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Table of Contents:
1. Parasoul Overview
2. Normals/Specials/Supers
3. Team Synergy
4. Combos
5. Offense/Defense
6. Match-Ups
Chapter 1: Parasoul Overview
Parasoul is a versatile, and strong character that is able to a wide array of things in this silly ass game called Skullgirls. This guide is for the people that are trying to grasp the character, learn the character, or explore the character outside of just being an assist. I hope it gives beginning players a good resource to read, and to the seasoned and strong players. Hey, maybe you'll learn something :D
Lets start out by listing the pro's and con's of this Umbrella wielding, donk-having shawty.
Pros:
+Great array of special moves.
+Useful normals and buttons that can give her an edge in the neutral game.
+Versatile and decent damage supers.
+Has arguably the best 50/50 mixup's in the game.
+One of the very few characters that can efficiently zone.
+Napalm Pillar...
+She's probably freaky as FUCK in the sack.
Cons:
-Not the best mobility, no double jump, no airdash.
-While strong, Napalm Pillar is a move that forces you to be crouching, in a game where a lot of characters have instant overheads. Soooo thats annoying, its also not that fast in terms of start up. Causing it to be very easy to bait, so don't go using this junk willy nilly.
-Decent enough damage, but considered more of a reset/bait character. Telling you right now, if you're looking for Painwheel and Cerebella type of damage you came to the wrong place.
-Obvious con that applies to most if not all size 2-3 teams, but if Parasoul is left by herself its obviously going to be tougher to get anything going than if you had an assist to accompany you.
-LK Soldier (Roman Cancel) might be the most useless assist in the game, obviously this is pointless, but its just funny to me.
Chapter 2: Normals/Specials/Supers
Jumping into this, this guide is made for a player with basic understanding of basic fighting game notations. If you don't have an understanding on basic fighting game notations feel free to shoot a PM and I'll answer any question you have. Or google a guide or something.
Normals:
S.LP- Your basic light punch/jab. It has decent range, comes out fast enough, and is your go to starter for any and all combos (cept C.LK). Also a move that can be linked into after a Napalm Shot. Double tapping S.LP causes 2 to come out in succession. (Check Special Moves)
S.MP- This move is a solid move for combos, as it chains from any light move, and ignites Napalm Shot's or Tosses when the S.MP physically touches one. Outside of that not much use as a poking move.
S.HP-A solid move, can be tapped twice to get a 2nd one to come out and the 2nd one will combo. Can connect into most of her specials, it also has a quirky hitbox upward so it can be used as a viable anti air. Should be the last move in a normal chain most of the time. This move, similar to S.MP. Will ignite Napalm Shots and Tosses.
S.LK-Fast little kick, similar to S.HP, double tapping will cause a 2nd S.LK to come out. It comes out fairly fast and can be a start for chains and combos.
S.MK-A slow knee to the mouth. Double tapping will extend parasoul's leg to an upward kick. Outside of combos it's not incredibly useful.
S.HK- A a slow, strong kick that causes a wall bounce. Used for combos, not a strong neutral game tool.
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C.LP-A fast, small ranged jab. Due to its range, I don't recommend it as a way to start a string. Used in the middle of tear links and can be a fast move to punish an up-close mistake.
C.MP-Good move to setup corner pressure and has niche in certain combos, has range to so you can call an assist, use this move and keep pressure on. It ignites Napalm Shot's N' Tosses
C.HP-This is her launcher, it's a pretty solid one I suppose but nothing crazy about it. Just sends them up in the air and you can do an air combo. Basic stuff. It ignites Napalm Shots N' Tosses.
C.LK-Reaaaally good crouch light kick. Comes out pretty quick, good range, and gives you a pretty easy time to confirm to go into a combo or not. This and S.LP are my personal favorite for starting ground chains. Also a great move to incorporate in her high/low game, which will be covered later.
C.MK-Also a strong move, can be used in combos, can sometimes be used as a poke. I personally like using it as a meaty or a frame trap in a block string. If someone is blocking a light move, and they're blocking high, I immediately chain into this. It keeps them on their toes, this will get a hit more than you would think. ESPECIALLY after her beautiful F.LP overhead which I will go over.
