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I thought I'd just post my questions, but then I noticed that it's pretty much the outline of a general assist thread, so I may as well open that.
Alrighty!
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[1.] Parasoul's Assist choices:
Our lady has a rather limited array of assists, but the ones she got are quite strong.
1. L/M/H Tear Shot
2. H Napalm Pillar
3. H Egret (Bike)
4. Other Choices
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[2.] Assists *for* Parasoul:
The Princess is not very assist reliant. Between her good neutral, a safe(ish) DP and good mixup potential she is pretty much covering herself.
Her main downsides - being weak to air resets due to the lack of an air-ok reversal and problems mobilitywise both on the ground and in the air - are very hard to cover with assists.
However, there are still some more-or-less minor holes in her gameplan which *are* fixable. She can use:
TLDR; Lockdown and DPs - just like every character enjoys to have - and ..possibly?.. some special things.
The commonly viewed as best possible assist to have as Parasoul is Double's LK.Butt.
I will not list every other possibly usable assist for her. Good assists are good. Instead, I will focus on rarely used assists -
*I do not know how good these are*, I'm just listing what is not commonly utilized but I think *may* help her in some areas.
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[3.] Parasoul's Team Position:
Parasoul in general is quite flexible in her placement. She doesn't *really really* need assist support as eg Valentine does, her assist choices are good enough to run her in the back, she has a safe DHC, her neutral is good enough to be able to handle most of what the opponent can throw at her, and due to being a midrange character she quite enjoys being point - as you start the round at her perfect distance.
1. First (Point)
2. Second
3. Third (Anchor)
"TL;DR" / Simpler Explanation
Bonus Note:
If you have a flexible team, you could consider running her 1st and tag comboing into your 3rd asap, to benefit from both her strength as an anchor and her prime round start game.
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[4.] Parasoul Teams:
So, we got a flexible character who can play all three positions (sorta), has access to a DP assist as well as a very good neutral control one, only doable matchups, a safe DHC, and no actual assist reliance.
Anything goes, pretty much.
I'll just list some common examples:
Parasoul / Double / Painwheel - H.Pillar + L./M.Butt + c.MP/s.MK/M.Nail
Parasoul / Double / Filia - H.Pillar/L./M.Shot + L.Butt + H.Updo
Filia / Parasoul / Fortune - H.Updo + L./M.Shot + H.Fiber
tbc - I'm not listing all possibilities, as they are rather endless.
Para/Double/Bella is another really good team, as are Para/Filia/Bella and Pea/Para/Double.
Anything goes, pretty much.
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Oh chrissakes, what the heck. I wanted to ask some stuff, now I wrote a guide by accident.<>
Okay, finally my questionnaire~
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Thanks for reading~
And thanks at severin for proofreading ♥
-----
The following are old opinions of mine regarding Parasoul's Team placement, from a previous version of the OP.
I don't think they are 'the truth' anymore, but keeping them here for completeness sake (and, well - I wrote it and don't just want to delete it):
Alrighty!
♠♠♠
[1.] Parasoul's Assist choices:
Our lady has a rather limited array of assists, but the ones she got are quite strong.
1. L/M/H Tear Shot
These are the sophisticated choices.
They are very flexible assists, as not only do they function as projectiles, but also plant a tear on the screen once the projectile connects with anything.
As such, aside from the obvious space coverage they provide, they're also pseudo lockdown assists which allow you to mix up your opponent "for free" -
If they try to fight back, they may hit you, but then get tagged by the tear explosion, allowing you to combo.
L/H move in a straight line forward, M is angled to hit downwards first, then upwards.
Most people use L, as it's easier to advance behind and less awkward to use than M.
M controls the airspace instead and also is better at close ranges in some situations (where eg Val just crouches under L Shot)
H moves faster than L, which makes it worse as general space control, but more effective at actually getting the tear to place
Either of these is imo her overall best assist choice and thus the go-to pick when running her 2nd/3rd.
They are very flexible assists, as not only do they function as projectiles, but also plant a tear on the screen once the projectile connects with anything.
As such, aside from the obvious space coverage they provide, they're also pseudo lockdown assists which allow you to mix up your opponent "for free" -
If they try to fight back, they may hit you, but then get tagged by the tear explosion, allowing you to combo.
L/H move in a straight line forward, M is angled to hit downwards first, then upwards.
Most people use L, as it's easier to advance behind and less awkward to use than M.
