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Table of Contents:
0. Apologies and Intro
1. Parasoul Overview
2. Normals/Specials/Supers
3. Team Synergy
4. Combos
5. Neutral/Offense/Defense
6. Match-Ups
Chapter 0: Apologies and Intro
Hi! With Skullgirls finally being finished with no real sign of serious gameplay changes, I feel like its a comfortable time to FINALLY work and FINISH the guide i've always dreamed of doing. I'm sorry for starting and canceling and so on and so on. I just feel like when the game was changing so much I felt like updating the guide over and over would be obnoxious. For example my Parasoul SDE guide is about 95% outdated completely. SO HERE WE GO, the game is basically finished, so I am going to basically finish this guide. I'm sorry for the delay, and i'm sorry it took so long, but thank you so much for being patient. I promise it'll be worth it <3
Chapter 1: Parasoul Overview
Parasoul is one of the most versatile characters in the game, she has an array of options going for her. This guide is for anyone trying to learn what those options are, or explore the options even more. I hope this guide will help new players understand the character, and I hope this guide can help more seasoned players as well! Lets begin :)
Pros:
+Some of the strongest/most useful normals in the game across the board.
+Amazing set of specials.
+Incredibly strong mixup game, arguably the best pressure in the game.
+All 3 of her supers are very strong and have great utility.
+Has one of the strongest ground games out of the cast.
+Offers a great pool of assists for other characters on your team to utilize.
Cons:
-Weak mobility, no double jump, no airdash.
-Weak defense, while this is a con for plenty of characters I feel as Parasoul can have a very difficult time getting out of pressure.
-Damage output is not that impressive compared to other members of the cast.
Chapter 2: Normals/Specials/Supers
Disclaimer: This guide is made assuming that the reader understands basic fighting game notation. If you have any questions you can PM me, but looking up a guide on the terms would also be useful.
ALSO... This guide won't have frame data, its in the game. You can check EVERYTHING for yourself, so no need to have it here.
QUICK REFERENCE...
Moves That Detonate Tears:
S.MP
S.HP
C.MP
C.HP
J.LP
J.MP
J.HP
J.MK
J.HK
F.MP
In Air B.LK
Napalm Shots
Napalm Trigger (Doesn't require touch)
Napalm Quake
Napalm Pillar
LV 3 Super
Normals:
Standing Normals
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S.LP- Really really strong tool, off the bat this move is in the running to be one of the best light punches in the game. Easy to confirm since you can press it twice for 2 hits, great range and is really fast considering the range it covers. Really good button for checking your opponents approaches, confirm with a tear or assist and bada bing... ITS LIT.
S.MP- Extremely useful tool in combos since it will detonate tears, but outside of that... its a move that simply is outclassed by other moves. Better moves to use in neutral situations. Great way to confirm combos/explode a tear however.
S.HP- Strong move that can be pressed twice for 2 hits, I feel like this move is really under utilized as a neutral tool and I definitely need to implement more in my game because whenever I do its useful. It covers a lot of space and it can be used as a GREAT anti air against instant air dashes (IAD's), it can stop Filia and Fortune from getting free pressure. Worth checking out, and really good in combos of course.
S.LK- Very similar to S.LP in a lot of ways. Fast move that you can press twice in a row for 2 hits. Less range compared to S.LP but can still be used as a great tool to check opponents. Very useful in combos too of course.
S.MK- A good move to confirm long range tears and can be pressed twice for two hits. Useful for combos but doesn't have much utility outside of that I feel.
S.HK- This is a move I've always felt like had potential but it never really showed up. Some people use it the combos they have, honestly not that impressive on its own though. You have better tools for neutral.
Crouching Normals
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C.LP- Great for combos, and really good for tick throws and frame traps since its one of the few normals you have where you're plus on hit. Not much range to work with though for neutral. This move can help set things up for you though, thats for sure.
C.MP- This move is amazing, i'm really mad I haven't been using this move since the dawn of time. 2 clean hits, detonates tears, amazing range, easy to confirm, goodness, gracious. Great move to just keep on pressure at a safe range with smart tear shots and assist calls. Really useful move.
C.HP- Your launcher that detonates tears... thats about it. Great in combos of course, not something i'd call a anti air. Really only utilized for combos and getting your opponent in the air.
C.LK- Love this move, basically C.LP but with range and its one frame less safe on hit. Great for mixups, great for neutral, definitely a move that just helps you get a lot started. This, and S.LP should be your go to moves to get the hits you need in neutral, along with things like C.MP.
C.MK- Strong move, it has good range and since it hits low it can be a good move to check people not watching their feet. A good move used along with an assist and can help you set things up while being similar to C.MP in range.
C.HK- Sweep, never been a fan of it to be honest. I suppose you can get a tech chase game working with it, but with the mixup options you have with safe jumps and tear tosses those type of reads aren't really needed. Its a fun move to mess with though.
Jumping Normals
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J.LP- Very strong move, definitely your go to option in air to air situations. It lets you chain after in the air with any move. Giving you J.LP J.HP as an easy OTG conversion. Great range and great speed, you have to use it sparingly though. Using it carelessly can definitely become a weakness. Great for reading jumps and checking your opponent.
J.MP- Mostly a move just used for combos with little place in actual neutral, it can be used as a great way to detonate tears in pressure setups that J.LP won't reach.
J.HP- Great move, so much range and able to control the screen with it. It can be used to give yourself space in neutral, or to detonate tears in pressure. It can really come through you and help you out a lot as long as you aren't careless with it. Great move along with J.LP.
J.LK- Very under looked move, its fast and covers a space her other jump normals can't cover as quickly. Can be used exactly like J.LP where you can chain it into J.HP for an easy conversion. Basically, if they're above you, don't use J.LP, use this instead!
J.MK- Good move to setup fuzzy guards and pressure, can be used for incredibly tricky tear stuff. Landing on a tear detonation while in this move will pop you upwards for longer air time. So a lot of people like using for certain setups utilizing that. Useful combo tool as well that sets up the restands for you.
J.HK- THIS is my jam, 5 hits, in the current version of the game one will be a high and the rest they block will become a mid. Regardless, INCREDIBLY strong tool for pressure in the corner. Detonates tears for you and keeps them locked in, using this move to its full potential gives them little hope to escape. Very important move to make your Parasoul offense scary.
Command Normals
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Pistol Whip (F.LP)- Another really needed pressure tool, an overhead with decent speed that lets you chain into stronger buttons. Another move that you need to learn how to use and when to really control your opponent in offense and get the hits you need. Great tool.
Coulé (F.MP)- This move separates good Parasouls from sick nasty ones. Very deceiving move where Parasoul stays standing, but it hits as a low. Mixing this up between your overheads will really keep your opponent guessing and if utilized right can make your mixup game incredibly scary.
Lunge (F.HP)- Another one of those moves i've tried to fine uses for in neutral but it just doesn't come together like it should. Covers a incredible amount of range though, and is used in a lot of optimized charge partition combos.
Forbearance (B.HK)- This is another overhead move that will smash your opponent into the ground and pop them up for a very easy follow up. Since you're holding back it gives you a free egret call (roman cancel) to easily convert without wasting your one OTG. Another very important move for your mixup game which we'll go over plenty when we talk about offense.
Spiral Flare (In Air B.LK)- Very KOF-esque move where she will jump forward and doing this move will cause the hitbox to go behind her. This move becomes less and less used over time but its still really strong, its a simple cross up where you just jump over your opponent and this move will go back into them. Multiple hits makes it easy to confirm as well, useful and very tricky move when the time allows.
Authority (In Air D.MK)- Similar to Chun Li's foot stomp in how it is use. Jump on top of your opponent and you'll bounce on the top of them. Press it again... to do it again! This move is one of those situational things where it can lead to nasty pressure and setups if you used right, but it certainly isn't common.
Specials:
Napalm Toss (AIR OK) + (HOLD) (Up to 3 times for ground version)
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Napalm Shot (HOLD)+
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Parasoul shoots out a tear, and unlike tear toss, these have a hitbox to them if they touch something, the opponent or otherwise, and ALSO have a detonation hit as well. A incredibly useful and strong projectile, all 3 strengths of the shot have different uses and are all worth using in many situations.
LP Shot- This shot travels horizontally at a fairly slow speed. Extremely useful in close range pressure, and due to how this shot works it lets you link normals and moves AFTER the shot hits. Making it obviously incredibly useful in practically every single Parasoul combo you're probably going to do.
MP Shot- This shot shoots downward onto the ground and bounces upwards diagonally into the air. You can use it as a finisher to combos (such as MP shot into Silent Scope) to get an OTG conversion after. Its also incredibly useful in your spacing game, if you read an opponents jump this can hit them and catch your opponents jump, even if they block it will cut off their momentum. Knowing when to shoot out LP/HP shots and when to read your opponents jump and firing out MP shot is a key component in Parasouls neutral.
HP Shot- Basically the same as LP shot except it moves horizontally at a much faster speed, at the cost of you having more recovery frames. Meaning you can't link any buttons after it up close, that said... HP shot is still very useful as your go to shot to use from full range. Covers the ground game very well and very quickly. Shooting them out repeatedly and setting up your approach around that at times is very important to Parasouls gameplan.
Overall, with LP shot being important in your offense, MP being important in your defense and spacing, and lastly HP being important with your ground control, this special has nothing but good things going for it. Learning how to master Napalm Shot to its full potential is very important for Parasoul.
Napalm Trigger (HOLD)+
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Parasoul stabs into the ground and creates a very tiny explosion. This explosion has absolutely no hitbox whatsoever, but what makes the move useful is that it will detonate every single tear you placed onto the screen automatically. Regardless if you are near the tear, or if you have to wait for it to detonate manually, it doesn't matter. Using this move will detonate them all instantly. Incredibly useful move for confirming tear hits, or to just detonate a tear you need to ignite right then and there.
Napalm Quake (HOLD)+
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Parasoul stabs into the ground and creates a bigger explosion in comparison to the weaker strength. This move has a hitbox of course that hits low, and in terms of utility, its useful for interesting combo extensions involving assists, and being one of your go-to moves to use as a finisher in your combo. This move cancels into Silent Scope (as well as your other supers), and since they're on the ground when going into Silent Scope you're able to get the best possible crumple giving you the best setups. So overall just a good move for combos.
