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Baby Got Boots: Parasoul Combo Thread

Any idea on how to do f.HP into L Napalm Shot?
Immediately after pressing f.hp, start charging for your shot and input shot after you see f.hp hit.

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Any idea on how to do f.HP into L Napalm Shot?
Because Skullgirls buffers an input from the first frame of the input before it, it's more about making sure you hit 6HP as early as possible during the previous move.

So say you want to do 2LK 2MK 6HP.
You do 2LK, then once 2LK starts you can immediately press 2MK, and once 2LK finishes, 2MK will automatically start.
As soon as 2MK starts, you want to press 6HP and then start holding backwards.
You can be 3F into the start up of 2MK holding backwards, but 6HP will still come out because that's the move you queue'd up next, letting you get a full charge.
 
Because Skullgirls buffers an input from the first frame of the input before it, it's more about making sure you hit 6HP as early as possible during the previous move.

So say you want to do 2LK 2MK 6HP.
You do 2LK, then once 2LK starts you can immediately press 2MK, and once 2LK finishes, 2MK will automatically start.
As soon as 2MK starts, you want to press 6HP and then start holding backwards.
You can be 3F into the start up of 2MK holding backwards, but 6HP will still come out because that's the move you queue'd up next, letting you get a full charge.
Thanks.
 
that looks so cool and there's no way i can get neutral roundhouse xx soldier.
 
that looks so cool and there's no way i can get neutral roundhouse xx soldier.
Watch the inputs.

To make it easier, do 2lk, 5mk1, and then upback for the roundhouse. because you're not doing a direct back input for it it reads it as 5hk and not axe kick. because you're upbacking the roundhouse, you still charge the soldier. good shit gllt.
 
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Watch the inputs.

To make it easier, do 2lk, 5mk1, and then upback for the roundhouse. because you're not doing a direct back input for it it reads it as 5hk and not axe kick. because you're upbacking the roundhouse, you still charge the soldier. good shit gllt.

geargia is to thank for that, they made a combo called 'look my panties' which had sHK loops in the corner and it started with this and I stole it right away! They're @geargia on twitter <3 I just found out that it fits perfectly into my fHP combo I use with assists, therefore giving Para a solo option to approach the same route.

edit: you can also thank @zeknife for pointing out that cMP in the last chain would boost the damage, if you feel inclined to do this combo. This goes to anyone reading this.

(I don't like doing cMP in combos haha damn. Unless its video stuff to set up spacing for links off MShot or whatever.)

edit2: since I should include information people might now know, you can link another pillar after the bikes for a burst bait+damage but it is way tighter than mshot > sniper > pillar, doubt its universal, and you're giving them the option to alpha counter
 
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sup people the new 5hp is really good

5HP now essentially guarantees a restand in the corner no matter what the situation is, so this completely eliminates using stinger to save otg on axe combos, and also means you never have to do 5MP->6HP ever again for restands

optimal damage

otg saver for guaranteed safejump setups (i set it up bad in this video but it works lmao)


sound is shit idk why love you all it's lit
 
very nice
Other things it's good for:
-jLP, jLK, jMP -> 5hp 5hp
-sMP (tear detonates), bHK xx L egret -> 5hp 5hp

In the corner when you get those high bounces off tear, 5hp can be used now to convert

i.e:

cLK cMK sHP sHP xx Lshot, cLK bHK xx Lshot (bHK is overhead reset, tear detonates into high bounce) -> 5hp 5hp



 
Thats possible? Goddamn my timing inability.

Don't worry, it's not like it's easy or even necessary. But yes it's possible.
 
This looks amazing but is it necessary to detonate when the next hit was going to detonate it already?
 
Don't worry, it's not like it's easy or even necessary. But yes it's possible.

I mean, it's technically necessary if you wanna do absolute optimal damage. But you're playing Parasoul. You don't play her for damage. You play her for resets and nice leges.
 
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This looks amazing but is it necessary to detonate when the next hit was going to detonate it already?

For style points, yeah. To combo, no. My normal route just detonates it with jLK/jLP jHP rather than doing trigger. Trigger detonations also cost no undizzy. So sometimes you get bonus damage for doing detonate routes.
 
I found a 8.2k route for one bar and no assists. (lights only)

I did the final sniper on reflex and couldn't be bothered to rerecord cause shit's hard. The OTG link is very tight and you really gotta be on point during the second Pillar chain, else the tear detonates too early and you lose damage or it might uncombo. (Also I don't show metergain but i can't be arsed to rerecord :^* sorry)

And here's (otg-less) fHP Pillar Bikes x5! With 2 chains into fHP that require the extra frame of hitstun when they land. Maybe this'll give somebody esle an idea for something useful.
 