M controls the airspace instead and also is better at close ranges in some situations (where eg Val just crouches under L Shot)
H moves faster than L, which makes it worse as general space control, but more effective at actually getting the tear to place
Either of these is imo her overall best assist choice and thus the go-to pick when running her 2nd/3rd.
2. H Napalm Pillar
Is the obvious choice; just a typical DP assists which you can confirm off of for one billion damage. Use this if your team lacks defense.
I also like this for point Parasoul in general, for two reasons:
#1: Being able to access your point's assist usually means that *something something* happened which you didn't want to happen;
Either you took quite the damage and DHCd away / tagged out to regen red life, or the opponent snapped you out to eg get rid of a pesky assist -
Unless your playstyle is built around getting the first hit with Parasoul and then landing a tag/DHC combo to a character with worse neutral, it's most likely going to be one of the two.
Now first, if *something something* goes wrong, the more defensive assist makes more sense, as you want to get some breathing room back.
Second, the invincibility on Pillar makes it harder for the opponent to just hit Parasoul as you call her (and she will probably be low on life, thus susceptible to exactly that happening).
#2: Since your point will often just die without you being able to save it, your 2nd+3rd char are chosen in a way that they can function nicely without using the point's assist ever.
This means you are both used to never accessing it, and your characters are supposed to be able to handle the neutral without it.
A DP assist is always nice. Even if you *don't use it once*, the opponent has to be weary of the threat and move around a bit more carefully.
Tearshot assist has certain functions in neutral which your 2nd+3rd character *hopefully* do not rely on whatsoever - so it is often going to be difficult to utilize it.
These aren't end-all reasons by any means (you may actually turn eg the argument #1 around and say that the Tearshot assist is safer to use - as you call it from far back, rather than when up close), just my observance from playing around with both.
I also like this for point Parasoul in general, for two reasons:
#1: Being able to access your point's assist usually means that *something something* happened which you didn't want to happen;
Either you took quite the damage and DHCd away / tagged out to regen red life, or the opponent snapped you out to eg get rid of a pesky assist -
Unless your playstyle is built around getting the first hit with Parasoul and then landing a tag/DHC combo to a character with worse neutral, it's most likely going to be one of the two.
Now first, if *something something* goes wrong, the more defensive assist makes more sense, as you want to get some breathing room back.
Second, the invincibility on Pillar makes it harder for the opponent to just hit Parasoul as you call her (and she will probably be low on life, thus susceptible to exactly that happening).
#2: Since your point will often just die without you being able to save it, your 2nd+3rd char are chosen in a way that they can function nicely without using the point's assist ever.
This means you are both used to never accessing it, and your characters are supposed to be able to handle the neutral without it.
A DP assist is always nice. Even if you *don't use it once*, the opponent has to be weary of the threat and move around a bit more carefully.
Tearshot assist has certain functions in neutral which your 2nd+3rd character *hopefully* do not rely on whatsoever - so it is often going to be difficult to utilize it.
These aren't end-all reasons by any means (you may actually turn eg the argument #1 around and say that the Tearshot assist is safer to use - as you call it from far back, rather than when up close), just my observance from playing around with both.
3. H Egret (Bike)
A slow moving Bike that goes through projectiles, hitgrabs the opponent on contact (so it's blockable but eg beats armor) and carries them along for a wallbounce.
Provides good corner carry and generally full combos whenever it connects. It dies to one physical hit (this includes eg Double Butt assist) and got a bit weaker from SDE->SQG.
This is generally an anti-Peacock assist; you use it to counterpick her. Wait for her to call Butt, hit it once to lock it out; then summon Bike assist -
you can now move in while Peacock is unable to properly operate, as throwing Bombs means that the Bike will catch her in recovery.
I don't really like this assist, but you can run it when having trouble against Peacock teams, as it *does* help quite a lot (if anyone has any super powerful tech utilizing it, feel free to post that ~)
Provides good corner carry and generally full combos whenever it connects. It dies to one physical hit (this includes eg Double Butt assist) and got a bit weaker from SDE->SQG.
This is generally an anti-Peacock assist; you use it to counterpick her. Wait for her to call Butt, hit it once to lock it out; then summon Bike assist -
you can now move in while Peacock is unable to properly operate, as throwing Bombs means that the Bike will catch her in recovery.
