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general parasoul reset options for beginners

I dont understand most of the burst baits that people post. If it doesnt force buttons via a throw mixup or just being a very ambiguous mixup that people will want to super out of, then its a gimmick. Not that gimmick baits are totally worthless, they do force the opponent to not press buttons, and much much better, if you happen to be playing next to someone they are great for being able to hear a person mash buttons and then hit them with a burst bait. But i play online so that last one is largely not available to me.

Anyways, moving on.

That reset mixup that i posted above has gotten even better and my opponents know its coming and still havent been able to come up with any great solution that doesnt involve "guess correctly"


The setup:

Lp tear, st.lp,st.mp,B+hk xx lp tear


I tested this and parasoul is at a whopping +23 frame advantage after the second lp tear.

Anyways her options to reset are:

1.Dash, crossup j.lk (ridiculously good cause it can be combod off of, is ambiguous as hell and makes invincible reversals like updo wiff and even gives pressure on block)

2. Dash, F+lp

3. Dash cr.lk

4. Dash empty jump and call lk bomber (when expecting a reversal of some kind, like number 1)

5. St.lp (burst bait for air super or air jab mashers) after they burst, parasoul gets a fatty dash up j.lp or j.mk xx j.hp combo starter.

6. (Non standard) dash up cr.lk, throw


So yeah, you get 3 different baits, a high, a low, a crossup, a throw and a burst bait.

This is the single best standard bnb reset point that i know of in the entire game for ANY character and all of its options are universal save for perhaps the burst bait (and the burst bait doesnt work in the corner)

Its also rather low execution so its hard to fuck up and it can be done at the beginning of combos or the end of them.

My long combo into this reset is:

Cr.lk,cr.mk,cr.hp
J.mp,j.hp,j.hk
St.lk,st.mk,st.hpx2 xx lp shot
St.lp,st.mp,b+hk xx lp shot (4900 damage, 250 undizzy, half meter built for parasoul, half meter built for opponent)

And the short combo is:

Cr.lk,cr.mk,st.hpx2 xx lp shot
St.lp,st.mp,B+hk xx lp shot (3850 damage, 85 undizzy, 1/3 meter built for team,1/4 built for opponent)
I personally prefer the short combo in even ratios because everything about it is better with the exception of damage. If i have a higher ratio, or a lower ratio i tend to prefer the higher damage combo but will default to the short one anyways.


Bonus easy reset mixup:

Lp shot, st.lp,st.mk,B +hk great overhead mixup, but gimmicky unless you use a mixup:

Same thing but cancel the st.mk with cancel man and do a cr.lk... Watch out for reversals here of course.
 
I dont understand most of the burst baits that people post. .
they can tech roll backwards out of range after you land b+hk
 
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they can tech roll backwards out of range after you land b+hk


Lol did you have to quote that entire post for that completely wrong answer? b+hk isnt techable on time just use cancelman to make the otg easier to hit. Though iirc you dont even have to do that. And the b+hk xx lp shot is completely untechable as well... So i dont know what you are talking about in this instance.

-edit

Just checked cause i thought i might be going crazy or maybe there was some stealth change to b+hk.

Nope. B+hk, dash, st.lk works even without using cancelman for the ease of conversion... So really dont know whats being talked about here.... Probably just terrible timing.
 
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-edit

Just checked cause i thought i might be going crazy or maybe there was some stealth change to b+hk.

Nope. B+hk, dash, st.lk works even without using cancelman for the ease of conversion... So really dont know whats being talked about here.... Probably just terrible timing.

"I was talking about this "Lp tear, st.lp,st.mp,B+hk xx lp tear"

unrelated
Cr.lk,cr.mk,cr.hp
J.mp,j.hp,j.hk
St.lk,st.mk,st.hpx2 xx lp shot
St.lp,st.mp,b+hk xx lp shot (4900 damage, 250 undizzy, half meter built for parasoul, half meter built for opponent)

is sick.
 
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"I was talking about this "Lp tear, st.lp,st.mp,B+hk xx lp tear"


The second lp tear hits midair, there is no tech ability midair in skullgirls, there is no tech on the ground either because the opponent recovers before they even hit the ground.

If you are talking about the fact that the opponent can JUMP before they hit the ground..
Yes they can, for those that can double jump, but thats only if you time the tear early, of you time it later they basically cant jump out either.


The only problem that i can see here is you trying to actually do this from lp tear point blank... It isnt meant to be done that way, cr.lk,cr.mk,st.hpx2 xx lp tear and so on.
 
The only problem that i can see here is you trying to actually do this from lp tear point blank... It isnt meant to be done that way

I see that is what I was doing. Against MF. I have it set to automatically tech backwards. To me it seems like you have toss out a random lp tear then proceed.

update: I was playing around with it omg!! it was so crazy it requires a setup of course tossing out a random tear and then proceed to attack. if timed whell the tear explodes the b+hk combos. Then the mind games begins.