C.HK-Similar to C.MP, in how I don't really apply this move all that much so I don't have much to say about it. It's her sweep, the opponent is knocked down if you hit them with this. I just don't use it much. I'm sure their's a dope combo using it or something though.
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J.LP- This move is very important, very fast jump jab move that can be chained into stronger moves. Jump up and instantly throw this out and than do J.HP. WOAH, look at that pressure dog! If they block you come down and do a mixup. If you hit them, the J.HP will cause a purple knockdown (hard knockdown) and thats a free combo my dude. This move also beats air throws, if timed correctly of course. Very strong move.
J.MP- This move is awkward. I like it against Painwheel's or people that jump above you and just just poke em with this. Since the hurtbox kinda goes above her I guess. Its a very... situational normal.
J.HP- PAINT BRUSH. This move is really good, basic footsies with Parasoul is hitting fools with this. It causes a lot of hitstun so it pretty much lets you combo it after any arc of your jump if you time it correctly. Covers up a lot of range. It's just... good. Her go to "jump in" for sure. In terms of just abuse. Read J.LP to know how to get that hard knockdown nastiness though.
J.LK- I treat this move like... if J.LP and J.MP had a baby this is the move. It hits kinda at a 90 degree or kinda upward arc. So if someone is above you in the air giving you the business, hit them with this and go into J.HP and you get the same effect. I just prefer J.LP in most situations though.
J.MK- Good for combos and restand combos, but I don't feel it that much in terms of a lone move. If you hold the MK button Parasoul will float in the air and letting it go will make her fall. (Good look Konkrete I forgot.)
J.HK- I looove this move. Has very small hitstun but it's just right for you to do some silly mixup's with it. Covers a lot of space below it, and with an assist you can do some disgusting instant overhead stuff with it. (O baby you know I'll cover that later.)
Command Normals:
F.LP (Pistol Whip or her Light Overhead)- O nelly, you know that song that comes on the radio, or shuffle on your iPod and you get hype as hell. Yo thiiis my song. This baby is an overhead, which mean's they HAVE to block it high, and boy is it fast. Since it's light that means you can chain into stronger normals, so on hit you can go into a combo, on block you can go into pressure strings. This bad boy should be the bane of your training buddy's existence. KiB TIP: chain into C.MK right after this move. No go on ahead, seriously. An instant low after a high move can catch people off guard. More than you think it does, just make that the only button you press after a F.LP. It will keep them on there toes and even if they know its coming making them do something you want to do, regardless of how small. Is key. Now it has some start up, it's no instant overhead, but don't worry. The guide will go over set ups to show you how to connect into this, this move is VERY, VERY important on becoming a strong Parasoul player. Learn it, love it, LIVE IT.
F.MP (Coule or her high low)- This move is also a BEAST. A BEAST I TELL YA. This move requires Parasoul to be standing, however, while it looks like a move that the opponent has to block high, it is indeed a low move. That's right, a standing low, welcome home Tekken players. This can go right into S.HPx2 like a cozy pair of socks. After a certain setup, and knowing your opponent. You will put them into a situation like this... "Okay, what will he do? Will he use F.LP? F.MP? Throw? Instant J.HK with assist? Roman Cancel Low? GAWD DAMMIT I'M SCARED!" and thats when you know, that you're playing Parasoul my friend.
F.HP (Lunge)- If I had to compare this move to anything. Dudley's F.HP would be the first to come to mind. This move can be very solid, you can put it in niche combos of course, but as a neutral game move it's pretty solid as well. It's one big con is that the hitbox isn't all that lenient, to my knowledge its safe on block, and a majority of players will probably advance guard (pushblock) it anyway. Another thing is that you can't really combo anything after it except a super (correct me please). So I would recommend throwing out an assist that can add coverage with this move. Making it more scary as a spacing tool, and hell, depending on the assist I'm sure you could maybe hit them after. Also its quite the mcnasty mcfresh at getting that last hit needed to kill a character off a weird conversion that you couldn't reach. Don't go for the OTG C.LK or whatever on the conversion if it won't reach, if all you need is one hit, just pop this silly motherfucker out and watch people awww at how you flex with this move nobody uses.