I don't really like this assist, but you can run it when having trouble against Peacock teams, as it *does* help quite a lot (if anyone has any super powerful tech utilizing it, feel free to post that ~)
4. Other Choices
I'm really not aware of anything else she got. Tear toss would be the most awkward to use assist of all time, c.MP provides tagertier lockdown at best,
her overheads are slow, non invincible and single-hit, the Throw is nothing to talk about, etc. Don't try to be the uniquest of snowflakes, use one of the assists listed above.
her overheads are slow, non invincible and single-hit, the Throw is nothing to talk about, etc. Don't try to be the uniquest of snowflakes, use one of the assists listed above.
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[2.] Assists *for* Parasoul:
The Princess is not very assist reliant. Between her good neutral, a safe(ish) DP and good mixup potential she is pretty much covering herself.
Her main downsides - being weak to air resets due to the lack of an air-ok reversal and problems mobilitywise both on the ground and in the air - are very hard to cover with assists.
However, there are still some more-or-less minor holes in her gameplan which *are* fixable. She can use:
#1 Something to give her time to close the gap when at not-point-blank range
#2 Something that keeps the opponent out for long enough that she can set up her initial tear zoning
#3 Something that allows her to combo after instant stomp (Jumpforward j.d.MK)
#4 Something that fixes her general defense problems (as DP requires charge)
#5 Something to battle Peacock/other Parasouls/general runaway (as her lack of mobility makes her prone to be kept out)
#6 Something to keep the opponent from jumping (as it is easier to outmaneuver her in the air than on the ground)
#2 Something that keeps the opponent out for long enough that she can set up her initial tear zoning
#3 Something that allows her to combo after instant stomp (Jumpforward j.d.MK)
#4 Something that fixes her general defense problems (as DP requires charge)
#5 Something to battle Peacock/other Parasouls/general runaway (as her lack of mobility makes her prone to be kept out)
#6 Something to keep the opponent from jumping (as it is easier to outmaneuver her in the air than on the ground)
The commonly viewed as best possible assist to have as Parasoul is Double's LK.Butt.
It covers multiple things at the same time:
- Lockdown, which gives her time to approach and strengthens her mixup game
- Puts a body in front of her (an invincible one to boot!), giving her time to set up her zoning game
- Allows her to combo after instant stomp easily
- While not a true DP (having 2f vulnerable startup), it IS invincible quickly and for a good while - thus acting as a GTFO assist
- Lockdown, which gives her time to approach and strengthens her mixup game
- Puts a body in front of her (an invincible one to boot!), giving her time to set up her zoning game
- Allows her to combo after instant stomp easily
- While not a true DP (having 2f vulnerable startup), it IS invincible quickly and for a good while - thus acting as a GTFO assist
I will not list every other possibly usable assist for her. Good assists are good. Instead, I will focus on rarely used assists -
*I do not know how good these are*, I'm just listing what is not commonly utilized but I think *may* help her in some areas.
Cerebella:
H.LnL - Eats Georges for breakfast, helping the Peacock matchup. Puts a big slow hitbox on the screen that keeps the opponent from going in.
H.Run (Battletoads) - Similar to LnL, just faster and harder to convert from
Copter - Not an underutilized assist, just posting it here to note that it throws Fortune's head - a major annoyance - fullscreen away
Double:
M.Butt - Less of a GTFO/Mixup assist than the L. version, but covers more space both vertically and horizontally, making it a better zoning tool and an option to fight Peacock/Parasoul
Filia:
L./M.Updo - The faster startup may make some zoning patterns better; also easier time comboing off instant stomp with
Painwheel:
M.Nail - Projectile assist which 1)hits crouchers 2)goes over Georges 3)provides a ton of hitstun.
(I have tried H.Nail but imo it covers an angle too similar to M.Shot to be useful)
Peacock:
H.George - The lost George, which nobody uses as an assist ever. Covers a really good angle which Tearshot doesn't control. Slow enough to give time to set up zoning.
(I quite enjoyed this assist, but I am bad and don't really utilize Tear Tosses yet. M.Toss gets placed at a similar spot on the screen, so this may be obsolete)
H.Doom - Fullscreen coverage to help against Peacocks and Parasouls.
Squigly:
Center - Helps tremendously against Peacocks, murking up their Item Drops and putting you next to them. Possibly provides some funky interactions with Toss
H.LnL - Eats Georges for breakfast, helping the Peacock matchup. Puts a big slow hitbox on the screen that keeps the opponent from going in.