Napalm Pillar (HOLD)+
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Parasoul now stabs into the ground and a giant pillar explodes upward. Often compared to Guile's "Flash Kick" from Street Fighter, this is your meterless reversal with frames of invulnerability. Very useful in combos as well for max damage. It also can combo into all of your supers with ease. A very infamous "get off me" move in this game, it hits fairly high above Parasoul and fairly far away from Parasoul in comparison to other reversals in this game. However, its hitbox is very weak closer to you. So it's very easy to simple jump over this attack or just maneuver from it. So keep that in mind, its a useful tool, but an opponent who is aware can really abuse how it works and will make you put yourself in awful situations. So be weary, definitely a high risk/high reward move.
Egret Call (HOLD)+
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Parasoul calls out to an Egret Soldier and he will appear to say some mumbojumbo. This move will cancel whatever frames you were in, during the move you were using while calling the egret, referred to often as a "roman cancel" from Guilty Gear. It just simply stops any frames you had left from a move. Very useful for combos and compliments B.HK very well.
Good examples and exercises to try with this move to get an idea on how it works...
B.HK into Egret Call. Since you're holding back you have the charge, notice how quickly you are out of B.HK's long animation. You can instantly follow up with a move without wasting your knockdown!
Back throw into Egret Call. You're mid screen and you do a back throw and you try to dash over and convert but you're too slow and you can't do it... well not to worry! Do the back throw and during the animation of it keep the charge, as soon as you throw your opponent call out the egret. You will cut out the rest of the frames where you would be stuck in the back throw, and now you can dash over and convert very easily!
Egret Dive (HOLD)+
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You call out one of your Egret Soldiers and he dives right in front of you, shielding you from projectiles. He will absorb any projectile hit until he falls back onto the ground, and he will instantly stop as soon as he is hit by a non projectile attack caused by your opponents point character, the Egret wont go away if hit by an assist.
This move is just okay, without a doubt her least useful special move. It can be useful in a matchup or two and it can help you get yourself out of certain situations, overall though it isn't as useful as you'd think in practice.
Egret Charge (HOLD)+
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Parasoul points her finger out and a Egret Soldiers appears on a motorcycle and travels across the screen fairly fast. He sticks his hand out and if the opponent gets hit by it, he will grab them and hold them against the ground until he hits a corner and will bounce them against the wall. Hitting this counts as a grab, but it hits as a mid and can be blocked. Hitting Parasoul in any fashion during the first 20 frames move will cause him to slow down and travel through the screen at a slower speed, and he will have no hitbox whatsoever.
This move is pretty good and works in a lot of ways. In neutral... its only okay, reason being is that all you have to do as the opponent is hit it and it becomes useless. However, using it in a midscreen combo or off of a backthrow gives you a guaranteed corner carry. Which is EXTREMELY important for Parasouls game plan. Using this move and canceling it into Silent Scope is also a very useful way to make the opponent come closer to you if you get the hit from full screen. This move is definitely useful i plenty of ways.
Supers:
Silent Scope (Lv.1) +
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Parasoul "makes the call" for one of her Soldiers to take the shot and bam, the shot is made no matter what and it will instantly come out. Without a doubt one of the most useful supers in the game. Its completely safe (pretty sure) on block from full/midscreen, so as long as you aren't point blank next to them you don't have any real risk in throwing this out. If you hit them on the ground, it will put them in a crumple state which can lead to really strong offense, and if you hit them in the air it will force them to the ground automatically. This move is also useful to DHC into, because it will hit anywhere on the screen, it is impossible to miss. If your opponent is knocked down or unable to be hit by the super, it will lock onto the opponent for 60frames before firing. So it WILL shoot as long as they're up on the ground in those 60 frames. Really really useful super. Your go to one meter finisher, your go to move to dhc from and into. Get to know this super.
(Note: I will be referring to this move as "sniper" or "sniper shot" very often.)
Motor Brigade (Lv.1) +
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Parasoul points her finger out and a squad of Egrets riding motorcycles appear and travel fairly fast across the screen. 6 of them appear which means 6 hits, and unlike egret charge, they all just hit the opponent and have no grab hit or anything like that.
This move is useful, it can be used in combos at times to optimize damage a little more over the setup that snipers provides. So long as you find an efficient way to land all 6 hits of the super. After you Pillar as a reversal, people tend to go into this super if it hits or on block. This isn't as strong as it used to be in my opinion, if they block pillar they can EASILY punish you while you're in this super from point blank, so not only did you get punished because they baited your reversal, but you also just wasted one meter. Secondly, even if you hit them and it goes into bikes you don't get much off of it and dhcing from the super can be tricky for other characters. Confirming the hit from Pillar and going into Sniper is incredibly more useful for many characters.
However, this move has plenty of uses outside of combos. It can play a big part in controlling space, integrating this with tear shots and tosses, forcing your opponent to block to give you control of the neutral and causing chip damage. Similar setups can be used in the corner, this super definitely needs to be experimented with and utilized more in defensive and offensive situations outside of just using it after Pillar. I'll go into it in greater detail once we reach that part of the guide.
(Note: I will refer to this move as "Bikes" very often.)
Inferno Brigade (Lv.3) +
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Parasoul and 4 other Egrets squad up and just sling them bullets. Its a multi hitting projectile that does around 60 hits or so. The damage itself isn't that strong compared to other level 3's but this super has a lot of great things going for it. It is incredibly easy to combo into, and its incredibly easy for most other characters to DHC into it. The most important thing however is the ability to Egret Call after it. Thats right, when you do this super, charge back and do Egret Call, you are now free from the animation and can move around freely while the move is still out. Making this super completely safe on block as long as you do this, it also gives you the ability to follow up after this LV 3 from anywhere on the screen. Keep in mind though, this super actually invulnerability frames by itself. However, going into Egret Call from the super will cancel the invincibility, so keep that in mind. Like I said, not the most damaging LV3 in the game by any means, but it can definitely be a great way to spend the meter.
Taunt:
Bâillement ,,,
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Parasoul yawns, similar to Chun Li's taunt in Third Strike. It makes the Egret Say "Excuse Me Princess" next time you use Egret Call. So yes its useless, some people have actually incorporated burst baits with it since her hitbox kind of moves her back. Thats STRICTLY for flexing though and isn't really reliable. Never do this unless you're messing around basically.
Chapter 3: Team Synergy
So, now you understand Parasouls moves a little better. Now we have to go into the next thing you have to figure out for any team game. Finding a team!! I will first go over the possible ways to play Parasoul in any fashion (Solo/Point/Mid/Anchor) and we will then approach every character and the synergy they have with Parasoul. Lets begin!
Solo Parasoul:
Playing solo with any character in this day and age is a struggle, and overall I feel Parasoul is about... upper mid or so in terms of solo viability. I feel like her DHC synergy she has with a handful of characters in this game is just too good to pass up, and the assists this game provides can make her even scarier offensively and defensively. On top of that, the assists that she can provide for other characters is also incredibly useful. She certainly isn't one of the weakest solo's, she just isn't one of the strongest. She gets way more damage compared to her being in a duo or trio, but without the utility of assists and DHC synergy I feel that the character is just wasted potential as a whole.
Point Parasoul With Assists (Duo/Trio):
Definitely the strongest way to play Parasoul without a doubt, this can be said for practically every character... BUT you get 1-2 assists to help your character process pressure and neutral, but I feel that this really helps Parasoul compared to characters that have no issue playing mid or anchor. This is definitely the position most dominant Parasouls will put her in, because the tools she gets with additional assists is great, and her supers make dhcing into other characters very simple and intuitive. So overall, the most optimal way to play this character.
Mid Parasoul (Trio):
In my personal opinion this is by far her weakest/most awkward slot to be placed in with a team. Chances are the DHC synergy between the first character and Parasoul are not super strong in terms of said character switching TO Parasoul. I feel that she is a very strong character to start and finish with, but to be the bridge between two characters I feel is not her strong suit in a team whatsoever.
Anchor Parasoul (Duo/Trio):
2nd strongest choice, for sure. Chances are, the assist you equipped her with helps the other characters you have on your team. She also makes great use of whatever meter she could have at her disposal in the end game, during the final plays of a game, she can be REALLY good with meter to punish mistakes your opponent is making. Which can make them fall apart indefinitely. Now, obviously without assists she might not be at her peak, but with all the meter she has at her disposal (hopefully) and if you approach whatever matchup comes your way safely, you can definitely be able to clutch it out and make it happen.
Parasoul Assists:
So if you want to construct a team, these are your go to assists i'd run to ensure Parasoul pulls her weight when she isn't in play...
Napalm Pillar
Napalm Shot (LP)
Napalm Pillar is a great defensive assist and can help you cover space very well and is a good "DP" assist with invul. Definitely the main pick for most Parasoul teams.
LP Napalm Shot is also really good, it can help with spacing and it can help you setup amazing offensive situations.
MP Napalm Shot, and Egret Charge also have some use to them and can be fun mess around assists, but I wouldn't recommend it for optimizing a team.
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Character by Character (Alphabetical Order):
NOTE- These character write ups will be based off of Parasoul and that characters synergy in a DUO setting only. Running a trio requires synergy between ALL 3 characters and this is simply discussing Parasoul, it will be up to you as a player to see how a trio with Parasoul will work. However, with all this information you will hopefully be able to make a more educated decision on how to construct a strong duo or trio with Parasoul.
So just keep that in mind (Parasoul/Character) (Character/Parasoul)
(Warning: A lot of this is simply just my opinion and not the end all be all of Parasoul synergy, this game is very gifted in the sense that if you REALLY want to make it work, you can. This is simply just my humble opinion on how to help you optimize your team in the best, and cleanest way possible. So keep that in mind!)
Beowulf:
Recommended Order: Beowulf/Parasoul
Beowulf Assists:
Hurting Hurl +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Beowulf:
I really do not think that the synergy is really all that here. Hurting hurl can kind of help you out but overall Beowulf doesn't really provide assists or DHC synergy that really makes Parasoul all that more intimidating.
Beowulf/Parasoul:
While Parasoul in front of Beowulf might not be that strong, Beowulf with a great assist like Napalm Shot is incredibly scary. It can setup amazing offense for Beowulf and gives you great pressure strings because of how tear works, very scary in this order.
How to make it work:
While this kind of synergy (one being good one being weak) is not the signs of a great team, this may not be one of Parasouls greatest partners. That said, you can make this very possible if you run point point Beowulf and have a mid character that can do the following... good dhc options from Beowulf, has an assist that compliments Beowulf (and Parasoul to a lesser extent), and works well with LP Napalm Shot assist. Which character do you think I mean? You decide!! Thats just my advice, I feel having a strong mid between Beowulf/Parasoul can make this setup more then possible!