B.HK (Bounce overhead or Forbearance)- O dis bumps, Parasoul does a stanky leg across the top of the poor opponents head and causes a ground bounce. This is incredibly easy to combo after, otg or not… is safe as long as you have the ability to egret call, and can be chained from light and medium moves. It's pretty speedy too, so you can catch a lot of people off guard with it. Very very strong move thats very much needed in the Parasoul arsenal. You'll learn as time goes on when you should be doing F.LP and when you should be using this, later in the guide I'll go over some helpful setups for this delightful baby to hit don't worry. Just know that its part of the trifecta of Parasoul normals.
(In Air Only) B.LK (Spiral Flare or a KoF players best friend)- This is a very solid move if used correctly. It's one of those tricky... auto crossup moves? Where you'll do B.LK, and instead of the move going forward in your direction like a normal move, it will go the exact opposite way. So the key of this move is simple. Jump OVER the opponent, do B.LK when you're on the opposite side of them, and bam. You have a crossup! Congrats I'm so proud of you! If you do it low enough to the ground you can combo after it... obviously. So yeah. Call an assist, super jump over and do this is a cute way to open someone up. It's definitely a move to add to your arsenal in terms of silly mix-up tricks, every Parasoul player has a fun and inventive way to go into this move. So happy experimenting!!
(In Air Only) D.MK (Authority or Chun Li's D.MK)- This move's cool, but it's one of those moves that you can apply to your game or not. I don't really use it, but I know other Parasoul's that love using it in some situations. It's a good way to apply pressure in the corner a long with an assist. It bounces you to the other side as well. So this move, into B.LK. That'll usually work, so that's dope. But yeah, it's a solid move, but nothing amazing.
Specials:
Working on it my beautifuls, be patient with me nuh.
Supers:
*The following damage for the 3 supers is in a solo v solo team setting.
QCF.PP... Silent Scope (or Sniper) [1 Meter, 1500 Damage]
Parasoul calls in a soldier and that soldier snipes the opponent off screen. The scope will shoot at wherever the initial spot of the opponent was during the activation. The shot leaves the opponent in a "get on your knees" crumple-like state. Letting you combo after, if IPS allows. Overall this is a pretty good super, it can be used by itself in certain match-ups to cause some harm. As a combo move it is also really good. The crumple state usually leads to a free launch and a reset. The damage isn't that great but it can be useful.
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QCF.KK... Motor Brigade (or HSF, or Motorcycles.) [1 Meter, 2016 Damage]
Parasoul points her fingers and 6 soldier's riding motorcycle's come out and ram the opponent. Has pretty good durability, does decent damage, it's just hard to combo after. After the move it can give you a purple knockdown causing you to combo after, but from my experience its character specific. I pretty much use this after a reversal Napalm Pillar. Go into this, and dhc. People think its safe but in some cases it's really not. Unless they're coming right at you, you can just jump over all 6 and get a free J.whatever on the Parasoul, and keep going for some sexual damage. It's good, but not nearly as versatile and easy to use as Silent Scope.
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QCB.PP... Inferno Brigade (or her LV3... OR HER BBHOOD SWAY) [3 Meters, 3668 Damage]
Parasoul unleashes hell, folds out her umbrella, gets 4 other soldier's out and they just shoot up the place. All hits are horizontal, and its a total of 62 hits. The damage is good, and in terms of combos it works like Silent Scope. Seriously, every combo you do right now that ends in Silent Scope... just go into this and it'll work. It's good in a couple of ways, easy to combo, and good damage. If you can kill a character or win a match by going into this. Than by all means go ham. Than in terms of a lone Parasoul with 3 meters, find a good opening, activate, Egret Call. BAM Now you're moving around while your 4 broski's are going ham. This pretty much makes your opponent have to completely guess on what your mixup will be. High or low. If you happen to hit, you can go into a combo after if you roman cancel. Very strong move.
Well thats her repertoire of normals, specials, and supers. I hope you find this useful. Once the guide is all said and done this chapter will get significantly polished...