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I messed up the meter on this one but this is kind of flashy vs lights? Once again Hurl is a beautiful assist.
 
Universal corner combos with napalm pillar + an assist. M Pinion for this vid, but it works with others.

 
Hey, I'm a new player and I'm looking for a reasonable combo from a front and back throw, can someone please point me in the right direction?
 
Some meter gain numbers mainly on normals for when you want to crunch for metergain.
I don't know the meter-scaling formula.

Code:
Normal Whiffs (Below 1 Meter Only)

L - 1.38%
M - 4.16%
H - 5.55%

Second press of MK and HP don't build meter.
Second press of LK and LP do. (Just x2 the amount)

Normal Hits (Above 1 Meter)

LP x1 -  2.5%
LP x2 -  2.5%
MP    -  7.5%
HP x1 -  4.5%
HP x2 -  5%

cLP    - 2.5%
cMP x1 - 3.75%
cMP x2 - 3.75%
cHP    - 10%


LK x1 - 2.5%
LK x2 - 2.5% [Total 5%]
MK x1 - 3.75%
MK x2 - 3.75% [Total 7.5%]
HK    - 10%


cLK   - 2.5%
cMK   - 7.5%
cHK   - 10%

Normal Hits (Below 1 Meter)

LK x1 1.38%
LK x2 1.38%
MK x1 2.08%
MK x2 2.08%
HK    5.55%

cLK   1.38%
cMK   4.16%
cHK   5.55%

LP x1 1.38%
LP x2 1.38%
MP    4.16%
HP x1 2.5%
HP x2 2.77%

cLP    1.38%
cMP x1 2.08%
cMP x2 2.08%
cHP    5.55%


Normal On Blocks

Lights  - 1.04%

MP      -    3.12%
MK x1   - 1.56%
MK x2   - 1.56%
cMP x1  - 1.56%
cMP x2  - 1.56%
cMK     -   3.12%

cHP    - 4.16%
cHK    - 4.16%
sHP x1 - 1.87%
sHP x2 - 2.083%
sHK    - 4.16%

L Shot

Spawn- 2.5%
Block Projectile - 0.93%
Hit Projectile   - 2.25%
Tear Pop Hit     - 4%
Tear Pop Block   - 1.6%

H Bike

Spawn    - 2.5%
Block    - 1.87%
Hit Grab - 4.1%
 
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For Parasoul's optimal midscreen, why does the last string use s.MK instead of s.MP?
 
For Parasoul's optimal midscreen, why does the last string use s.MK instead of s.MP?
Because with sMP it's just an optimal midscreen instead of an optimal universal midscreen.
Use sMP where it works for you.
 
...OH! The tear is what's pushing them back further! It didn't seem like MP had too much knockback, but it ignites!
 
Also messing around with some corner HCH routes with assist, works with more then just bomber, stole the idea from kenins post some pages ago. Does 9.9k on lights, 9.7 on heavies.


Inputs:
Lights:
jhp + assist
crhp pillar
sweep xx l shot
mp crhp
jmp jhp jhk
mkx2 hpx2 lshot
lpx2 crmk hpx2 lshot
lkx2 crmk hpx2 pillar bikes

Heavies:
jhp + assist
crhp pillar
sweep xx l shot
mp crhp
jlp jmk jhk
mkx2 hpx2 lshot
lpx2 crmk hpx2 lshot
lkx2 crmk hpx2 pillar bikes
 

HCH j.hp
b.hk
c.hp pillar
otg c.hk L shot
s.mp b.hk egret call
j.mk j.hp L toss
s.mkx2 s.hpx2 L shot
s.lkx2 s.hk trigger
s.lpx2 c.mk f.hp pillar bikes
c.mp c.hp burst bait

10063 dmg

You can avoid the j.hp toss s.mk link with this:

HCH j.hp
b.hk
c.hp pillar
otg c.hk L shot
s.mp b.hk egret call
j.mk j.hp M toss
s.lkx2 s.hk trigger
c.mk f.hp L shot
s.lpx2 s.lp f.hp pillar bikes
c.mp c.hp burst bait

10059 dmg

the problem is that the trigger will whiff on some characters if you don't do it fast enough but its fine