H.Run (Battletoads) - Similar to LnL, just faster and harder to convert from
Copter - Not an underutilized assist, just posting it here to note that it throws Fortune's head - a major annoyance - fullscreen away
Double:
M.Butt - Less of a GTFO/Mixup assist than the L. version, but covers more space both vertically and horizontally, making it a better zoning tool and an option to fight Peacock/Parasoul
Filia:
L./M.Updo - The faster startup may make some zoning patterns better; also easier time comboing off instant stomp with
Painwheel:
M.Nail - Projectile assist which 1)hits crouchers 2)goes over Georges 3)provides a ton of hitstun.
(I have tried H.Nail but imo it covers an angle too similar to M.Shot to be useful)
Peacock:
H.George - The lost George, which nobody uses as an assist ever. Covers a really good angle which Tearshot doesn't control. Slow enough to give time to set up zoning.
(I quite enjoyed this assist, but I am bad and don't really utilize Tear Tosses yet. M.Toss gets placed at a similar spot on the screen, so this may be obsolete)
H.Doom - Fullscreen coverage to help against Peacocks and Parasouls.
Squigly:
Center - Helps tremendously against Peacocks, murking up their Item Drops and putting you next to them. Possibly provides some funky interactions with Toss
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[3.] Parasoul's Team Position:
Parasoul in general is quite flexible in her placement. She doesn't *really really* need assist support as eg Valentine does, her assist choices are good enough to run her in the back, she has a safe DHC, her neutral is good enough to be able to handle most of what the opponent can throw at her, and due to being a midrange character she quite enjoys being point - as you start the round at her perfect distance.
1. First (Point)
Her default position
You start rounds right where she wants to be - not too far, not too close, and at neutral.
This is bigger than it sounds - 2nd/3rd position tend to come in in the corner and be instantly under pressure; which pains her due to the lack of any kind of air reversal on top of needing charge for her grounded reversal ++ it is rather complicated to get a zoning game going against a Filia that that sits in your face while you are blocking a Cerecopter.
Her round start game is stellar; quite possibly the best in the game. If you guess right in the initial seconds of the match, her dash(-jump) speed coupled with button priority and exceptional airthrow allows her to just chase down whatever character your opponent is playing, and never let go.
You only have 1-2 bars to work with, but Parasoul is not meter reliant. You don't (necessarily) get access to her assists, but having one of the best neutrals in the game more than makes up for that.
The (large!) downside to running her first is that her most problematic matchups (Valentine, Peacock, Fortune, Fukua, ..) are all generally run on point, so you are the most likely to run into them from this position.
You start rounds right where she wants to be - not too far, not too close, and at neutral.
This is bigger than it sounds - 2nd/3rd position tend to come in in the corner and be instantly under pressure; which pains her due to the lack of any kind of air reversal on top of needing charge for her grounded reversal ++ it is rather complicated to get a zoning game going against a Filia that that sits in your face while you are blocking a Cerecopter.
Her round start game is stellar; quite possibly the best in the game. If you guess right in the initial seconds of the match, her dash(-jump) speed coupled with button priority and exceptional airthrow allows her to just chase down whatever character your opponent is playing, and never let go.
You only have 1-2 bars to work with, but Parasoul is not meter reliant. You don't (necessarily) get access to her assists, but having one of the best neutrals in the game more than makes up for that.
The (large!) downside to running her first is that her most problematic matchups (Valentine, Peacock, Fortune, Fukua, ..) are all generally run on point, so you are the most likely to run into them from this position.
2. Second
I feel this is her worst position. Mind you, it's still perfectly viable, I just think the other two are better.
Benefits compared to point are decent DHC choices with a safe(ish) option in Bikes and a lvl1 she can combo after, being able to utilize her -quite good- assists, and being less likely to run into a bad matchup.
Problems are, as noted above, her atrocious incoming game and bad options to escape the corner. On top of that, while it is "less likely" to run into a bad matchup, you are completely screwed if you do (eg an opponent's Fukua kills your point - now you are stuck in the same bad matchup, but rather than being able to benefit from your great round start game, you are now cornered and free to get mixed up - making it quite likely that your PS is just going to die without being able to deal any damage).
You are likely to have access to some more bar than when running PS point, but her Lvl1s aren't much to speak home about.
Benefits compared to point are decent DHC choices with a safe(ish) option in Bikes and a lvl1 she can combo after, being able to utilize her -quite good- assists, and being less likely to run into a bad matchup.
Problems are, as noted above, her atrocious incoming game and bad options to escape the corner. On top of that, while it is "less likely" to run into a bad matchup, you are completely screwed if you do (eg an opponent's Fukua kills your point - now you are stuck in the same bad matchup, but rather than being able to benefit from your great round start game, you are now cornered and free to get mixed up - making it quite likely that your PS is just going to die without being able to deal any damage).