Big Band:
Recommended Order: Parasoul/Big Band
Big Band Assists:
Beat Extend +
Brass Knuckles (HOLD)+
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Big Band:
This is another composition that I just don't think is all that strong, Beat Extend in my opinion does not help Parasoul like you think it would and neither does Brass Knuckles. The DHC options as a whole are weak, you have better anchors to work with.
Big Band/Parasoul:
I don't feel like point Big Band is really that optimal, but from what i've messed with you do get a lot of things going for you with Napalm Shot assist. That said, once again the DHC synergy between these two just isn't all that strong.
How to make it work:
Big Band in my opinion is easily one of the weakest partners for Parasoul. While it is possible to make it work with a strong mid between the two in a trio, I really feel like the synergy is incredibly lacking and you have far better options. If you must work with this though.. Parasoul point, someone that works well with Beat Extend and has a good assist/DHC options for Parasoul, and Big Band.
Cerebella:
Recommended Order: Parasoul/Cerebella
Cerebella Assists:
Lock N' Load +
Cerecopter +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Cerebella:
Okay here is a strong duo, Cerebella compliments Parasoul very well. You can use Lock N Load if you prefer to have a stronger ground game and more damage in your combos, LNL can really help beef up Parasouls damage. Or, you can use Cerecopter and make your offensive and hit confirm game even scarier! Putting them in blockstun for that long really opens up Parasouls possibilities for setting up tears and making her offense even more difficult to deal with. Both assists work, it really is your personal preference as a player. The DHC potential is also very much there, Sniper into Dynamo in the corner can give you a free Bella conversion once Dynamo ends if you didn't use knockdown and have undizzy to work with, and Sniper/Dynamo just on its own does great damage.
Cerebella/Parasoul:
This is also very strong! Cerebella works very well with Pillar, and while Napalm Shot i'm sure also offers plenty of setups. I think having a tool like Pillar defensively and in the neutral can really help Cerebella in plenty of ways. The mixups you can get working with Pillar is already dirty enough to make it happen.
How to make it work:
Parasoul point with Bella anchor is a very strong team. Putting someone in-between them as a mid that compliments them both can also be a good choice, but this as a whole is very strong. Cerebella has such a strong offensive game that she really doesn't need assists to be scary, which is why she is such a strong anchor. Parasoul can build her meter for Bella to have access to her LV3 when she comes in which is already great. The DHC synergy is definitely there both ways. Very very strong duo, one of her best partners for sure!
Double:
Recommended Order: Parasoul/Double (;3)
Double Assists:
Hornet Bomber +
Hornet Bomber +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Double:
A true Parasoul bread and butter, Double has been there for her since the beginning of this game, and some may argue that synergy is at its best! You have access to LK and MK Bomber, the more the game moves on the more I truly feel like you HAVE to just play LK Bomber, it really is one of Parasouls best assists to work with. Though, if you prefer a more ranged Parasoul, or run a team that is in need of it, MK Bomber works well too. The DHC synergy between the two is simply amazing, Parasoul can sniper into Double's monster super for setups and conversions beyond your wildest dreams! It also works as a safe DHC, along with catheads! Meaning that as long as you have 2 meters you can turn any failed reversal with Parasoul into a safe gateway of Double pressure.
Double/Parasoul:
Just like Cerebella, you know this duo is strong because regardless of which way it is setup, its still very strong! Double gets so much with Pillar, you can cover so much air, you can get amazing conversions, and very safe mixups utilizing it. Napalm Shot is also a very tool to use to strengthen your mixups and corner game, but I definitely prefer Pillar. The DHC synergy is not as good as Parasoul/Double, but still very strong and useful.
How to make it work:
Similar to Parasoul and Cerebella, you can make both orders work and you can really just pick and choose which order you want to play based on personal preference or matchups. The synergy is just really on point. Parasoul/Double/Anchor, Parasoul/Mid/Double, and just the duo itself are all very strong combinations. Easily one of Parasouls best partners.
Eliza:
Recommended Order: Parasoul/Eliza
Eliza Assists:
Butchers Blade +
Dive of Horus +
Osiris Spiral +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Eliza:
This a solid duo, not one of the best but not even close to weak. Parasoul can get a looot of strong things going with all 3 of the Eliza assists. People seem to prefer Butchers Blade and Horus for the most part, its just up to you if you want Horus for setups and neutral or Butchers Blade for just raw lockdown. DHCing into Eliza offers nothing but very strong damage.
Eliza/Parasoul:
Parasoul surprisingly doesn't compliment Eliza as well as I thought she would when I was messing with this composition, but like I said above it definitely isn't awful. Napalm Shot can set up really strong mixups for Eliza, and Pillar works practically just as well, just a preference thing there and how confident you are at getting confirms off of Pillar. DHCing into Parasoul isn't nearly as strong compared to the other way around.
How to make it work:
Its strong, but not one of the best. Definitely recommend setting up Parasoul point, having someone in the middle that will help compliment Parasoul and to a lesser extent Eliza. Lastly, have Eliza be anchor with the assist of your choice. Just make sure your mid works well with that assist choice. That has the potential to be a very strong team, so the synergy is definitely there, just not as seamless as other choices.
Filia:
Recommended Order: Parasoul/Filia
Filia Assists:
Updo +
Hairball +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Filia:
While this team has quite the issue putting out damage compared to other Parasoul compositions, this is a very good team with strong synergy. Hairball has some uses with Parasoul as a way to setup the ground game but Parasoul really shines with Updo assist. A great defensive assist as it also covers a great set of space that really helps Parasoul out. It really works out because Parasoul has no issue converting from an Updo hit. Like I said earlier, the DHC synergy is definitely not the most intimidating damage wise, but its definitely there in utility. Reversal Pillar into Sniper, dhcing into Gregor gives you the "in" with Filia and lets you set up Filia's astonishing offensive game. Lastly, thanks to Parasoul's S.HK in the corner and Filia's raw tag, you can combo Parasouls S.HK in the corner and easily raw tag into Filia and if you didn't use your knockdown you can get an OTG conversion with Filia. Depending on your undizzy this can lead into good damage, and regardless, it puts Filia exactly where she wants to be... being offensive while your opponent is in the corner.
Filia/Parasoul:
Not as strong as Parasoul point, but still very good. Filia with something like Napalm Shot really is a scary sight, it gives you conversions and mixups that really help Filia shine even more. Pillar is useful as well as a defensive assist, but over time it seems very clear that LP shot is the way to go. It just sets up so much strong stuff with Filia's pressure game. The DHC synergy is also strong, Fenrir or Gregor into Sniper Shot or LV3 are all useful.
How to make it work:
Parasoul point with Filia anchor or mid, this team as a duo is great but putting a strong anchor behind the two would make for a great team as well. This team offers a lot of utility and trickery, they both compliment each other rather well if done correctly. Due to the nature of the team though, you have to play a more patient, pick and choose the situation type of Parasoul. Since chances are you'll be using Updo, you don't have much intimidation in terms of forcing your opponent to block, so you have to really work to establish offense. That said, you can get the hit very efficiently with good Updo calls and a strong patient, read based play with Parasoul. This pretty much could be said for Parasoul in general, but I feel Updo really lets that playstyle shine!
Fukua:
Recommended Order: Parasoul/Fukua
Fukua Assists:
Platonic Drillationship +
Forever a Clone +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Fukua:
Very strong synergy between these two, drill has to be one of the most useful assists to help Parasoul. It makes your pressure and confirms so strong and really helps control your already amazing ground game. However, if you're already running a lockdown assist on the team of a trio, Forever a Clone (MK) might be a great way to help you play neutral, and can lead into very streamlined set-play thats very strong. So its up to you really on what you want the assist to do for Parasoul. The DHC synergy is great, Sniper into BFF is strong and can lead to followups from Fukua if undizzy permits. In the corner, sniper into her Drill Super on the ground can do great damage. Lastly, simple calling sniper from a far range into Fukua's fireball super can be an efficient, and safe way to get Parasoul out safely.
Fukua/Parasoul:
Works well this way as well, Fukua already has a very strong neutral game, and having something like Pillar as an assist just helps sell the point home even more. It can also lead into some great offensive pressure utilizing your command grabs and high low game. Napalm Shot I'd imagine could also be use for some tricky stuff, but it seems that Pillar just provides more overall. The DHC synergy in this order is just as strong, you can fireball super into sniper shot for hard knockdown, BFF into Sniper for hard knockdown, and in the corner you can end a combo with drill super and DHC into Sniper. This is especially strong not only because of damage, but Sniper will shoot your opponent down to the ground for Parasoul to setup pressure along with Fukua's assist. Very scary.
How to make it work:
Fukua is another one of those characters that works incredibly well with Parasoul, the assists, the damage, the DHC's, it just all meshes together really well. Parasoul/Fukua can do just fine, or having Fukua run mid or anchor works depending on your 3rd. A lot of ways to make these two work together.
Ms. Fortune:
Recommended Order: Fortune/Parasoul
Fortune Assists:
Fiber Uppercut +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Fortune:
This composition is not as strong as some players might claim. Parasoul with Fiber Uppercut is okay because she is one of the few characters with the ability to convert off of it if the spacing is correct (with J.LP or J.LK into J.HP) and even then its hard to pull off consistently because some situations just won't let you. So you have to use it as a defensive assist strictly at times. The DHC synergy is pretty good though, DHCing into Cat Scratch Fever does do decent damage, but just how little the assist helps you can be pretty crippling.
Fortune/Parasoul:
This is far stronger, having Fortune run Napalm Shot with her mixups is incredibly strong. It gives you so much creativity and setups to work with, the only problem is the DHC synergy is rather weak between the two. Sniper shot after a lot of Fortunes supers are not as strong as you'd think it'd be. Fortune with Shot though really is strong though, that alone makes this workable.
How to make it work:
The synergy with just these two is truly not that strong. Though similar to Beowulf, if you run Fortune point, have someone in the middle that meshes well with Fortune and Napalm Shot, and have Parasoul 3rd you can make it happen. These two really can only work in a trio I feel with someone in between them, so while it is possible, the core synergy isn't as strong as other options you have.