Now onto chapter 3. We know... what makes Parasoul good and bad, what all of her moves do, now we need to figure out where to put her on our team! Lets begin :D
1. Parasoul Overview
2. Normals/Specials/Supers
3. Team Synergy
4. Combos
5. Offense/Defense
6. Match-Ups
Chapter 1: Parasoul Overview
Parasoul is a versatile, and strong character that is able to a wide array of things in this silly ass game called Skullgirls. This guide is for the people that are trying to grasp the character, learn the character, or explore the character outside of just being an assist. I hope it gives beginning players a good resource to read, and to the seasoned and strong players. Hey, maybe you'll learn something :D
Lets start out by listing the pro's and con's of this Umbrella wielding, donk-having shawty.
Pros:
+Great array of special moves.
+Useful normals and buttons that can give her an edge in the neutral game.
+Versatile and decent damage supers.
+Has arguably the best 50/50 mixup's in the game.
+One of the very few characters that can efficiently zone.
+Napalm Pillar...
+She's probably freaky as FUCK in the sack.
Cons:
-Not the best mobility, no double jump, no airdash.
-While strong, Napalm Pillar is a move that forces you to be crouching, in a game where a lot of characters have instant overheads. Soooo thats annoying, its also not that fast in terms of start up. Causing it to be very easy to bait, so don't go using this junk willy nilly.
-Decent enough damage, but considered more of a reset/bait character. Telling you right now, if you're looking for Painwheel and Cerebella type of damage you came to the wrong place.
-Obvious con that applies to most if not all size 2-3 teams, but if Parasoul is left by herself its obviously going to be tougher to get anything going than if you had an assist to accompany you.
-LK Soldier (Roman Cancel) might be the most useless assist in the game, obviously this is pointless, but its just funny to me.
Chapter 2: Normals/Specials/Supers
Jumping into this, this guide is made for a player with basic understanding of basic fighting game notations. If you don't have an understanding on basic fighting game notations feel free to shoot a PM and I'll answer any question you have. Or google a guide or something.
Normals:
S.LP- Your basic light punch/jab. It has decent range, comes out fast enough, and is your go to starter for any and all combos (cept C.LK). Also a move that can be linked into after a Napalm Shot. Double tapping S.LP causes 2 to come out in succession. (Check Special Moves)
S.MP- This move is a solid move for combos, as it chains from any light move, and ignites Napalm Shot's or Tosses when the S.MP physically touches one. Outside of that not much use as a poking move.
S.HP-A solid move, can be tapped twice to get a 2nd one to come out and the 2nd one will combo. Can connect into most of her specials, it also has a quirky hitbox upward so it can be used as a viable anti air. Should be the last move in a normal chain most of the time. This move, similar to S.MP. Will ignite Napalm Shots and Tosses.
S.LK-Fast little kick, similar to S.HP, double tapping will cause a 2nd S.LK to come out. It comes out fairly fast and can be a start for chains and combos.
S.MK-A slow knee to the mouth. Double tapping will extend parasoul's leg to an upward kick. Outside of combos it's not incredibly useful.
S.HK- A a slow, strong kick that causes a wall bounce. Used for combos, not a strong neutral game tool.
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C.LP-A fast, small ranged jab. Due to its range, I don't recommend it as a way to start a string. Used in the middle of tear links and can be a fast move to punish an up-close mistake.
C.MP-Good move to setup corner pressure and has niche in certain combos, has range to so you can call an assist, use this move and keep pressure on. It ignites Napalm Shot's N' Tosses
C.HP-This is her launcher, it's a pretty solid one I suppose but nothing crazy about it. Just sends them up in the air and you can do an air combo. Basic stuff. It ignites Napalm Shots N' Tosses.
C.LK-Reaaaally good crouch light kick. Comes out pretty quick, good range, and gives you a pretty easy time to confirm to go into a combo or not. This and S.LP are my personal favorite for starting ground chains. Also a great move to incorporate in her high/low game, which will be covered later.
C.MK-Also a strong move, can be used in combos, can sometimes be used as a poke. I personally like using it as a meaty or a frame trap in a block string. If someone is blocking a light move, and they're blocking high, I immediately chain into this. It keeps them on their toes, this will get a hit more than you would think. ESPECIALLY after her beautiful F.LP overhead which I will go over.
