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Baby Got Boots: Parasoul Combo Thread

Benzene setup
As said in the quote this was from the player "benzene". Turns out there's another way to implement this setup since i tried the team. You don't even need to detonate if you just do H toss, as bella bitchslaps the character the tear passively explodes. you prevent ground reversals with s.lp. if you want to get real crazy you set up two H tears. one that goes to the full range from just pressing the button and one from negative edging and placing it just before the full tear to act as a sort of *trap*

when the tears passively explode the opponent bounces from one tear to another. its really cool and if it wasn't for the fact that i don't play squigs seriously i would run the para/squigs/bella using pillar/dnb/excella
 
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Also I bet this works with A-Train, if there are any Parasoul/A-Train players out there.

Uh, would it? A train doesn't launch people up like excellabella does on the last hit, it sends them forwards, so I don't think you'd get time to do the same napalm trigger -> dash under setup.
 
So, McPeanuts is both advocating A-Train and trying to hurt parasoul players
 
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You can get a frame trap left right that prevents the opponent from landing in time to reversal with jLP jLK jMP that doesn't require an assist.

The setup looks really cool and such but I think jLP jLK jMP or something similar would be more practical.
 
I got a crappier version to work with A train(I have no idea which you guys mean). I think its better to trigger with a whiffed air move for the A train version. H takes H, M takes M. I think the crossup potential is really poor for A train since it is so low(they recover on the ground and if you're too fast, you will continue the combo.)
Damage has potential though. For an H Train max undizzy combo for 1 meter, I got
s.lp, c.mk, 6.hp, silent scope,
c.lk, c.mk, 5.hk, H A train,
H toss X3, whiffed j.hp(to detonate tears), j.hp burst bait
for 6.9k
 
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Some more synergy w/ Squigly's Drag'n Bite assist. Mostly all of it is universal except for the second route on painwheel because her hitboxes on her crumpled animations are so tiny that pillar doesn't touch her. s.MP link timings vary on characters/ how close you are to them but are possible.

 
I took @Skarmand 's HCH combo and i changed a bit to squeeze 100 more...8630 with 1 super :D
And i honestly find this easier on heavy dudes
 
^ Great stuff

Looking at that combo made me want to try to optimize something in the corner.

With the help of LK Bomber, here's something..


Haven't tested it with other assists but i'm sure its available to others as well
 
Haven't tested it with other assists but i'm sure its available to others as well
I can confirm that it works with LnL. I do something along the lines of that in one of my combos sometimes, so I'm pretty sure you'd be able to do it in that situation too.

Now, the notification I got for this thread reminded me I actually have some Parasoul stuff to put here!

I saw Liam do four j.HP's as a punish starter at Combo Breaker, so I decided to take that and see what I could get out of it with LnL, so this is what I got.


And here's a way to get the opponent out of the corner to get the full DHC damage on Big Band's level 3.


I don't play Parasoul as seriously right now, so it's probably not the absolute best damage she can do in these situations.
 
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And here's a way to get the opponent out of the corner to get the full DHC damage on Big Band's level 3.


Oh man, thanks for this! I was cooking up other things for this exact DHC but none of the side switches I could get did good damage, but I think this should be doable + still be okay with normal corner combos :D
 
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I removed the dust out of my brass assist, and yeah i found messing around this kinda funny surprisingly! I don't think you get the entire DHC part on everyone but hey, it's something.
 
The last posts have so much good stuff i feel ashamed posting some of my crap, but here goes:

I manage to make this work on almost every character but doing this combo onlights means it will have a much more strict timing.
 
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So I'm not sure if people already knew this but a universal restand for soul after c.hp is delayed j.lp, xxx, j.mk, j.hp/j.hk
It's an interesting restand because it sets up a really strong ground reset due to j.hp having so much hitstun and basically land canceling that leaving you at some ridiculous frame advantage. Didn't get to fully test it but I did come up with a pretty good universal combo.

C.lk, c.mk, c.hp, j.mp, j.hp, l tear toss, xxx, j.hp, b.hk, dash forward, c.hp, j.lp, xxx, j.mk, j.hk, s.lk(2), s.mk(2), s.hp(2), quake, sniper.

It does like 6.6k but it leads to new reset routes and baits so I thought I'd throw it here.
 