Anyway I'll toss in one my tech traps that works with your setup. So off a lp shot against people that like pressing buttons you can stick in a c.mk they will lose for what ever they toss out and of course that goes into s.hp into your setup all over gain.

also teaching them to block.
 
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Haha, glad you like it... It really is a piece of bullshit if i say so myself.... Wouldnt want to play against it myself and i already have people complaining about it. Having said that i just found another completely bullshit option out of it:

Standard setup ending in b+hk xx lp tear then:

Dash j.d+mk plus lk bomber assist (the j.mk hits regular, and the assist crosses up, standard fare)
Or dash j.d+mk plus lk bomber xx air teardrop (the assist doesnt crossup because parasoul stops her jump momentum with tear.


Lol super stank dirty shit.
 
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An easy reset on the cast?

After your standard standing string into shot, just backthrow lk egret into a high or low.

The Napalm shot explosion will bounce the characters long enough for another three way mixup.
 
idk how common this is but I just learned how to do this

I think I saw severin do it at scr but I don't remember lol
 
idk how common this is but I just learned how to do this

I think I saw severin do it at scr but I don't remember lol

You have lots of options from that setup, yeah. The first time I remember seeing it was Icky v. Zidiane on stream. If you make your timing looser you'll end up with more frame advantage.

You also have the option of rejump air throw, f.lp on either side, ground throw, or my personal favorite, dash under j.mk into spiral for an overhead into a crossup.
 
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Whoa... Holy not reading stuff batman. If the setup being talked about is the c.hp, j.lp,j.lk,j.mp

That setup is old as balls... Its parasouls oldest reset "bnb" jailhouse first talked about it on srk... Years ago.


And... Its the first setup mentioned on the first post of this thread.

Yes, the first post of THIS thread.

Unless the setup being talked about was that cr.mp burst bait?
 
My personal favourite is when you do that setup and the opponent doublejumps out of it and you feel retarded

Thanks for pointing this out. I'll take it into consideration if I ever decide to go for that reset.
Whoa... Holy not reading stuff batman.

I read every post before I posted to avoid repetition. Maybe you should do the same ;)
 
I read every post before I posted to avoid repetition. Maybe you should do the same ;)

?? I dont understand... I read your post and watched the vid... All i see is a jlp, jlk,jmp reset setup...
 
the double cross under sir
its the double cross underrr (I fucked it up the first rep which is why you see me reset after doing nothing)
 
the double cross under sir
its the double cross underrr (I fucked it up the first rep which is why you see me reset after doing nothing)


Oh ok. I only really looked at the setup. You are talking about options after the setup.

Yeah, double crossup is a thing as is double crossup into j. B+lk crossover Plus assist into throw or single/double crossunder into hk overhead, or single/double crossup into throw... I think you can even pillar someone coming down with buttons and then dhc that into stuff... Etc etc etc

There are a lot of options out of that setup that you probably wont see that much because they arent exactly needed to use just yet. But i think that has more to do with parasoul because parasoul just has a lot of options in general.
 

Isa helped me test this, partially 'mash safe' against a lot of options. (Air Gregor is not one of those options, of course. I think. But Parasoul has setups for dealing with that already.)


Recorded this for fenster, a stylish gimmicky thing. You can actually continue the combo off the float or hit jMK early into sMP bHK as you would with jHP instead of jMK in that string. jLP works here too for fun I guess. jMP whiff. jdMK hits but is useless since it detonates nothing and doesn't give you enough stun or let you land to combo after and then they just tech. jLK did nothing? I forget, pointless to try. jHK can restand with a tear but tends to pop them into the air in this situation instead, where bHK works afterwards, by the way! Good alternative to those struggling with the standard jHP sMP bHK option.

Also, unseen here, but for those using the jMP jHP LToss jHP sMP bHK, with proper timing, you can detonate the tear with the jHP instead of the sMP afterwards, skip the sMP, and go straight into bHK, but it's not very consistent.
 
Once, I did my blah blah sniper sweep mquake + MK ATrain assist thing as a finisher and triggered IPS? It seemed nice, maybe I'm wrong, can't remember, can't test, someone pls explore? Should work with excellabella too maybe?? No clue, but yeah blah blah Sniper cHK Quake + a MK A-Train but as a finishing string. Not sure what to do earlier in the combo to make IPS a thing here. Undizzy Idk what happens but maybe that was it somehow.
 
What does 50/50 mean? Also, what is the proper way to air grab with her? When I do c.mk they recover too fast to grab them as soon as they are in air? Only been practicing her for 2 days thanks for the help!
 
What does 50/50 mean? Also, what is the proper way to air grab with her? When I do c.mk they recover too fast to grab them as soon as they are in air? Only been practicing her for 2 days thanks for the help!

