If you're trying to spend meter to change momentum in a trio vs. trio after losing your point, it's better that it happens with the second character than the anchor.
If my point dies so badly that I need to Lv3 to reverse momentum, I *just don't have it* when I'm playing Para second (much less with a Painwheel point).
Sure it's better to be able to do the anchor play on second, but I won't have the meter, so it's not happening.
I mean, it would be nicer to have Double second and do 2xCatheads with support of a low assist as well, but the likelihood of that is so low that you put her third and live with not having an assist on top of the cathead mixups.
There's the bonus issue that *even if* things work out the way you want them to, you'll probably be stuck in a bad matchup.
The main reason to not run Para point is to dodge her bad matchups, and if the opponent's point wrecks your point, you're now .. well, fighting said bad matchup you wanted to dodge, except you're now stuck in the corner instead of benefiting from your godlike roundstart and you lost a character and some health on Parasoul already.
That's not really helping?
If you Para L3 someone's assist and kill it as an anchor, they're still up one character on you and now you have to play a disadvantaged neutral without the resources to threaten them. If you do this as a second, you're even on characters and the resource deficiency doesn't hurt as much since you have a more even neutral.
If I play *anchor Soul* and they still have 3 characters as she's coming in, then yeah that kinda sucks. But that's the case with every character ever? If you do Bella lv3 vs an assist, it's the same thing?
I can't follow this reasoning at all?
Likely comeback scenarios are
- 2nd+3rd vs 1st+2nd+3rd
- 3rd vs 2nd+3rd
In both of these scenarios, "Lvl3 an assist" is worth its weight in gold and roughly evens the score.
Obviously, 3rd vs 1st+2nd+3rd is not gonna work out well cus you fucked up super bad, and for a single super to be able to turn that around.. uh, it would have to be called XFactor or something.
P.S. The resource deficiency hurts a great deal, cus *even if the Lvl3 with Para 2nd worked out somehow*, you'll run a different anchor who is now desperately meter starved
Or, to put it even simpler:
A: Parasoul 2nd 3rd
B: 1st Parasoul 3rd
A beats up B's point character, B's Parasoul comes in
A calls his 2nd char as an assist, B Lvl3s it and kills it
Now A is a Parasoul with 3 bars + 3rd, fighting vs a Parasoul with 0 bars + 3rd
B calls his 3rd char as an assist, A Lvl3s it and kills it
Now A is a meterless Parasoul + 3rd, fighting vs a meterless Parasoul
- How does the meter deficiency not play a role here?
The other consideration is that when you're factoring your anchor's matchups, movement matters a great deal for avoid hazards. Para has a great reversal that any anchor would want, but she doesn't necessarily have the mobility to get around assists/projectiles on her own like a Double or Bella would with their double jumps, armor, and fleshstep.
How often will you run into projectile characters on 3rd (the new Egret is pretty neat btw)?
Parasoul *doesn't have to move in*, which is a lot better than having some mobility options.
I don't really need to manoeuvre around assists if I can just toss Tears and force you to play my game.
And what happened to the Lvl3?? It avoids every assist, every projectile, and gives you free space / pressure / time to set up tears, whichever you like.
Her damage output also doesn't really go up much with 1-2 meters, just 3.
Sniper in your starting chain increases damage of a combo by ~1.5k, which is pretty nice~
I played Parasoul plenty on all 3 Positions, and my bottom line result is
- Point: *SHOULD* be her best position due to non reliance on meter, good meterbuild, strong roundstart, strong corner pressure and weaknesses on incoming / when cornered; *REALLY* held back by pretty much anyone you're meeting here being an at best even matchup, and armored assists kinda ruining your day, and assist based air resets melting your face off
- Anchor: Dodges pretty much every bad matchup, Lvl3 fixes most issues you have when cornered / under pressure (access to a gdlk reversal, shuts down opponent's assist play, gives you time/space, lets you escape the corner, breaks armor), flat beats the utmost characters 1v1 (which *is* gonna happen)
- Second: Likely to run into the bad matchups from Point Spot + all the issues on incoming / when under pressure / against armor, but without the Bar to Lvl3.