.lp or j.lk chained into j.hp is the gawd of air confirms in SG.

If you're asking about mixups there are a lot of things you can do. f.lp and b.hk are overheads. f.mp is a standing low. b.lk in the air hits behind her so it's what you use for crossups. If you catch them in the air you can chain into j.mp, land, and dash fwd for a crossunder. With an assist you can make instant overheads out of j.hk and immediate j.d.mk.
 
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I'm not sure what your asking exactly. Her "starters" are a lot of things. St.lp, st.mp, c.lk, cr.mk, are all good on the ground along with cr.mp when used to detonate a tear. j.lp or j.lk chained into j.hp is the gawd of air confirms in SG.

If you're asking about mixups there are a lot of things you can do. f.lp and b.hk are overheads. f.mp is a standing low. b.lk in the air hits behind her so it's what you use for crossups. If you catch them in the air you can chain into j.mp, land, and dash fwd for a crossunder. With an assist you can make instant overheads out of j.hk and immediate j.d.mk.

For example right now pretty much any combo I do starts off with some c.lk, c.mk, c.hp this seems good I have been playing with f s.lp for ahead into the same exact combo without the c.lk these are I guess "starters" I look for to start off my combo. I guess I was not really clear. But they mix well with each other so if someone gets to worried about the low then there is the overhead. Some combo "starters" are not the most practical so essentially I am looking for her main tools that people start combos with when they get in. As for resets it looks like to me that her throws are bad compared to other character that can simply throw super. I obviously dont know enough about her to begin to see her common reset potential I saw some good videos explaining some of her gameplay but what I did not see is a video focusing on options from a reset and reset setups.
 
A few questions I am new to this game and I want to play Parasol. One thing I dont understand is really her play style how is she supposed to be played. Is she really zone heavy ? Am I suppose to be rushing in? Who are some top players that play her? So I can learn.

She can do both. She has real good control in both areas, but Peacock is best zoner. Napalm shot and tossing around some tears is a good way to have successful zoning.
 
She can do both. She has real good control in both areas, but Peacock is best zoner. Napalm shot and tossing around some tears is a good way to have successful zoning.
I saw your video it was very helpful. Show me more!! ;D
 
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I saw your video it was very helpful. Show me more!! ;D

Making an update video whenever the console ver drops.
 
I dont know what it is something just draws me to this character. What Normals or pokes do you guys try to tick throw after. Her throw seems so werid. since she does not toss out her hands.
 
Crouch jab is really your best tick. normals canceled into lk egret can also be effective but is easier to react to.
 
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