Painwheel:
Recommended Order: Either, too close to call
Painwheel Assists:
Cruel Lily +
Gae Bolga Stinger +MP
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Painwheel:
These two have always had great synergy together, Cruel Lily is a great lockdown assist for Parasoul if you set it up correctly. Giving you amazing confirms and pressure if done right. On the other hand you also have MP Stinger which can be useful if you want to help Parasouls ability to approach. The DHC's with this team are just great, Sniper into Death Crawl is great damage, Sniper into Hatred Install on hit on block is completely safe. On hit, if undizzy allows it will give you access to really powerful Painwheel Hatred Install combos. Another amazing thing about these two is with the help of Parasouls S.HK in the corner and Painwheels rag tag, you can get really efficient raw tag combos to take place with Painwheels great damage. These two set it up very seamlessly and it plays right into Painwheels gameplan of wanting to get your opponent in the corner.
Painwheel/Parasoul:
This order is just as strong if not stronger as Parasoul point. Painwheel with Pillar really helps her very heavy air based neutral, you can convert off of the assist very efficiently and it makes for great setups everywhere on the screen. Shot IS an assist you can use but you don't really have a reason to use it over Pillar honestly. Painwheel controls space very well with Pillar on top of great DHC options, death crawl into sniper does great damage and can setup amazing stuff for Parasoul. On top of that, getting a clean thresher (air super) with Painwheel can DHC right into Sniper for the exact same scenario as the previous DHC. Both supers can just lead for amazing setups for Parasoul.
How to make it work:
Parasoul/Painwheel in either order is a really strong team. The DHC's are great and the assists compliment each other so well, if you want to run a trio... Parasoul/Painwheel/Anchor or Painwheel/Mid/Parasoul are great ways to make it happen. Not much else to say, the team really does speak for itself on how efficient it can be when you put in the work for both characters.
Peacock:
Recommended Order: Peacock/Parasoul
Peacock Assists:
Screwball Cannonball
Boxcar George +
George at the Air Show +
Shadow of Impending Doom +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Peacock:
Weak synergy in this order, Peacock is a character with a bunch of assists, but none of them are really that amazing. Just pick and choose and see which ones helps your Parasoul the best, if you want pressure assistance I recommend S.HP for sure, its really just preference. The DHC options are alright, Sniper into Argus does good damage and can confirm from full screen. Anything into Lenny is a safe DHC which is useful I suppose. At the end of the day, Peacock is very much like Valentine where she NEEDS to be on point to reach her full potential, and she doesn't really work anywhere else.
Peacock/Parasoul:
This is a little better then the other order, but not by much. Peacock with only Pillar is not that useful because you don't have anything to help Peacocks zoning game at all. Peacock with Napalm Shot though isn't too bad, it can really be aggravating for the opponent to deal with, the only issue with this though is that Parasoul as an anchor doesn't compliment Peacock and what she wants to do. The DHC's are simply not that strong, just very basic. Most importantly, Peacock is still arguably the best meter builder in the entire game. So if Peacock builds all this meter for Parasoul to come in, nothing all that intimidating happens. Yes you have LV3, but it does not have such a game changing effect compared to other LV3's. The characters just don't compliment each other as all that well together.
How to make it work:
Now they might not work too well together, however if you can find a good mid character to put in-between the two you an definitely have a strong trio. The key would be to put Peacock front, and you would need a mid character to do all of the following...
-Uses the meter Peacock gives her
-Supplies Peacock with an assist to help her zoning game
-Works well with Pillar or Shot
-Can DHC from Peacock rather well.
So Peacock/Mid/Parasoul can be strong, or Peacock/Parasoul/Anchor HAS potential if the anchor has an assist that really helps Peacock as well as Parasoul.
Robo-Fortune:
Recommended Order: Parasoul/Robo-Fortune
Robo-Fortune Assists:
Theonite Beam +
Headrone Impact +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Robo-Fortune:
These characters have some decent synergy for sure. Theonite Beam is a useful assist to help you cover space and force them crouching to avoid it, which can work in Parasouls favor at times. Headrone Impact (Mine) also has shown its use in helping Parasoul keep control of the match with this assist alongside with shots and tosses. Both are very capable of being strong assists for Parasoul, and on top of that the DHC options are really strong. Sniper into Magnetic Trap after a Reversal Pillar hits clean and can setup well for Robo. From full screen confirming Sniper into her Beam super can also work wonders. Sniper into Beam super as a combo finisher will also do great damage, as you can just pick and choose how much meter you want to spend.
Robo-Fortune/Parasoul:
Robo seems to have no issue utilizing Pillar to help her neutral, its a great way to help her control space and cover a spot of the screen she has an issue with. Having a defensive assist such as Pillar also helps Robo out extremely, Napalm Shot also has potential to help your mixup game by giving you great setups with it. The DHC's in the corner seem strong as well as full screen, confirming beam into Parasouls LV3 super can be efficient. As well as confirming Magnetic Trap into Sniper to give Parasoul a good setup for pressure.
How to make it work:
These two have great synergy between the two of them, but... its just something about the two together that doesn't seem strong enough without a third. I feel like as a duo the team is not one of the best, but having an anchor behind the two, with an assist that helps both Parasoul and Robo, can make a really solid team. Parasoul/Robo/Anchor would definitely be the way to go to optimize these two, give Robo an assist to work with, and give Parasoul two different assists and you can totally make it work.
Squigly:
Recommended Order: Parasoul/Squigly
Squigly Assists:
Drag 'n' Bite +
Cremation +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Squigly:
I feel like this composition is very under-looked and these characters definitely compliment each other. These two together certainly won't be able to pull out the damage, but Parasoul with Drag N Bite can really set up amazing pressure and mixups. Cremation does as well, its really just preference on how you want to go about your pressure. The DHC's are strong too, Sniper into SBO if spaced correctly can lead into a conversion on hit and safe pressure on block.
Squigly/Parasoul:
Also a strong way to play the two together, I feel that both of Parasouls assists can compliment Squigly very well. Pillar if you want a better control of the air game and are confident in your confirms, and LP Shot if you want a better mixup game and a ground game with less holes. The only problem is that the DHC's into Parasoul are not really strong. All you really have going for you is that if you SBO them and they're in the corner you can DHC into Bikes and get an easy conversion from it. Outside of that and long range SBO's into Sniper or Bikes being a safe DHC, not much is there.
How to make it work:
This is a duo thats okay on its own but if you put an anchor behind the two of them, with Parasoul point and Squigly mid, you totally have a strong team. Parasoul with Drag 'N' Bite or Cremation is just too good to pass up, just give yourself an anchor with a good assist for neutral and for Squigly, and have Squigly have decent enough ways to DHC into your anchor, and you're in business. Definitely has potential for a strong composition.
Valentine:
Recommended Order: Valentine/Parasoul
Valentine Assists:
Kakushi Caliper +
Thoracotomy
Mortuary Drop +
Parasoul:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Valentine:
Without a doubt, the worst partner for Parasoul. None of her assists or DHC's are really assisting you in any useful way. You're basically playing solo Parasoul if you're in this situation with potential at a few tricky setups. They just don't work well this way.
Valentine/Parasoul:
Miles better in comparison to the other order, but still not as strong as people claim it is. Valentine with Pillar is useful because of how well the assist compliments Valentine neutral, Napalm shot i'm sure also gives you great options for pressure. That said, the DHC synergy is just as bad in this order too, you can set up safe DHC's but really all you get is more damage at the finisher of your Valentine combo.
How to make it work:
Pillar with Valentine is the only synergy these two really have. Putting Valentine point is required, and then you just have someone between the two of them that can work with Pillar and do your best to make it work. The team as a trio has SOME potential, but you have better characters to use with Parasoul, and you have better characters to use with Valentine. If you REALLY must... Valentine/Mid/Parasoul is what i'd recommend, but you really should avoid running this if you want to optimize Parasoul OR Valentine.
TL;DR:
0. Apologies and Intro
1. Parasoul Overview
2. Normals/Specials/Supers
3. Team Synergy
4. Combos
5. Neutral/Offense/Defense
6. Match-Ups
Chapter 0: Apologies and Intro
Hi! With Skullgirls finally being finished with no real sign of serious gameplay changes, I feel like its a comfortable time to FINALLY work and FINISH the guide i've always dreamed of doing. I'm sorry for starting and canceling and so on and so on. I just feel like when the game was changing so much I felt like updating the guide over and over would be obnoxious. For example my Parasoul SDE guide is about 95% outdated completely. SO HERE WE GO, the game is basically finished, so I am going to basically finish this guide. I'm sorry for the delay, and i'm sorry it took so long, but thank you so much for being patient. I promise it'll be worth it <3
Chapter 1: Parasoul Overview
Parasoul is one of the most versatile characters in the game, she has an array of options going for her. This guide is for anyone trying to learn what those options are, or explore the options even more. I hope this guide will help new players understand the character, and I hope this guide can help more seasoned players as well! Lets begin :)
Pros:
+Some of the strongest/most useful normals in the game across the board.
+Amazing set of specials.
+Incredibly strong mixup game, arguably the best pressure in the game.
+All 3 of her supers are very strong and have great utility.
+Has one of the strongest ground games out of the cast.
+Offers a great pool of assists for other characters on your team to utilize.
Cons:
-Weak mobility, no double jump, no airdash.
-Weak defense, while this is a con for plenty of characters I feel as Parasoul can have a very difficult time getting out of pressure.
-Damage output is not that impressive compared to other members of the cast.
I feel as if her positive strengths are pretty self-explanatory. So I feel like taking the time to go over her weaknesses in greater detail and what exactly that entails for you as a player.
Weak Mobility:
You do not have a double jump, you do not have an airdash. How do you overcome this? For starters, your back dash and forward dash are very strong, and that one jump you have is very strong. Its a very short jump compared to other characters which is a good and bad thing on its own. Lastly, you have to let your normals and spacing do the talking in neutral. You have the tools to stop the double jumpers and airdashers, its just that you have to work hard to get the hit and you have to learn what it takes to be clean with your movement. You have to pick your spots with tears, you have to think before you press A LOT. You have to capitalize on reading your opponents movements and punishing them for it. I'll go over your mobility and what to do in even greater detail in the Offense/Defense chapter. So keep that in mind.
Weak Defense:
Okay right off the bat, Napalm Pillar as a reversal is vastly overrated. Yes, believe me I get it having a "Flash Kick" is great, but it has some glaring weaknesses...