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xx=delay

xx means cancel in SO many places, sorry dude. Not gonna happen.

dqZJgRY.png
 
RIP me. It's supposed to be xxx

I've been wondering what the xxx in jMK xxx jMK was for a long time now.

welp
 
--, ( ), _, or something similar as delay (as it implies a period of "nothing"; a pause) would make sense

xx is cancel in every fighting game ever and xxx just looks like you're mistyping it
 
Honestly delays in combos I'd seen/learned before were either unwritten (so they were assumed) or if they were especially notable were just written "(delay)". I figure special delays aren't common enough that it'd require it's own special abbreviation. That's just my own perspective though where I'm used to it.
 
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closest thing i can think of is the old tekken thing where a star means "return to neutral"
 
I'm not sure if this kind of post belongs here instead of the beta update thread
On band, double and parasoul i can't get any better than this.
 
7.2K
Placing the tear isn't so bad on Band but you'd have to practice it for the other characters.
Probably better to stick with the other version, but just to show it's possible to get more:

 
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Oh, the Napalm Pillar > Bikes link might not work on band.
napalm quake > bikes works midscreen on everyone but squigly.
 
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napalm quake > bikes works midscreen on everyone but squigly.
Yeah I know, but I was really trying to get that Pillar hit for the damage.
 
Hey guys, I decided to pick up skullgirls after dropping it a little while after the first encore release on PS3. I wanted to know if the BNB's listed on the first page and in the Parasoul Guide were up-to-date and also if anyone wants to share some Parasoul tech with LK Bomber and Horus :) .

I didn't wanna come empty handed so here's this absurdly difficult combo that breaks 7k midscreen assistless. You need a very very slight delay between b.HK into j.MK. Too fast and it wont restand, too slow and it will whiff. Also j.HP xx tear toss M xx c.MK is damn near 0 frames so good luck. Also I've only done this once against Fukua, but it doesn't seem like anything here should have any weight restrictions. From what I understand about the combo system this should be fairly optimized, hopefully someone proves me wrong!

c.LK c.MK f.HP LP tear s.MP b.HK egret cancel j.MK j.HP j214 MK c.MK sHP x2 LP tear s.LP s.MP dash s.LK x2 s.MK x 2 s.HP x2 MP tear Sniper Shot Napalm Pillar = 7025 damage, 1 meter
 
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Hey guys, I decided to pick up skullgirls after dropping it a little while after the first encore release on PS3. I wanted to know if the BNB's listed on the first page and in the Parasoul Guide were up-to-date and also if anyone wants to share some Parasoul tech with LK Bomber and Horus :) .
First post is up to date.
I redid it recently.
 
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The combos in the guide are all fairly recent as well, with a lot of options as to what you decide to do. So yeah, go nuts!
 
So I've been looking through some of the midscreen combos posted, and I found you can grab more damage


cLK cMK cHP
JMP JHP x J Napalm Toss M x JHP
(cMK/sMP)* sHP[Restand] sHP x Egret Call
Dash
sLK sLK cMK sHP sHP x Napalm Shot L
sLP sMK sHP sHP x Napalm Shot M xx Silent Scope ... cHK

*2MK is easier for lights and 5MP is easier for heavies.
[VIDEO]

If you're willing to do F.HP in your combos, you can instead do:
cLK cMK cHP
jMP jHP x j Napalm Toss M x jHP
cMK fHP (Restand) x Napalm Trigger x (dash)
sLK sLK sHP sHP x L Shot x sMP x (dash)
sLP sLP sMK sMK sHP sHP x M Shot xx Sniper c.HK -- 7059

If not, just changing the ender to (sLK sLK sHP sHP x L Shot x sMP x (dash) sLP sLP sMK sMK sHP sHP x M Shot xx Sniper c.HK ) after egret cancel nets you 7006 damage by taking better advantage of undizzy.

Also slightly less applicable, If you ever find yourself cornered you can do:
cLK cMK cHP
JMP JHP x J Napalm Toss H x JHP
cMK sHP[Restand] sHP x L Shot
Dash
jMP jHP
sLK sLK sMK sMK sHP sHP x M Shot x Sniper cHK for about 6.6k

If you do this combo on lightweigts, you have to add an extra j.mk (so tear shot, jump forward mk (whiff) j.mk j.hp). this is really cool because the whiffed j.mk leaves you +48 right in their face. If you do j.MK (whiff) xx MK Tear Toss (land) S.MP (Detonate) it sets up a really cool looking burst bait. That being said, the set up only works if you are cornered.

@keninblack Thanks man! Looking through the combos in your guide actually helped me alot for figuring stuff out on my own.
 
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Definitely gonna see what I can do with this off CH, nice stuff!