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- Sep 13, 2013
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- -VSM- Jailhouse
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- Jailhousefrog89
instead of doing my horrendously boring office work i decided to daydream about skullgirls
one of parasoul's greatest strength is her ability to continuously pressure the opponent with endless 50/50s after she touches you once. if you can read your opponent well enough you can easily kill them off of multiple resets. heres a few of the best scenarios:
parasoul with an extended pressure assist (double lk buttslam is probably the best)
midscreen -
end whatever combo youre doing with a cHp, j lp, j lk, j mp --------
options:
air grab
j lp as a combo to set off a burst bait (you have to delay the first jlp, jlk, jmp and the jlp in a certain way in order to not get blown away by the burst)
jlp, jlk, jmp --- as the 50/50 if they try to tech the grab, combo into rejump jlp, jhp. if they block the jlp, jlk, jmp you are still set up for whatever pressure options you want to continue with
dash under clk (not good against mash heavy opponents with air supers or falling light buttons)
dash under, jump forward crossup blk (one of my favorite options, really weird to block)
--------------
end combo with a restand jhk:
flp (not that good because its slow, can be mashed out of easily. if they block can lead to cmk/bhk to hopefully open them up)
throw
clk
best and safest option: jump forward dmk while calling a pressure assist, crossover blk (if the crossup doesnt open them up, you land at a perfect time to go into high low 50/50s while the pressure assist is still hitting them on block, safe to almost all mashing)
corner:
end whatever combo youre doing with a cHp, j lp, j lk, j mp --------
same options apply generally
the one additional thing you can do which is ridiculously good int he corner is that when you rejump with jlp,jlk,jmp and they block, you can land, dash forward jump forward dmk while calling pressure assist. they can pushblock at the right time to make your jump forward dmk whiff though. but if they dont, they are in for another 50/50 after they land.
restand with jhk:
dash forward jumpforward dmks while calling pressure assist.
basically jump dmk is really good in the corner because it gives time to get your pressure assist out, then you can land and do the 50/50
end combo with a stand lp which you know is going to set off ips, immediately cancel into lk egret charge and block the burst bait. if theyre straight mashing buttons you might still get hit, but if you do it fast enough and can block, theyre in for a world of hurt
one of parasoul's greatest strength is her ability to continuously pressure the opponent with endless 50/50s after she touches you once. if you can read your opponent well enough you can easily kill them off of multiple resets. heres a few of the best scenarios:
parasoul with an extended pressure assist (double lk buttslam is probably the best)
midscreen -
end whatever combo youre doing with a cHp, j lp, j lk, j mp --------
options:
air grab
j lp as a combo to set off a burst bait (you have to delay the first jlp, jlk, jmp and the jlp in a certain way in order to not get blown away by the burst)
jlp, jlk, jmp --- as the 50/50 if they try to tech the grab, combo into rejump jlp, jhp. if they block the jlp, jlk, jmp you are still set up for whatever pressure options you want to continue with
dash under clk (not good against mash heavy opponents with air supers or falling light buttons)
dash under, jump forward crossup blk (one of my favorite options, really weird to block)
--------------
end combo with a restand jhk:
flp (not that good because its slow, can be mashed out of easily. if they block can lead to cmk/bhk to hopefully open them up)
throw
clk
best and safest option: jump forward dmk while calling a pressure assist, crossover blk (if the crossup doesnt open them up, you land at a perfect time to go into high low 50/50s while the pressure assist is still hitting them on block, safe to almost all mashing)
corner:
end whatever combo youre doing with a cHp, j lp, j lk, j mp --------
same options apply generally
the one additional thing you can do which is ridiculously good int he corner is that when you rejump with jlp,jlk,jmp and they block, you can land, dash forward jump forward dmk while calling pressure assist. they can pushblock at the right time to make your jump forward dmk whiff though. but if they dont, they are in for another 50/50 after they land.
restand with jhk:
dash forward jumpforward dmks while calling pressure assist.
basically jump dmk is really good in the corner because it gives time to get your pressure assist out, then you can land and do the 50/50
end combo with a stand lp which you know is going to set off ips, immediately cancel into lk egret charge and block the burst bait. if theyre straight mashing buttons you might still get hit, but if you do it fast enough and can block, theyre in for a world of hurt