-To input said special, you have to be crouching, so if you mess up or if your opponent knows you're itching to do it they can just hit you with a high... Filia, Cerebella, Eliza, Valentine, Fortune, Parasoul, Painwheel, and Beowulf have absolutely no trouble abusing this and hitting you in the dome over and over.
- The hitbox is also deceiving, if they jump/go over the pillar. Thats it, you're toast.
But sure, if they keep getting hit by it, by all means go for it, but understand that even with PBGCing, Parasoul has lacking defensive options. You have to really be smart with pillar, and with your blocks. So keep that in mind.
Lastly, she is VERY easy to open while in the air. Her weight lets her not be in the air for too long, but long enough to where they have the upper-hand doing aerial based resets. As if that wasn't enough, she has no air super of any kind, and even the buttons you have to try to deny aerial resets are all slow in comparison to other characters. So basically, if your opponent is resetting you in the air properly you're basically a sitting duck and you have to guess/land cancel your way out of situations.
Damage Output:
While she isn't doing Painwheel, Cerebella, and Eliza damage. She makes up for it by having so many other amazing tools, this one is a really wise balance decision because Parasoul doing a lot of damage would be pretty absurd. You have amazing mixups and pressure where the risk/reward is practically ALWAYS in your favor, so you make up for it. Just have to be creative and smart with how you land the hits.
Weak Mobility:
You do not have a double jump, you do not have an airdash. How do you overcome this? For starters, your back dash and forward dash are very strong, and that one jump you have is very strong. Its a very short jump compared to other characters which is a good and bad thing on its own. Lastly, you have to let your normals and spacing do the talking in neutral. You have the tools to stop the double jumpers and airdashers, its just that you have to work hard to get the hit and you have to learn what it takes to be clean with your movement. You have to pick your spots with tears, you have to think before you press A LOT. You have to capitalize on reading your opponents movements and punishing them for it. I'll go over your mobility and what to do in even greater detail in the Offense/Defense chapter. So keep that in mind.
Weak Defense:
Okay right off the bat, Napalm Pillar as a reversal is vastly overrated. Yes, believe me I get it having a "Flash Kick" is great, but it has some glaring weaknesses...
-To input said special, you have to be crouching, so if you mess up or if your opponent knows you're itching to do it they can just hit you with a high... Filia, Cerebella, Eliza, Valentine, Fortune, Parasoul, Painwheel, and Beowulf have absolutely no trouble abusing this and hitting you in the dome over and over.
- The hitbox is also deceiving, if they jump/go over the pillar. Thats it, you're toast.
But sure, if they keep getting hit by it, by all means go for it, but understand that even with PBGCing, Parasoul has lacking defensive options. You have to really be smart with pillar, and with your blocks. So keep that in mind.
Lastly, she is VERY easy to open while in the air. Her weight lets her not be in the air for too long, but long enough to where they have the upper-hand doing aerial based resets. As if that wasn't enough, she has no air super of any kind, and even the buttons you have to try to deny aerial resets are all slow in comparison to other characters. So basically, if your opponent is resetting you in the air properly you're basically a sitting duck and you have to guess/land cancel your way out of situations.
Damage Output:
While she isn't doing Painwheel, Cerebella, and Eliza damage. She makes up for it by having so many other amazing tools, this one is a really wise balance decision because Parasoul doing a lot of damage would be pretty absurd. You have amazing mixups and pressure where the risk/reward is practically ALWAYS in your favor, so you make up for it. Just have to be creative and smart with how you land the hits.
Chapter 2: Normals/Specials/Supers
Disclaimer: This guide is made assuming that the reader understands basic fighting game notation. If you have any questions you can PM me, but looking up a guide on the terms would also be useful.
ALSO... This guide won't have frame data, its in the game. You can check EVERYTHING for yourself, so no need to have it here.
QUICK REFERENCE...
Moves That Detonate Tears:
S.MP
S.HP
C.MP
C.HP
J.LP
J.MP
J.HP
J.MK
J.HK
F.MP
In Air B.LK
Napalm Shots
Napalm Trigger (Doesn't require touch)
Napalm Quake
Napalm Pillar
LV 3 Super
Normals:
Standing Normals
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S.LP- Really really strong tool, off the bat this move is in the running to be one of the best light punches in the game. Easy to confirm since you can press it twice for 2 hits, great range and is really fast considering the range it covers. Really good button for checking your opponents approaches, confirm with a tear or assist and bada bing... ITS LIT.
S.MP- Extremely useful tool in combos since it will detonate tears, but outside of that... its a move that simply is outclassed by other moves. Better moves to use in neutral situations. Great way to confirm combos/explode a tear however.
S.HP- Strong move that can be pressed twice for 2 hits, I feel like this move is really under utilized as a neutral tool and I definitely need to implement more in my game because whenever I do its useful. It covers a lot of space and it can be used as a GREAT anti air against instant air dashes (IAD's), it can stop Filia and Fortune from getting free pressure. Worth checking out, and really good in combos of course.
S.LK- Very similar to S.LP in a lot of ways. Fast move that you can press twice in a row for 2 hits. Less range compared to S.LP but can still be used as a great tool to check opponents. Very useful in combos too of course.
S.MK- A good move to confirm long range tears and can be pressed twice for two hits. Useful for combos but doesn't have much utility outside of that I feel.
S.HK- This is a move I've always felt like had potential but it never really showed up. Some people use it the combos they have, honestly not that impressive on its own though. You have better tools for neutral.
Crouching Normals
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C.LP- Great for combos, and really good for tick throws and frame traps since its one of the few normals you have where you're plus on hit. Not much range to work with though for neutral. This move can help set things up for you though, thats for sure.
C.MP- This move is amazing, i'm really mad I haven't been using this move since the dawn of time. 2 clean hits, detonates tears, amazing range, easy to confirm, goodness, gracious. Great move to just keep on pressure at a safe range with smart tear shots and assist calls. Really useful move.
C.HP- Your launcher that detonates tears... thats about it. Great in combos of course, not something i'd call a anti air. Really only utilized for combos and getting your opponent in the air.
C.LK- Love this move, basically C.LP but with range and its one frame less safe on hit. Great for mixups, great for neutral, definitely a move that just helps you get a lot started. This, and S.LP should be your go to moves to get the hits you need in neutral, along with things like C.MP.
C.MK- Strong move, it has good range and since it hits low it can be a good move to check people not watching their feet. A good move used along with an assist and can help you set things up while being similar to C.MP in range.
C.HK- Sweep, never been a fan of it to be honest. I suppose you can get a tech chase game working with it, but with the mixup options you have with safe jumps and tear tosses those type of reads aren't really needed. Its a fun move to mess with though.
Jumping Normals
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J.LP- Very strong move, definitely your go to option in air to air situations. It lets you chain after in the air with any move. Giving you J.LP J.HP as an easy OTG conversion. Great range and great speed, you have to use it sparingly though. Using it carelessly can definitely become a weakness. Great for reading jumps and checking your opponent.
J.MP- Mostly a move just used for combos with little place in actual neutral, it can be used as a great way to detonate tears in pressure setups that J.LP won't reach.
J.HP- Great move, so much range and able to control the screen with it. It can be used to give yourself space in neutral, or to detonate tears in pressure. It can really come through you and help you out a lot as long as you aren't careless with it. Great move along with J.LP.
J.LK- Very under looked move, its fast and covers a space her other jump normals can't cover as quickly. Can be used exactly like J.LP where you can chain it into J.HP for an easy conversion. Basically, if they're above you, don't use J.LP, use this instead!
J.MK- Good move to setup fuzzy guards and pressure, can be used for incredibly tricky tear stuff. Landing on a tear detonation while in this move will pop you upwards for longer air time. So a lot of people like using for certain setups utilizing that. Useful combo tool as well that sets up the restands for you.
J.HK- THIS is my jam, 5 hits, in the current version of the game one will be a high and the rest they block will become a mid. Regardless, INCREDIBLY strong tool for pressure in the corner. Detonates tears for you and keeps them locked in, using this move to its full potential gives them little hope to escape. Very important move to make your Parasoul offense scary.
Command Normals
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Pistol Whip (F.LP)- Another really needed pressure tool, an overhead with decent speed that lets you chain into stronger buttons. Another move that you need to learn how to use and when to really control your opponent in offense and get the hits you need. Great tool.
Coulé (F.MP)- This move separates good Parasouls from sick nasty ones. Very deceiving move where Parasoul stays standing, but it hits as a low. Mixing this up between your overheads will really keep your opponent guessing and if utilized right can make your mixup game incredibly scary.
Lunge (F.HP)- Another one of those moves i've tried to fine uses for in neutral but it just doesn't come together like it should. Covers a incredible amount of range though, and is used in a lot of optimized charge partition combos.
Forbearance (B.HK)- This is another overhead move that will smash your opponent into the ground and pop them up for a very easy follow up. Since you're holding back it gives you a free egret call (roman cancel) to easily convert without wasting your one OTG. Another very important move for your mixup game which we'll go over plenty when we talk about offense.
Spiral Flare (In Air B.LK)- Very KOF-esque move where she will jump forward and doing this move will cause the hitbox to go behind her. This move becomes less and less used over time but its still really strong, its a simple cross up where you just jump over your opponent and this move will go back into them. Multiple hits makes it easy to confirm as well, useful and very tricky move when the time allows.
Authority (In Air D.MK)- Similar to Chun Li's foot stomp in how it is use. Jump on top of your opponent and you'll bounce on the top of them. Press it again... to do it again! This move is one of those situational things where it can lead to nasty pressure and setups if you used right, but it certainly isn't common.
Specials:
Napalm Toss (AIR OK) + (HOLD) (Up to 3 times for ground version)
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----------
Parasoul shoots out a tear, and unlike tear toss, these have a hitbox to them if they touch something, the opponent or otherwise, and ALSO have a detonation hit as well. A incredibly useful and strong projectile, all 3 strengths of the shot have different uses and are all worth using in many situations.
LP Shot- This shot travels horizontally at a fairly slow speed. Extremely useful in close range pressure, and due to how this shot works it lets you link normals and moves AFTER the shot hits. Making it obviously incredibly useful in practically every single Parasoul combo you're probably going to do.
MP Shot- This shot shoots downward onto the ground and bounces upwards diagonally into the air. You can use it as a finisher to combos (such as MP shot into Silent Scope) to get an OTG conversion after. Its also incredibly useful in your spacing game, if you read an opponents jump this can hit them and catch your opponents jump, even if they block it will cut off their momentum. Knowing when to shoot out LP/HP shots and when to read your opponents jump and firing out MP shot is a key component in Parasouls neutral.
