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Oarasiyk :Parasoul Clone

Tank

I argue till I'm wrong or right
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Parasoul Robo Fortune
Given the nature of how Fukua's name was made from Fillia's name, the typeist right hand was shifted one letter block to the left while he tried to type Filia, This is how we get the name of Parasoul's Clone.

So welcome

Oarasiyk

parasoul_clone.jpg


Seeing as Filia was a close quarters fighter and Fukua is more of a range fighter Lets discuss what it would be like to have a close quarters Parasoul clone. When discussing new moves refer to moves and graphics that parasoul already has as you describe her new properties.
 
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Parasoul is already close quarters though.

Make this shawty zoooooone. Peacock type shit feel me?
 
Too bad Mike said he would not do any other clones :P
 
That Napalm effect looks cool as fuck can we get a palette with that please
 
Really cool Idea. Im just thinking Because Parasoul Is a charge/Mix-up character with lots of option, trying to find the oposite would be hard. However, Parasoul's big thing is that she is slow with less movement options. So make Oara quicker more agile and giver her more :QCF::QCB::DP:'s to change it up from her holding:B:or:D: for most attacks.

-Just a few ideas (I might put up the frames later)

  • I was kind of disappointing the the Kriegs canopy was used rarely ( Airthrow, Snapback, Jmk(?) pushblock). Make those frames some attacks, (Airthrown ending animation could be her new Launcher
  • All of the Napalm/trigger/ quake/ become her normal kicks. 3 quick stabs to the ground.
  • Egret dive is faster and and an overhead attack (like Phenoex wrights assistant in umvcc)
  • Giver her back Double's gun frames, but make the :QCB::LP: stagger perhaps
  • Jmk is the new double jump and jumping :D::MK: her new jumping :HK:
  • Egret bike now appears next to her rather than across the screen as her new grab. (Maybe she has space hide/ghost army powers?)
  • Summon some of the lvl3 egrets as specials and not supers, or make it a different styled super with only one wave of bullets/tears.
  • Her old grab combined with Back hard kick as a level one super.
  • The naplam toss animation kreig spin can be a physical attack
  • Her sweep can be a super with exted animation and traveling like Death crawl.
  • :HCF::P: summon sniper tears at fixed points and cannot be detonated by hand (like Battle opera but smaller)
  • Lvl three supper Traps the opponent in one big tear then BOOM
  • Still trying to think of a dragon punch for some variety

Hope this helps
 
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No, just NO!

Fukua was a gift, you don't ASK for gifts, you receive them
 
Fukua was more like a lump of coal.
 
Fukua was more like a lump of coal.
the best lump of coal ever :P
 
I have so many ideas too bad I cant implement and experiment w/ them.

-Make the Lugar a flame thrower with the naplam effects. Maybe liz ZS samus's stun gun whip
 
I like where starry eye is going whith the open krieg animations. Also not "ghost egrets" how about shadow egrets that sounds cool. The shadow egreets will be mono tone and partly see through like fukua's shadow attacks.

Normals
Oara's j:LK: is reversed spiral flare like doubles. Oara still gets the regular :B:j:LK: spiral flare too.
Oara's :HP: is Double's :MP: luger shot. Think about peacocks :HP: and thats kinda like what Oarasiyk will have.


Specials
I was thinking her grab break animation could be used like a counter. That once it is hit she does the following (and i'm building off of some of your ideas) These counters could be good assists too.:

  • :RDP::LP:(counter activation)(air ok) she does the tear toss animation with an attack on the twirl. In the air she does the air twirl animation. The attack can then link to light attacks. The :LP: version can be held down to extend the counter period. You can be grabed out of the counter animation.

  • :RDP::MP:(counter activation)(air ok) she does :F::HP: animation and staggers the opponent. in air she does the j.:MP: animation but the animation is rotated so she attacks more horizontally. The air version has alot of hit stun. The :MP: version can also be held to extend the counter period but not as long as :LP:. You can be grabed out of the counter animation.

  • :RDP::HP:(counter activation)(air ok) she does part of her lvl 3 animation to shoot off 3 "sticky tears". In air she does the air push block animation. when on the ground one tear goes:UF:another:F:and the last one going:DF::UF: like parasouls :MP: tear shot. when in the air the tears go :F:,:DF:, and the last one goes:D::U:. when they hit the opponent they stick to the opponent until they explode. They don't go away if you get hit. you can't combo off this unless you use a super or assist. You can be grabed out of the counter animation. You CAN NOT extend the counter period of the :HP: version. you can be grabed out of the counter animation.

The Shadow egrets can work like sub zeros ice clones. When parasoul calls one they stand on different parts of the field in front of her. Calling these shadows doesn't interupt the action Oarasiyk is currently doing. So she can go :LK::Arrow::MK::Arrow::QCB::MK::Arrow::HK::Arrow::QCB::LK: if she wanted too. The shadow egrets sort of function like calling assists in the middle of your normal attack string. So she can only call them during normal attacks just like assists.

