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(Not sure where to put this post, since it wouldn't go in any single character's forum, but wanted to post it before I forgot.)
Because Napalm Pillar has a hole above Parasoul, there are setups after which you can jump forward and not get hit by reversal Pillars. For certain characters they're really good, and consistent, and lead to other things. Jumping straight up or backward will get you hit. You can combine all of these with an assist call to cover basically every option Parasoul has.
All setups let you land into CH s.LP at least, if you miss with the jumping move.
Squigly:
- End any combo with non-stagger Silver Chord (so, the 2nd Silver Chord in your combo), jump forward j.LP -> MK/HK divekick. This has the bonus of also looking like a tick throw setup or a screwup, depending. The j.LP whiffs through her if she Pillars, forces a block if she doesn't, hits if she tries to throw OR tries to Pillar xx Sniper, and the divekick either CHs a whiffed pillar or combos off the j.LP. This one seems really good to me. Also beats Parasoul attempting antiair airthrow...
- Pretty much anything to Lv1 stance cancel, j.LP. Good moves are s.HP/s.HPx2/c.MK/s.MP, though all these are much more plus than double Chord so the opponent is less likely to reversal.
- s.LP or s.LPx2, jump forward. Also less useful.
Painwheel:
- Combo into fly->DF+LP or LK, jump forward. Also has the bonus of looking like a tick throw.
- Pretty much any grounded normal xx fly UF. Best with LP or LK. Looks like a crossup attempt, which (if you do say crossup j.HK) WILL get hit by Pillar.
- LK Buer xx fly UF.
- Combo into M/H nail, jump forward. For example, L nail, M nail in the corner. Never comes up. :^P
Valentine:
- Point-blank s.LP (x1 only, x2 or 3 gets hit), c.LP, s.LK, or c.LK -> jump forward. Looks like a tick throw.
- Blocked s.LP/c.LP, jump forward. Kinda neat.
- Point-blank Dead Cross. Never comes up.
Big Band:
None. He's toooooooooooooo big. :^(
Eliza:
- Blocked point-blank s.LP/c.LP/s.LK/c.LK, jump forward instant j.LK. j.LK changes her shape.
- c.MP x1, or s.HP x1, jump forward j.LK.
Ms. Fortune:
- s.LP/c.LP/s.LK, hit or blocked, jump forward (instant j.LK optional).
- Any strength Rekka x1, jump forward. L Rekka x2, jump forward. (instant j.LK gets hit after H Rekka or L Rekka x2.)
- Blocked L Rekka, jump forward.
Peacock:
- Blocked or hit s.LPx1 or blocked c.LK, jump forward instant airthrow or delayed whiff j.LK. Both of those moves change her shape enough to avoid getting hit. Kinda difficult.
- Hit c.LK, jump forward instant airthrow.
- Hit c.MK, jump forward delayed airthrow. Very difficult.
....pretty much nothing else she has lets you do this.
Filia:
- Blocked or hit s.LP/c.LP/s.LK/c.LK, jump forward whiff LP or LK.
Not a lot else for her either.
Cerebella:
- Blocked or hit s.LP/s.LPx2/s.LK/c.LK/s.MP, jump forward j.HK.
- Hit any strength Lock-n-Load, jump forward HK.
Parasoul:
- Hit point blank tear, jump forward MK or HP. Won't happen much.
No more that I could find.
Double:
- Blocked or hit c.LP/c.LK/s.LK, jump forward teacup.
She's too big to dodge with anything else really.
Fukua:
- Blocked or hit c.LP or c.LK, jump forward j.LK. It's also possible to do jump forward j.HK but much harder.
- L Drill, jump forward j.HP.
Beowulf:
...also too big...
I'm sure there are more.
Because Napalm Pillar has a hole above Parasoul, there are setups after which you can jump forward and not get hit by reversal Pillars. For certain characters they're really good, and consistent, and lead to other things. Jumping straight up or backward will get you hit. You can combine all of these with an assist call to cover basically every option Parasoul has.
All setups let you land into CH s.LP at least, if you miss with the jumping move.
Squigly:
- End any combo with non-stagger Silver Chord (so, the 2nd Silver Chord in your combo), jump forward j.LP -> MK/HK divekick. This has the bonus of also looking like a tick throw setup or a screwup, depending. The j.LP whiffs through her if she Pillars, forces a block if she doesn't, hits if she tries to throw OR tries to Pillar xx Sniper, and the divekick either CHs a whiffed pillar or combos off the j.LP. This one seems really good to me. Also beats Parasoul attempting antiair airthrow...
- Pretty much anything to Lv1 stance cancel, j.LP. Good moves are s.HP/s.HPx2/c.MK/s.MP, though all these are much more plus than double Chord so the opponent is less likely to reversal.
- s.LP or s.LPx2, jump forward. Also less useful.
Painwheel:
- Combo into fly->DF+LP or LK, jump forward. Also has the bonus of looking like a tick throw.
- Pretty much any grounded normal xx fly UF. Best with LP or LK. Looks like a crossup attempt, which (if you do say crossup j.HK) WILL get hit by Pillar.
- LK Buer xx fly UF.
- Combo into M/H nail, jump forward. For example, L nail, M nail in the corner. Never comes up. :^P
Valentine:
- Point-blank s.LP (x1 only, x2 or 3 gets hit), c.LP, s.LK, or c.LK -> jump forward. Looks like a tick throw.
- Blocked s.LP/c.LP, jump forward. Kinda neat.
- Point-blank Dead Cross. Never comes up.
Big Band:
None. He's toooooooooooooo big. :^(
Eliza:
- Blocked point-blank s.LP/c.LP/s.LK/c.LK, jump forward instant j.LK. j.LK changes her shape.
- c.MP x1, or s.HP x1, jump forward j.LK.
Ms. Fortune:
- s.LP/c.LP/s.LK, hit or blocked, jump forward (instant j.LK optional).
- Any strength Rekka x1, jump forward. L Rekka x2, jump forward. (instant j.LK gets hit after H Rekka or L Rekka x2.)
- Blocked L Rekka, jump forward.
Peacock:
- Blocked or hit s.LPx1 or blocked c.LK, jump forward instant airthrow or delayed whiff j.LK. Both of those moves change her shape enough to avoid getting hit. Kinda difficult.
- Hit c.LK, jump forward instant airthrow.
- Hit c.MK, jump forward delayed airthrow. Very difficult.
....pretty much nothing else she has lets you do this.
Filia:
- Blocked or hit s.LP/c.LP/s.LK/c.LK, jump forward whiff LP or LK.
Not a lot else for her either.
Cerebella:
- Blocked or hit s.LP/s.LPx2/s.LK/c.LK/s.MP, jump forward j.HK.
- Hit any strength Lock-n-Load, jump forward HK.
Parasoul:
- Hit point blank tear, jump forward MK or HP. Won't happen much.
No more that I could find.
Double:
- Blocked or hit c.LP/c.LK/s.LK, jump forward teacup.
She's too big to dodge with anything else really.
Fukua:
- Blocked or hit c.LP or c.LK, jump forward j.LK. It's also possible to do jump forward j.HK but much harder.
- L Drill, jump forward j.HP.
Beowulf:
...also too big...
I'm sure there are more.