HP Shot- Basically the same as LP shot except it moves horizontally at a much faster speed, at the cost of you having more recovery frames. Meaning you can't link any buttons after it up close, that said... HP shot is still very useful as your go to shot to use from full range. Covers the ground game very well and very quickly. Shooting them out repeatedly and setting up your approach around that at times is very important to Parasouls gameplan.
Overall, with LP shot being important in your offense, MP being important in your defense and spacing, and lastly HP being important with your ground control, this special has nothing but good things going for it. Learning how to master Napalm Shot to its full potential is very important for Parasoul.
Napalm Trigger (HOLD)+
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Parasoul stabs into the ground and creates a very tiny explosion. This explosion has absolutely no hitbox whatsoever, but what makes the move useful is that it will detonate every single tear you placed onto the screen automatically. Regardless if you are near the tear, or if you have to wait for it to detonate manually, it doesn't matter. Using this move will detonate them all instantly. Incredibly useful move for confirming tear hits, or to just detonate a tear you need to ignite right then and there.
Napalm Quake (HOLD)+
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Parasoul stabs into the ground and creates a bigger explosion in comparison to the weaker strength. This move has a hitbox of course that hits low, and in terms of utility, its useful for interesting combo extensions involving assists, and being one of your go-to moves to use as a finisher in your combo. This move cancels into Silent Scope (as well as your other supers), and since they're on the ground when going into Silent Scope you're able to get the best possible crumple giving you the best setups. So overall just a good move for combos.
Napalm Pillar (HOLD)+
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Parasoul now stabs into the ground and a giant pillar explodes upward. Often compared to Guile's "Flash Kick" from Street Fighter, this is your meterless reversal with frames of invulnerability. Very useful in combos as well for max damage. It also can combo into all of your supers with ease. A very infamous "get off me" move in this game, it hits fairly high above Parasoul and fairly far away from Parasoul in comparison to other reversals in this game. However, its hitbox is very weak closer to you. So it's very easy to simple jump over this attack or just maneuver from it. So keep that in mind, its a useful tool, but an opponent who is aware can really abuse how it works and will make you put yourself in awful situations. So be weary, definitely a high risk/high reward move.
Egret Call (HOLD)+
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Parasoul calls out to an Egret Soldier and he will appear to say some mumbojumbo. This move will cancel whatever frames you were in, during the move you were using while calling the egret, referred to often as a "roman cancel" from Guilty Gear. It just simply stops any frames you had left from a move. Very useful for combos and compliments B.HK very well.
Good examples and exercises to try with this move to get an idea on how it works...
B.HK into Egret Call. Since you're holding back you have the charge, notice how quickly you are out of B.HK's long animation. You can instantly follow up with a move without wasting your knockdown!
Back throw into Egret Call. You're mid screen and you do a back throw and you try to dash over and convert but you're too slow and you can't do it... well not to worry! Do the back throw and during the animation of it keep the charge, as soon as you throw your opponent call out the egret. You will cut out the rest of the frames where you would be stuck in the back throw, and now you can dash over and convert very easily!
Egret Dive (HOLD)+
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You call out one of your Egret Soldiers and he dives right in front of you, shielding you from projectiles. He will absorb any projectile hit until he falls back onto the ground, and he will instantly stop as soon as he is hit by a non projectile attack caused by your opponents point character, the Egret wont go away if hit by an assist.
This move is just okay, without a doubt her least useful special move. It can be useful in a matchup or two and it can help you get yourself out of certain situations, overall though it isn't as useful as you'd think in practice.
Egret Charge (HOLD)+
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Parasoul points her finger out and a Egret Soldiers appears on a motorcycle and travels across the screen fairly fast. He sticks his hand out and if the opponent gets hit by it, he will grab them and hold them against the ground until he hits a corner and will bounce them against the wall. Hitting this counts as a grab, but it hits as a mid and can be blocked. Hitting Parasoul in any fashion during the first 20 frames move will cause him to slow down and travel through the screen at a slower speed, and he will have no hitbox whatsoever.
This move is pretty good and works in a lot of ways. In neutral... its only okay, reason being is that all you have to do as the opponent is hit it and it becomes useless. However, using it in a midscreen combo or off of a backthrow gives you a guaranteed corner carry. Which is EXTREMELY important for Parasouls game plan. Using this move and canceling it into Silent Scope is also a very useful way to make the opponent come closer to you if you get the hit from full screen. This move is definitely useful i plenty of ways.
Supers:
Silent Scope (Lv.1) +
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Parasoul "makes the call" for one of her Soldiers to take the shot and bam, the shot is made no matter what and it will instantly come out. Without a doubt one of the most useful supers in the game. Its completely safe (pretty sure) on block from full/midscreen, so as long as you aren't point blank next to them you don't have any real risk in throwing this out. If you hit them on the ground, it will put them in a crumple state which can lead to really strong offense, and if you hit them in the air it will force them to the ground automatically. This move is also useful to DHC into, because it will hit anywhere on the screen, it is impossible to miss. If your opponent is knocked down or unable to be hit by the super, it will lock onto the opponent for 60frames before firing. So it WILL shoot as long as they're up on the ground in those 60 frames. Really really useful super. Your go to one meter finisher, your go to move to dhc from and into. Get to know this super.
(Note: I will be referring to this move as "sniper" or "sniper shot" very often.)
Motor Brigade (Lv.1) +
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Parasoul points her finger out and a squad of Egrets riding motorcycles appear and travel fairly fast across the screen. 6 of them appear which means 6 hits, and unlike egret charge, they all just hit the opponent and have no grab hit or anything like that.
This move is useful, it can be used in combos at times to optimize damage a little more over the setup that snipers provides. So long as you find an efficient way to land all 6 hits of the super. After you Pillar as a reversal, people tend to go into this super if it hits or on block. This isn't as strong as it used to be in my opinion, if they block pillar they can EASILY punish you while you're in this super from point blank, so not only did you get punished because they baited your reversal, but you also just wasted one meter. Secondly, even if you hit them and it goes into bikes you don't get much off of it and dhcing from the super can be tricky for other characters. Confirming the hit from Pillar and going into Sniper is incredibly more useful for many characters.
However, this move has plenty of uses outside of combos. It can play a big part in controlling space, integrating this with tear shots and tosses, forcing your opponent to block to give you control of the neutral and causing chip damage. Similar setups can be used in the corner, this super definitely needs to be experimented with and utilized more in defensive and offensive situations outside of just using it after Pillar. I'll go into it in greater detail once we reach that part of the guide.
(Note: I will refer to this move as "Bikes" very often.)
Inferno Brigade (Lv.3) +
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Parasoul and 4 other Egrets squad up and just sling them bullets. Its a multi hitting projectile that does around 60 hits or so. The damage itself isn't that strong compared to other level 3's but this super has a lot of great things going for it. It is incredibly easy to combo into, and its incredibly easy for most other characters to DHC into it. The most important thing however is the ability to Egret Call after it. Thats right, when you do this super, charge back and do Egret Call, you are now free from the animation and can move around freely while the move is still out. Making this super completely safe on block as long as you do this, it also gives you the ability to follow up after this LV 3 from anywhere on the screen. Keep in mind though, this super actually invulnerability frames by itself. However, going into Egret Call from the super will cancel the invincibility, so keep that in mind. Like I said, not the most damaging LV3 in the game by any means, but it can definitely be a great way to spend the meter.
Taunt:
Bâillement ,,,
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Parasoul yawns, similar to Chun Li's taunt in Third Strike. It makes the Egret Say "Excuse Me Princess" next time you use Egret Call. So yes its useless, some people have actually incorporated burst baits with it since her hitbox kind of moves her back. Thats STRICTLY for flexing though and isn't really reliable. Never do this unless you're messing around basically.
Chapter 3: Team Synergy
So, now you understand Parasouls moves a little better. Now we have to go into the next thing you have to figure out for any team game. Finding a team!! I will first go over the possible ways to play Parasoul in any fashion (Solo/Point/Mid/Anchor) and we will then approach every character and the synergy they have with Parasoul. Lets begin!
Solo Parasoul:
Playing solo with any character in this day and age is a struggle, and overall I feel Parasoul is about... upper mid or so in terms of solo viability. I feel like her DHC synergy she has with a handful of characters in this game is just too good to pass up, and the assists this game provides can make her even scarier offensively and defensively. On top of that, the assists that she can provide for other characters is also incredibly useful. She certainly isn't one of the weakest solo's, she just isn't one of the strongest. She gets way more damage compared to her being in a duo or trio, but without the utility of assists and DHC synergy I feel that the character is just wasted potential as a whole.
Point Parasoul With Assists (Duo/Trio):
Definitely the strongest way to play Parasoul without a doubt, this can be said for practically every character... BUT you get 1-2 assists to help your character process pressure and neutral, but I feel that this really helps Parasoul compared to characters that have no issue playing mid or anchor. This is definitely the position most dominant Parasouls will put her in, because the tools she gets with additional assists is great, and her supers make dhcing into other characters very simple and intuitive. So overall, the most optimal way to play this character.
Mid Parasoul (Trio):
In my personal opinion this is by far her weakest/most awkward slot to be placed in with a team. Chances are the DHC synergy between the first character and Parasoul are not super strong in terms of said character switching TO Parasoul. I feel that she is a very strong character to start and finish with, but to be the bridge between two characters I feel is not her strong suit in a team whatsoever.
Anchor Parasoul (Duo/Trio):
2nd strongest choice, for sure. Chances are, the assist you equipped her with helps the other characters you have on your team. She also makes great use of whatever meter she could have at her disposal in the end game, during the final plays of a game, she can be REALLY good with meter to punish mistakes your opponent is making. Which can make them fall apart indefinitely. Now, obviously without assists she might not be at her peak, but with all the meter she has at her disposal (hopefully) and if you approach whatever matchup comes your way safely, you can definitely be able to clutch it out and make it happen.
Parasoul Assists:
So if you want to construct a team, these are your go to assists i'd run to ensure Parasoul pulls her weight when she isn't in play...
Napalm Pillar
Napalm Shot (LP)
Napalm Pillar is a great defensive assist and can help you cover space very well and is a good "DP" assist with invul. Definitely the main pick for most Parasoul teams.
LP Napalm Shot is also really good, it can help with spacing and it can help you setup amazing offensive situations.