if the opponent touches them they trigger or Oarasiyk can input the same command to set them off by herself. Attacks can get rid of them. Since the egrets don't have turn around animations they won't turn around if the opponent goes on the other side of them. If this happens they automatically do their attack.
  • :QCB::LK: parasouls :LK:egret animation comes out in front of Oara. For Oara the shout is a weak attack. that can help her link other attacks. If the opponent is close he will auto shout or Oara can enter :QCB::LK: again to make him do it.
  • :QCB::MK: using parasouls dive egret animation Oaras shadow egret floats in mid air above Oara almost completly see through in a crouching position ready to jump out. (there is a frame in the black egret animation that would suit this idea) this shadow egret is a command grab that grabs the opponent and bounces them off the ground as he comes down out of the air and plants his fist on the ground. Oara can make him grab by entering :QCB::MK: again.
  • :QCB::HK: This uses parasouls tag out egret animation. The shadow egret comes and waits on his motor cycle beside Oarasiyk. He DOES NOT activate if an opponent is near. if Oara enters :QCB::HK: again while she is near him she'll hop on back gain some invincibility and zoom across the stage on back hiting anything in her way launching them into the air. This will cross onto the other side of the opponent even if they block it. Oara can jump off the bike anytime to either stay safe or continue the combo.
Oarasiyk can only have one of each shadow on the field at a time but she can have all 3 shadows on the field at the same time. If she gets hit they all fade away.

Supers
:QCF::PP: (air ok) parasoul does her her burst animation and sends "sticky tears" in six directions. all the tears bounce off of the boundries of the screen up to three times or until they hit the opponent. The tears that hit the opponent get stuck to them. they eventually explode

:QCF::LP::LK: (air ok) this is a grab super. Using parasouls grab animation Oarasiyk calls two :LK: shadow egrets. in air she blasts the opponent downward with parasouls j:HK: animation. The shadow egrets go on both sides of the opponent and start having a shouting match using various dialog with the opponent in between taking damage. Oarasiyk stands off to the side in the napalm quake animation with the "annoyed speech bubble" above her head. (the speech bubble from egret call)
She continues to get annoyed then she does doubles :LP:luger shot animation. the cross hairs focus on the opponent in the middle then she shoots her pistol. The opponent flys backward and bounces off near by walls.

Other Animations
Oara's new entrance can be her parasouls j:MK: animation and she comes in like death marry poppins.

her win animation can be her talking on her walkie talkie or she just rides away on a "shadow egret" bike.

parasoul's forward ground tech animation would make a good attack too but idk what to do with it.
 
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Ok so Ive put together a more extensive move set. I guess my Origin story For Oarasiyk is a jelous fir witch who takes on the form of the crown princess out of jealousy and the need for chaos. (its dumb I know) She has more fire power ans summons shadow familiars known as crows to counter the egrets.

:RB:Movement and Poses:RB:
Intro: Missed Jumping:D::MK: ending in explosion upon impact.

Win poses: Marry Poppins or reverse Intro pose

Tagged in and out: Napalm pillar into disappear/reappear. (like peacocks)

Losing animation. Normal or napalm pillar into Crumple (messed up tag out)

Double Jump: Jumping:MK:

Air dash: normal dash with tear stepping stones.

Out take: :F::HP:
:OB:Normals:OB:
:LP: same

:MP: same (or Napalm toss animation. Would hit 2times)

:HP: Canopy hit from Outtake (causes Wall bounce)

:LK: Same(Hit 3. Has small sparked)

:MK: First part same. Second hit :F::MP:

:HK: Napalm quake hit twice w/different effect, (Causes hit stun first time in combo. Bounce second time in combo)

Cr:LP: Same

Cr:MP: Same with only 2 hits and a small Napalm pillar effect

Cr:HP: Launcher from Air grab

Cr:LK: Same(with flame affect)

Cr:MK: Same(2 hit with flame)

Cr:HK: Same (With napalm effect, pushing the appointment farther ,maybe add wall bounce.)

J:LP: Same.

J:MP: Same but more horizontal

J:HP: Unsure but not the same

J:LK: Spiral flare reveres hits 3 times

J:MK: Old j:LK: with spiral foot. Hits also 3 times

J:HK: Old Jumping :D::MK: sending the opponent down

:YB:Grabs:YB:
Ground: Egret bike apears from next to Oara. drives not very far before floor bouncing them and disappearing

Air: starts the same and ends in jhp

:GB:Specials(Work in Progress):GB:

:HCF::P: Flame Lugie: Takes doubles animations and makes them flame throwers
:LP:Hits Low 3 time and has stun
:MP:Hits meduim and has the most hits (4-6)
:HP:same as :HP: shot but is a ricocheted flame with close range. (good for anit air)

:HCB::K: Crow Summon: (air OK) Summons Crows in front or Oara

:LK: Crow call: Shouting egret, has stun and hits 2 times
:MK: Crow dive Diving egret hits as an over head quickly with small flame when he punches the ground. (in air causes floor bounce)
:HK:Crow shot Summons a rifle Crow from Papasouls Lvl 3. They shoot 3-4 times quickly (angled down in air)

:Blue:Supers(Work in progress):Blue:

:QCB::LP::LK: Super grab. Uses old Grab animation into :B::HK: with flame foot to ignite the blob throwing the player high
(wallbounce)

I like Tanks Idea with a little change.
:HCB::KK: Crow fight: Does the walky talky animation and the 2 Crows do the shouting match still she get annoyed in the walkie talkie pose and does the cross hair shot with with the same effect. (maybe the Forward Tech animation can be added instead of the shot, kick the opponent)

:HCF::KK: (air only) Fire to the rain. Acts similar to Timpani drive. jumping:HK: animation with a rain of flame and tears as Oara floats across the screen with a water fall of death.

Still working on level 3 and 5