j.HK to be specific.
Just look at her beautiful hitboxes.
This game has seriously small number of anti-air attacks, and yet somehow they tend to implement air dash.
Parasoul, for example, has Napalm Pillar for anti-air, which needs, I don't know, holding ↓ for 30 frames?
Let's just say it's 30 frames, I don't believe that it's any shorter than that.
Problem here is that it takes not much longer than 30 frames for filia to initiate crossup mind game with jump → air dash → j.HK.
Also, Parasoul has to crouch before using Napalm Pillar, which makes her vulnerable against air normals.
Remy in Street Fighter 3 3rd had similar playstyle and commands.
His anti-air attack was also ↓ hold ↑ K, but it was easy for him to counter the opponent attacking from above because he always had enough time to react because, well, Capcom is not really a big fan of air dash.
And other anti-airs, other than Napalm Pillar, are not much different.
Fortune's Fiber Uppercut can't attack an opponent right above her, Squigly's Draugen Punch and Cerebella's Demon's Horn takes too much time to get into attack hixboxes, et cetera.
What do you think?