MP Napalm Shot, and Egret Charge also have some use to them and can be fun mess around assists, but I wouldn't recommend it for optimizing a team.
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Character by Character (Alphabetical Order):
NOTE- These character write ups will be based off of Parasoul and that characters synergy in a DUO setting only. Running a trio requires synergy between ALL 3 characters and this is simply discussing Parasoul, it will be up to you as a player to see how a trio with Parasoul will work. However, with all this information you will hopefully be able to make a more educated decision on how to construct a strong duo or trio with Parasoul.
So just keep that in mind (Parasoul/Character) (Character/Parasoul)
(Warning: A lot of this is simply just my opinion and not the end all be all of Parasoul synergy, this game is very gifted in the sense that if you REALLY want to make it work, you can. This is simply just my humble opinion on how to help you optimize your team in the best, and cleanest way possible. So keep that in mind!)
Beowulf:
Recommended Order: Beowulf/Parasoul
Beowulf Assists:
Hurting Hurl +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Beowulf:
I really do not think that the synergy is really all that here. Hurting hurl can kind of help you out but overall Beowulf doesn't really provide assists or DHC synergy that really makes Parasoul all that more intimidating.
Beowulf/Parasoul:
While Parasoul in front of Beowulf might not be that strong, Beowulf with a great assist like Napalm Shot is incredibly scary. It can setup amazing offense for Beowulf and gives you great pressure strings because of how tear works, very scary in this order.
How to make it work:
While this kind of synergy (one being good one being weak) is not the signs of a great team, this may not be one of Parasouls greatest partners. That said, you can make this very possible if you run point point Beowulf and have a mid character that can do the following... good dhc options from Beowulf, has an assist that compliments Beowulf (and Parasoul to a lesser extent), and works well with LP Napalm Shot assist. Which character do you think I mean? You decide!! Thats just my advice, I feel having a strong mid between Beowulf/Parasoul can make this setup more then possible!
Big Band:
Recommended Order: Parasoul/Big Band
Big Band Assists:
Beat Extend +
Brass Knuckles (HOLD)+
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Big Band:
This is another composition that I just don't think is all that strong, Beat Extend in my opinion does not help Parasoul like you think it would and neither does Brass Knuckles. The DHC options as a whole are weak, you have better anchors to work with.
Big Band/Parasoul:
I don't feel like point Big Band is really that optimal, but from what i've messed with you do get a lot of things going for you with Napalm Shot assist. That said, once again the DHC synergy between these two just isn't all that strong.
How to make it work:
Big Band in my opinion is easily one of the weakest partners for Parasoul. While it is possible to make it work with a strong mid between the two in a trio, I really feel like the synergy is incredibly lacking and you have far better options. If you must work with this though.. Parasoul point, someone that works well with Beat Extend and has a good assist/DHC options for Parasoul, and Big Band.
Cerebella:
Recommended Order: Parasoul/Cerebella
Cerebella Assists:
Lock N' Load +
Cerecopter +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Cerebella:
Okay here is a strong duo, Cerebella compliments Parasoul very well. You can use Lock N Load if you prefer to have a stronger ground game and more damage in your combos, LNL can really help beef up Parasouls damage. Or, you can use Cerecopter and make your offensive and hit confirm game even scarier! Putting them in blockstun for that long really opens up Parasouls possibilities for setting up tears and making her offense even more difficult to deal with. Both assists work, it really is your personal preference as a player. The DHC potential is also very much there, Sniper into Dynamo in the corner can give you a free Bella conversion once Dynamo ends if you didn't use knockdown and have undizzy to work with, and Sniper/Dynamo just on its own does great damage.
Cerebella/Parasoul:
This is also very strong! Cerebella works very well with Pillar, and while Napalm Shot i'm sure also offers plenty of setups. I think having a tool like Pillar defensively and in the neutral can really help Cerebella in plenty of ways. The mixups you can get working with Pillar is already dirty enough to make it happen.
How to make it work:
Parasoul point with Bella anchor is a very strong team. Putting someone in-between them as a mid that compliments them both can also be a good choice, but this as a whole is very strong. Cerebella has such a strong offensive game that she really doesn't need assists to be scary, which is why she is such a strong anchor. Parasoul can build her meter for Bella to have access to her LV3 when she comes in which is already great. The DHC synergy is definitely there both ways. Very very strong duo, one of her best partners for sure!
Double:
Recommended Order: Parasoul/Double (;3)
Double Assists:
Hornet Bomber +
Hornet Bomber +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Double:
A true Parasoul bread and butter, Double has been there for her since the beginning of this game, and some may argue that synergy is at its best! You have access to LK and MK Bomber, the more the game moves on the more I truly feel like you HAVE to just play LK Bomber, it really is one of Parasouls best assists to work with. Though, if you prefer a more ranged Parasoul, or run a team that is in need of it, MK Bomber works well too. The DHC synergy between the two is simply amazing, Parasoul can sniper into Double's monster super for setups and conversions beyond your wildest dreams! It also works as a safe DHC, along with catheads! Meaning that as long as you have 2 meters you can turn any failed reversal with Parasoul into a safe gateway of Double pressure.
Double/Parasoul:
Just like Cerebella, you know this duo is strong because regardless of which way it is setup, its still very strong! Double gets so much with Pillar, you can cover so much air, you can get amazing conversions, and very safe mixups utilizing it. Napalm Shot is also a very tool to use to strengthen your mixups and corner game, but I definitely prefer Pillar. The DHC synergy is not as good as Parasoul/Double, but still very strong and useful.
How to make it work:
Similar to Parasoul and Cerebella, you can make both orders work and you can really just pick and choose which order you want to play based on personal preference or matchups. The synergy is just really on point. Parasoul/Double/Anchor, Parasoul/Mid/Double, and just the duo itself are all very strong combinations. Easily one of Parasouls best partners.
Eliza:
Recommended Order: Parasoul/Eliza
Eliza Assists:
Butchers Blade +
Dive of Horus +
Osiris Spiral +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Eliza:
This a solid duo, not one of the best but not even close to weak. Parasoul can get a looot of strong things going with all 3 of the Eliza assists. People seem to prefer Butchers Blade and Horus for the most part, its just up to you if you want Horus for setups and neutral or Butchers Blade for just raw lockdown. DHCing into Eliza offers nothing but very strong damage.
Eliza/Parasoul:
Parasoul surprisingly doesn't compliment Eliza as well as I thought she would when I was messing with this composition, but like I said above it definitely isn't awful. Napalm Shot can set up really strong mixups for Eliza, and Pillar works practically just as well, just a preference thing there and how confident you are at getting confirms off of Pillar. DHCing into Parasoul isn't nearly as strong compared to the other way around.
How to make it work:
Its strong, but not one of the best. Definitely recommend setting up Parasoul point, having someone in the middle that will help compliment Parasoul and to a lesser extent Eliza. Lastly, have Eliza be anchor with the assist of your choice. Just make sure your mid works well with that assist choice. That has the potential to be a very strong team, so the synergy is definitely there, just not as seamless as other choices.
Filia:
Recommended Order: Parasoul/Filia
Filia Assists:
Updo +
Hairball +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Filia:
While this team has quite the issue putting out damage compared to other Parasoul compositions, this is a very good team with strong synergy. Hairball has some uses with Parasoul as a way to setup the ground game but Parasoul really shines with Updo assist. A great defensive assist as it also covers a great set of space that really helps Parasoul out. It really works out because Parasoul has no issue converting from an Updo hit. Like I said earlier, the DHC synergy is definitely not the most intimidating damage wise, but its definitely there in utility. Reversal Pillar into Sniper, dhcing into Gregor gives you the "in" with Filia and lets you set up Filia's astonishing offensive game. Lastly, thanks to Parasoul's S.HK in the corner and Filia's raw tag, you can combo Parasouls S.HK in the corner and easily raw tag into Filia and if you didn't use your knockdown you can get an OTG conversion with Filia. Depending on your undizzy this can lead into good damage, and regardless, it puts Filia exactly where she wants to be... being offensive while your opponent is in the corner.
Filia/Parasoul:
Not as strong as Parasoul point, but still very good. Filia with something like Napalm Shot really is a scary sight, it gives you conversions and mixups that really help Filia shine even more. Pillar is useful as well as a defensive assist, but over time it seems very clear that LP shot is the way to go. It just sets up so much strong stuff with Filia's pressure game. The DHC synergy is also strong, Fenrir or Gregor into Sniper Shot or LV3 are all useful.
How to make it work:
Parasoul point with Filia anchor or mid, this team as a duo is great but putting a strong anchor behind the two would make for a great team as well. This team offers a lot of utility and trickery, they both compliment each other rather well if done correctly. Due to the nature of the team though, you have to play a more patient, pick and choose the situation type of Parasoul. Since chances are you'll be using Updo, you don't have much intimidation in terms of forcing your opponent to block, so you have to really work to establish offense. That said, you can get the hit very efficiently with good Updo calls and a strong patient, read based play with Parasoul. This pretty much could be said for Parasoul in general, but I feel Updo really lets that playstyle shine!
Fukua:
Recommended Order: Parasoul/Fukua
Fukua Assists:
Platonic Drillationship +
Forever a Clone +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Fukua:
Very strong synergy between these two, drill has to be one of the most useful assists to help Parasoul. It makes your pressure and confirms so strong and really helps control your already amazing ground game. However, if you're already running a lockdown assist on the team of a trio, Forever a Clone (MK) might be a great way to help you play neutral, and can lead into very streamlined set-play thats very strong. So its up to you really on what you want the assist to do for Parasoul. The DHC synergy is great, Sniper into BFF is strong and can lead to followups from Fukua if undizzy permits. In the corner, sniper into her Drill Super on the ground can do great damage. Lastly, simple calling sniper from a far range into Fukua's fireball super can be an efficient, and safe way to get Parasoul out safely.
Fukua/Parasoul:
Works well this way as well, Fukua already has a very strong neutral game, and having something like Pillar as an assist just helps sell the point home even more. It can also lead into some great offensive pressure utilizing your command grabs and high low game. Napalm Shot I'd imagine could also be use for some tricky stuff, but it seems that Pillar just provides more overall. The DHC synergy in this order is just as strong, you can fireball super into sniper shot for hard knockdown, BFF into Sniper for hard knockdown, and in the corner you can end a combo with drill super and DHC into Sniper. This is especially strong not only because of damage, but Sniper will shoot your opponent down to the ground for Parasoul to setup pressure along with Fukua's assist. Very scary.