50/50 implies a guess between two options, often known as a coin flip.

Air throws are something you either do in neutral (when you're not in a combo) or as a reset option (when you intentionally drop a combo.)

Basic example is cLK sMP cHP wait > jump and air throw them as soon as they recover.

cMK is a low that does not launch, so I'm not sure what issue you're having with it in regards to air throws.
 
I'm sorry, just goes to show my level of understanding of this game. I meant, c.HK
 
I'm sorry, just goes to show my level of understanding of this game. I meant, c.HK

cHK is a sweep, you cannot combo after it except under unique circumstances, no need to be sorry for asking for help!

When you sweep an opponent it lets them tech immediately.

If you haven't already, go play the tutorials!

edit @Ravage Dingo


this is a bit dated now but it's what you need
 
gllt can you put all your Parasoul tech into a playlist I have a hard time following everything when I try to steal everything you do, tia
 
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gllt can you put all your Parasoul tech into a playlist I have a hard time following everything when I try to steal everything you do, tia

Not a bad idea, I'll get on that later. But remind me if I forget! You know where to find me.


jbLK should trigger IPS here and is not doing so, IsaVulpes reported it to Mike Z and it will be fixed in the next release. This is still a neat thing, but jbLK will trigger IPS now, so unless that is still somehow beneficial (?) I wouldn't do that part anymore!
 
I did a thing:

Combo:
c.LK s.MP s.HPx2 xx L.Tearshot
s.LP s.MP xx L.Egret, Dash
c.MK c.HP
- j.LK j.MK j.MP
Rejump
- j.LP j.MK
s.LKx2 c.MK s.HPx2 xx H.Pillar

Reset Options:

c.LK s.MP s.HPx2 xx L.Tearshot
← Dash c.LK/Backthrow

s.LP s.MP xx L.Egret, Dash
← after s.LP: 4HK/6MP
← 6LP/6MP/jump j.4LK/delay Backthrow

c.MK c.HP
← after c.MK: 4HK/c.LK/c.HK
← Airthrow/delay j.LP

- j.LK j.MK j.MP
← after j.LK: Airthrow/delay j.MK
← after j.MK: Hold, then j.4LK/j.HP/Things
← Dashunder/Anything, really

Rejump
← Airthrow/delay j.LP

- j.LP j.MK
← after j.LP: j.LK-Kara-Airthrow/delay j.HP
← Low/Throw

s.LKx2 c.MK s.HPx2 xx H.Pillar
← after s.LK: 4HK/delay c.MK/Backthrow
← after s.LKx2: See above
← after c.MK: 4HK/c.LK/c.HK
← after s.HPx2: xx L.Tearshot, c.MP(1) (Burstbait) xx Toss, c.MP (still Burstbait)
 
For those of you who want to cross up, but hate committing to things, I give you tear explosion cross-ups:


Is this a thing people have figured out already? I feel like this is really simple and effective, so I'm surprised I've never seen anyone do it.

Bonus points to whoever figures out a setup for doing this while the opponent is still in the air.
 
Won't be able to test this for a while, but can you just convert with jMK jHP to hit both grounded and in the air?
 
Won't be able to test this for a while, but can you just convert with jMK jHP to hit both grounded and in the air?
Probably? I think it would work.
 
Won't be able to test this for a while, but can you just convert with jMK jHP to hit both grounded and in the air?
Actually, unless I'm missing something, j.MK>j.HP doesn't hit crouchers, right? Either the j.MK whiffs or the j.HP doesn't come out fast enough. And testing it, it looks like if you wait long enough for the j.MK to hit crouchers the hitstun from the explosion will have worn off.

I suspect that there are options that will cover both down-back and up-back though. Maybe doing TK Toss xx j.LP? There's also the simple option of just hitting j.MK on the way down, before the explosion. But that loses you some safety against mashing (untested, I'm just assuming; maybe it safe-jumps?).
 
I started grinding my teeth just watching that.
 
ok.. i want help with adding this to my game cause its neat-o and i've gotten hit w it so many times from other paras..


dont know how to place the tear that high after donkey kick..anyone?
 
dont know how to place the tear that high after donkey kick..anyone?

cancel s.hk into mk tear
mk tear goes that high as long as it doesn't touch them before it stops which it should never do if you're cancelling it off of s.hk
 
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heres another easy reset

combo into sHP sHP xx Shot, sLP sMP xx LK Egret
Then- Dash up low, Dash up overhead, Dash-jump b.LK for crossup, or dash up throw.

Or you could just continue the combo.

Cr.lk,cr.mk,st.hp x2 xx lp shot,st.lp,st.mp,B+hk xx lp tear (run up and throw or low reset as they land or run up and crossup j.lk)

So, i should use those if i don't have assists?