C.HK-Similar to C.MP, in how I don't really apply this move all that much so I don't have much to say about it. It's her sweep, the opponent is knocked down if you hit them with this. I just don't use it much. I'm sure their's a dope combo using it or something though.
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J.LP- This move is very important, very fast jump jab move that can be chained into stronger moves. Jump up and instantly throw this out and than do J.HP. WOAH, look at that pressure dog! If they block you come down and do a mixup. If you hit them, the J.HP will cause a purple knockdown (hard knockdown) and thats a free combo my dude. This move also beats air throws, if timed correctly of course. Very strong move.
J.MP- This move is awkward. I like it against Painwheel's or people that jump above you and just just poke em with this. Since the hurtbox kinda goes above her I guess. Its a very... situational normal.
J.HP- PAINT BRUSH. This move is really good, basic footsies with Parasoul is hitting fools with this. It causes a lot of hitstun so it pretty much lets you combo it after any arc of your jump if you time it correctly. Covers up a lot of range. It's just... good. Her go to "jump in" for sure. In terms of just abuse. Read J.LP to know how to get that hard knockdown nastiness though.
J.LK- I treat this move like... if J.LP and J.MP had a baby this is the move. It hits kinda at a 90 degree or kinda upward arc. So if someone is above you in the air giving you the business, hit them with this and go into J.HP and you get the same effect. I just prefer J.LP in most situations though.
J.MK- Good for combos and restand combos, but I don't feel it that much in terms of a lone move. If you hold the MK button Parasoul will float in the air and letting it go will make her fall. (Good look Konkrete I forgot.)
J.HK- I looove this move. Has very small hitstun but it's just right for you to do some silly mixup's with it. Covers a lot of space below it, and with an assist you can do some disgusting instant overhead stuff with it. (O baby you know I'll cover that later.)
Command Normals:
F.LP (Pistol Whip or her Light Overhead)- O nelly, you know that song that comes on the radio, or shuffle on your iPod and you get hype as hell. Yo thiiis my song. This baby is an overhead, which mean's they HAVE to block it high, and boy is it fast. Since it's light that means you can chain into stronger normals, so on hit you can go into a combo, on block you can go into pressure strings. This bad boy should be the bane of your training buddy's existence. KiB TIP: chain into C.MK right after this move. No go on ahead, seriously. An instant low after a high move can catch people off guard. More than you think it does, just make that the only button you press after a F.LP. It will keep them on there toes and even if they know its coming making them do something you want to do, regardless of how small. Is key. Now it has some start up, it's no instant overhead, but don't worry. The guide will go over set ups to show you how to connect into this, this move is VERY, VERY important on becoming a strong Parasoul player. Learn it, love it, LIVE IT.
F.MP (Coule or her high low)- This move is also a BEAST. A BEAST I TELL YA. This move requires Parasoul to be standing, however, while it looks like a move that the opponent has to block high, it is indeed a low move. That's right, a standing low, welcome home Tekken players. This can go right into S.HPx2 like a cozy pair of socks. After a certain setup, and knowing your opponent. You will put them into a situation like this... "Okay, what will he do? Will he use F.LP? F.MP? Throw? Instant J.HK with assist? Roman Cancel Low? GAWD DAMMIT I'M SCARED!" and thats when you know, that you're playing Parasoul my friend.
F.HP (Lunge)- If I had to compare this move to anything. Dudley's F.HP would be the first to come to mind. This move can be very solid, you can put it in niche combos of course, but as a neutral game move it's pretty solid as well. It's one big con is that the hitbox isn't all that lenient, to my knowledge its safe on block, and a majority of players will probably advance guard (pushblock) it anyway. Another thing is that you can't really combo anything after it except a super (correct me please). So I would recommend throwing out an assist that can add coverage with this move. Making it more scary as a spacing tool, and hell, depending on the assist I'm sure you could maybe hit them after. Also its quite the mcnasty mcfresh at getting that last hit needed to kill a character off a weird conversion that you couldn't reach. Don't go for the OTG C.LK or whatever on the conversion if it won't reach, if all you need is one hit, just pop this silly motherfucker out and watch people awww at how you flex with this move nobody uses.