How to make it work:
Fukua is another one of those characters that works incredibly well with Parasoul, the assists, the damage, the DHC's, it just all meshes together really well. Parasoul/Fukua can do just fine, or having Fukua run mid or anchor works depending on your 3rd. A lot of ways to make these two work together.
Ms. Fortune:
Recommended Order: Fortune/Parasoul
Fortune Assists:
Fiber Uppercut +
Parasoul Assists:
Napalm Shot (LP)
Napalm Pillar
Parasoul/Fortune:
This composition is not as strong as some players might claim. Parasoul with Fiber Uppercut is okay because she is one of the few characters with the ability to convert off of it if the spacing is correct (with J.LP or J.LK into J.HP) and even then its hard to pull off consistently because some situations just won't let you. So you have to use it as a defensive assist strictly at times. The DHC synergy is pretty good though, DHCing into Cat Scratch Fever does do decent damage, but just how little the assist helps you can be pretty crippling.
Fortune/Parasoul:
This is far stronger, having Fortune run Napalm Shot with her mixups is incredibly strong. It gives you so much creativity and setups to work with, the only problem is the DHC synergy is rather weak between the two. Sniper shot after a lot of Fortunes supers are not as strong as you'd think it'd be. Fortune with Shot though really is strong though, that alone makes this workable.
How to make it work:
The synergy with just these two is truly not that strong. Though similar to Beowulf, if you run Fortune point, have someone in the middle that meshes well with Fortune and Napalm Shot, and have Parasoul 3rd you can make it happen. These two really can only work in a trio I feel with someone in between them, so while it is possible, the core synergy isn't as strong as other options you have.
Painwheel:
Recommended Order: Either, too close to call
Painwheel Assists:
Cruel Lily +
Gae Bolga Stinger +MP
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Painwheel:
These two have always had great synergy together, Cruel Lily is a great lockdown assist for Parasoul if you set it up correctly. Giving you amazing confirms and pressure if done right. On the other hand you also have MP Stinger which can be useful if you want to help Parasouls ability to approach. The DHC's with this team are just great, Sniper into Death Crawl is great damage, Sniper into Hatred Install on hit on block is completely safe. On hit, if undizzy allows it will give you access to really powerful Painwheel Hatred Install combos. Another amazing thing about these two is with the help of Parasouls S.HK in the corner and Painwheels rag tag, you can get really efficient raw tag combos to take place with Painwheels great damage. These two set it up very seamlessly and it plays right into Painwheels gameplan of wanting to get your opponent in the corner.
Painwheel/Parasoul:
This order is just as strong if not stronger as Parasoul point. Painwheel with Pillar really helps her very heavy air based neutral, you can convert off of the assist very efficiently and it makes for great setups everywhere on the screen. Shot IS an assist you can use but you don't really have a reason to use it over Pillar honestly. Painwheel controls space very well with Pillar on top of great DHC options, death crawl into sniper does great damage and can setup amazing stuff for Parasoul. On top of that, getting a clean thresher (air super) with Painwheel can DHC right into Sniper for the exact same scenario as the previous DHC. Both supers can just lead for amazing setups for Parasoul.
How to make it work:
Parasoul/Painwheel in either order is a really strong team. The DHC's are great and the assists compliment each other so well, if you want to run a trio... Parasoul/Painwheel/Anchor or Painwheel/Mid/Parasoul are great ways to make it happen. Not much else to say, the team really does speak for itself on how efficient it can be when you put in the work for both characters.
Peacock:
Recommended Order: Peacock/Parasoul
Peacock Assists:
Screwball Cannonball
Boxcar George +
George at the Air Show +
Shadow of Impending Doom +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Peacock:
Weak synergy in this order, Peacock is a character with a bunch of assists, but none of them are really that amazing. Just pick and choose and see which ones helps your Parasoul the best, if you want pressure assistance I recommend S.HP for sure, its really just preference. The DHC options are alright, Sniper into Argus does good damage and can confirm from full screen. Anything into Lenny is a safe DHC which is useful I suppose. At the end of the day, Peacock is very much like Valentine where she NEEDS to be on point to reach her full potential, and she doesn't really work anywhere else.
Peacock/Parasoul:
This is a little better then the other order, but not by much. Peacock with only Pillar is not that useful because you don't have anything to help Peacocks zoning game at all. Peacock with Napalm Shot though isn't too bad, it can really be aggravating for the opponent to deal with, the only issue with this though is that Parasoul as an anchor doesn't compliment Peacock and what she wants to do. The DHC's are simply not that strong, just very basic. Most importantly, Peacock is still arguably the best meter builder in the entire game. So if Peacock builds all this meter for Parasoul to come in, nothing all that intimidating happens. Yes you have LV3, but it does not have such a game changing effect compared to other LV3's. The characters just don't compliment each other as all that well together.
How to make it work:
Now they might not work too well together, however if you can find a good mid character to put in-between the two you an definitely have a strong trio. The key would be to put Peacock front, and you would need a mid character to do all of the following...
-Uses the meter Peacock gives her
-Supplies Peacock with an assist to help her zoning game
-Works well with Pillar or Shot
-Can DHC from Peacock rather well.
So Peacock/Mid/Parasoul can be strong, or Peacock/Parasoul/Anchor HAS potential if the anchor has an assist that really helps Peacock as well as Parasoul.
Robo-Fortune:
Recommended Order: Parasoul/Robo-Fortune
Robo-Fortune Assists:
Theonite Beam +
Headrone Impact +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Robo-Fortune:
These characters have some decent synergy for sure. Theonite Beam is a useful assist to help you cover space and force them crouching to avoid it, which can work in Parasouls favor at times. Headrone Impact (Mine) also has shown its use in helping Parasoul keep control of the match with this assist alongside with shots and tosses. Both are very capable of being strong assists for Parasoul, and on top of that the DHC options are really strong. Sniper into Magnetic Trap after a Reversal Pillar hits clean and can setup well for Robo. From full screen confirming Sniper into her Beam super can also work wonders. Sniper into Beam super as a combo finisher will also do great damage, as you can just pick and choose how much meter you want to spend.
Robo-Fortune/Parasoul:
Robo seems to have no issue utilizing Pillar to help her neutral, its a great way to help her control space and cover a spot of the screen she has an issue with. Having a defensive assist such as Pillar also helps Robo out extremely, Napalm Shot also has potential to help your mixup game by giving you great setups with it. The DHC's in the corner seem strong as well as full screen, confirming beam into Parasouls LV3 super can be efficient. As well as confirming Magnetic Trap into Sniper to give Parasoul a good setup for pressure.
How to make it work:
These two have great synergy between the two of them, but... its just something about the two together that doesn't seem strong enough without a third. I feel like as a duo the team is not one of the best, but having an anchor behind the two, with an assist that helps both Parasoul and Robo, can make a really solid team. Parasoul/Robo/Anchor would definitely be the way to go to optimize these two, give Robo an assist to work with, and give Parasoul two different assists and you can totally make it work.
Squigly:
Recommended Order: Parasoul/Squigly
Squigly Assists:
Drag 'n' Bite +
Cremation +
Parasoul Assists:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Squigly:
I feel like this composition is very under-looked and these characters definitely compliment each other. These two together certainly won't be able to pull out the damage, but Parasoul with Drag N Bite can really set up amazing pressure and mixups. Cremation does as well, its really just preference on how you want to go about your pressure. The DHC's are strong too, Sniper into SBO if spaced correctly can lead into a conversion on hit and safe pressure on block.
Squigly/Parasoul:
Also a strong way to play the two together, I feel that both of Parasouls assists can compliment Squigly very well. Pillar if you want a better control of the air game and are confident in your confirms, and LP Shot if you want a better mixup game and a ground game with less holes. The only problem is that the DHC's into Parasoul are not really strong. All you really have going for you is that if you SBO them and they're in the corner you can DHC into Bikes and get an easy conversion from it. Outside of that and long range SBO's into Sniper or Bikes being a safe DHC, not much is there.
How to make it work:
This is a duo thats okay on its own but if you put an anchor behind the two of them, with Parasoul point and Squigly mid, you totally have a strong team. Parasoul with Drag 'N' Bite or Cremation is just too good to pass up, just give yourself an anchor with a good assist for neutral and for Squigly, and have Squigly have decent enough ways to DHC into your anchor, and you're in business. Definitely has potential for a strong composition.
Valentine:
Recommended Order: Valentine/Parasoul
Valentine Assists:
Kakushi Caliper +
Thoracotomy
Mortuary Drop +
Parasoul:
Napalm Pillar
Napalm Shot (LP)
Parasoul/Valentine:
Without a doubt, the worst partner for Parasoul. None of her assists or DHC's are really assisting you in any useful way. You're basically playing solo Parasoul if you're in this situation with potential at a few tricky setups. They just don't work well this way.
Valentine/Parasoul:
Miles better in comparison to the other order, but still not as strong as people claim it is. Valentine with Pillar is useful because of how well the assist compliments Valentine neutral, Napalm shot i'm sure also gives you great options for pressure. That said, the DHC synergy is just as bad in this order too, you can set up safe DHC's but really all you get is more damage at the finisher of your Valentine combo.
How to make it work:
Pillar with Valentine is the only synergy these two really have. Putting Valentine point is required, and then you just have someone between the two of them that can work with Pillar and do your best to make it work. The team as a trio has SOME potential, but you have better characters to use with Parasoul, and you have better characters to use with Valentine. If you REALLY must... Valentine/Mid/Parasoul is what i'd recommend, but you really should avoid running this if you want to optimize Parasoul OR Valentine.
TL;DR:
Characters that have the strongest synergy for Parasoul are...
Double, Cerebella, Fukua, Painwheel, and Filia in any order.
Characters that have strong synergy for Parasoul but lack just a little bit are...
Squigly, Robo-Fortune, and Eliza in any order.
Characters that don't have that much synergy with Parasoul but you can make it work if you switch the team around to base it off the other character are...
Beowulf
Peacock
Fortune
Big Band
Valentine
Double, Cerebella, Fukua, Painwheel, and Filia in any order.
Characters that have strong synergy for Parasoul but lack just a little bit are...
Squigly, Robo-Fortune, and Eliza in any order.
Characters that don't have that much synergy with Parasoul but you can make it work if you switch the team around to base it off the other character are...
Beowulf
Peacock
Fortune
Big Band
Valentine
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