B.HK (Bounce overhead or Forbearance)- O dis bumps, Parasoul does a stanky leg across the top of the poor opponents head and causes a ground bounce. This is incredibly easy to combo after, otg or not… is safe as long as you have the ability to egret call, and can be chained from light and medium moves. It's pretty speedy too, so you can catch a lot of people off guard with it. Very very strong move thats very much needed in the Parasoul arsenal. You'll learn as time goes on when you should be doing F.LP and when you should be using this, later in the guide I'll go over some helpful setups for this delightful baby to hit don't worry. Just know that its part of the trifecta of Parasoul normals.
(In Air Only) B.LK (Spiral Flare or a KoF players best friend)- This is a very solid move if used correctly. It's one of those tricky... auto crossup moves? Where you'll do B.LK, and instead of the move going forward in your direction like a normal move, it will go the exact opposite way. So the key of this move is simple. Jump OVER the opponent, do B.LK when you're on the opposite side of them, and bam. You have a crossup! Congrats I'm so proud of you! If you do it low enough to the ground you can combo after it... obviously. So yeah. Call an assist, super jump over and do this is a cute way to open someone up. It's definitely a move to add to your arsenal in terms of silly mix-up tricks, every Parasoul player has a fun and inventive way to go into this move. So happy experimenting!!
(In Air Only) D.MK (Authority or Chun Li's D.MK)- This move's cool, but it's one of those moves that you can apply to your game or not. I don't really use it, but I know other Parasoul's that love using it in some situations. It's a good way to apply pressure in the corner a long with an assist. It bounces you to the other side as well. So this move, into B.LK. That'll usually work, so that's dope. But yeah, it's a solid move, but nothing amazing.
Specials:
Working on it my beautifuls, be patient with me nuh.
Supers:
*The following damage for the 3 supers is in a solo v solo team setting.
QCF.PP... Silent Scope (or Sniper) [1 Meter, 1500 Damage]
Parasoul calls in a soldier and that soldier snipes the opponent off screen. The scope will shoot at wherever the initial spot of the opponent was during the activation. The shot leaves the opponent in a "get on your knees" crumple-like state. Letting you combo after, if IPS allows. Overall this is a pretty good super, it can be used by itself in certain match-ups to cause some harm. As a combo move it is also really good. The crumple state usually leads to a free launch and a reset. The damage isn't that great but it can be useful.
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QCF.KK... Motor Brigade (or HSF, or Motorcycles.) [1 Meter, 2016 Damage]
Parasoul points her fingers and 6 soldier's riding motorcycle's come out and ram the opponent. Has pretty good durability, does decent damage, it's just hard to combo after. After the move it can give you a purple knockdown causing you to combo after, but from my experience its character specific. I pretty much use this after a reversal Napalm Pillar. Go into this, and dhc. People think its safe but in some cases it's really not. Unless they're coming right at you, you can just jump over all 6 and get a free J.whatever on the Parasoul, and keep going for some sexual damage. It's good, but not nearly as versatile and easy to use as Silent Scope.
-----
QCB.PP... Inferno Brigade (or her LV3... OR HER BBHOOD SWAY) [3 Meters, 3668 Damage]
Parasoul unleashes hell, folds out her umbrella, gets 4 other soldier's out and they just shoot up the place. All hits are horizontal, and its a total of 62 hits. The damage is good, and in terms of combos it works like Silent Scope. Seriously, every combo you do right now that ends in Silent Scope... just go into this and it'll work. It's good in a couple of ways, easy to combo, and good damage. If you can kill a character or win a match by going into this. Than by all means go ham. Than in terms of a lone Parasoul with 3 meters, find a good opening, activate, Egret Call. BAM Now you're moving around while your 4 broski's are going ham. This pretty much makes your opponent have to completely guess on what your mixup will be. High or low. If you happen to hit, you can go into a combo after if you roman cancel. Very strong move.
Well thats her repertoire of normals, specials, and supers. I hope you find this useful. Once the guide is all said and done this chapter will get significantly polished...
Now onto chapter 3. We know... what makes Parasoul good and bad, what all of her moves do, now we need to figure out where to put her on our team! Lets begin :D
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