You are likely to have access to some more bar than when running PS point, but her Lvl1s aren't much to speak home about.
3. Third (Anchor)
The secret, controversial position.. when I started this thread, I sat on the belief that this was her worst position.
By now, I believe it might be her strongest. I don't think too many people agree with me on this, so let me explain:
Parasoul's main weakness on Point is running into bad matchups; on top of that are a few smaller problems (such as her lack of a proper armor breaker meaning Brass/LnL assist are annoying to face).
Parasoul's main weakness on Second is her horrible incoming game paired with an inability to escape the corner, and while less pronounced, still having the same issues as on Point (such as bad matchups)
Parasoul 3rd is VERY unlikely to run into a bad matchup to any notable effect (for that to happen, you'd basically have to lose your first 2 characters without even touching the opponent's point, which HOPEFULLY doesn't happen too often), and gains a tremendous tool to help out with her other issues: The Level 3.
Inferno Brigade is a safe reversal option which gets you out of the corner, melts the opponent's assists and beats armor for free. On top of what it does by itself, this obviously also affects what the opponent dares to do (eg he is far less likely to just run wild on offence due to the *threat* of Lv3). And hey, it is an additional DHC option!
When compared to Para 2nd, you gain a glorious tool which roughly fixes all of your problems, are much less likely to run into one of the chars you don't want to fight, and on top of that are quite likely going to play 1v1 sometimes (which Parasoul is rather good at).
When compared to Para point, you give up the stellar round start game and have to be able handle incoming mixups somewhat, but gain access to her assists and DHC options, dodge her bad matchups, and are more likely to play 1v1 than 3v3 (which IMO overall benefits her).
By now, I believe it might be her strongest. I don't think too many people agree with me on this, so let me explain:
Parasoul's main weakness on Point is running into bad matchups; on top of that are a few smaller problems (such as her lack of a proper armor breaker meaning Brass/LnL assist are annoying to face).
Parasoul's main weakness on Second is her horrible incoming game paired with an inability to escape the corner, and while less pronounced, still having the same issues as on Point (such as bad matchups)
Parasoul 3rd is VERY unlikely to run into a bad matchup to any notable effect (for that to happen, you'd basically have to lose your first 2 characters without even touching the opponent's point, which HOPEFULLY doesn't happen too often), and gains a tremendous tool to help out with her other issues: The Level 3.
Inferno Brigade is a safe reversal option which gets you out of the corner, melts the opponent's assists and beats armor for free. On top of what it does by itself, this obviously also affects what the opponent dares to do (eg he is far less likely to just run wild on offence due to the *threat* of Lv3). And hey, it is an additional DHC option!
When compared to Para 2nd, you gain a glorious tool which roughly fixes all of your problems, are much less likely to run into one of the chars you don't want to fight, and on top of that are quite likely going to play 1v1 sometimes (which Parasoul is rather good at).
When compared to Para point, you give up the stellar round start game and have to be able handle incoming mixups somewhat, but gain access to her assists and DHC options, dodge her bad matchups, and are more likely to play 1v1 than 3v3 (which IMO overall benefits her).
"TL;DR" / Simpler Explanation
- Point: *SHOULD* be her best position due to non reliance on meter, good meterbuild, strong roundstart, strong corner pressure and weaknesses on incoming / when cornered; *REALLY* held back by pretty much anyone you're meeting here being an at best even matchup, and armored assists kinda ruining your day, and assist based air resets melting your face off
- Anchor: Dodges pretty much every bad matchup, Lvl3 fixes most issues you have when cornered / under pressure (access to a gdlk reversal, shuts down opponent's assist play, gives you time/space, lets you escape the corner, breaks armor), flat beats the utmost characters 1v1 (which *is* gonna happen)
- Second: Likely to run into the bad matchups from Point Spot + all the issues on incoming / when under pressure / against armor, but without the Bar to Lvl3.
In the end, whether 1st or 3rd is stronger probably comes down to preference.
- Anchor: Dodges pretty much every bad matchup, Lvl3 fixes most issues you have when cornered / under pressure (access to a gdlk reversal, shuts down opponent's assist play, gives you time/space, lets you escape the corner, breaks armor), flat beats the utmost characters 1v1 (which *is* gonna happen)
- Second: Likely to run into the bad matchups from Point Spot + all the issues on incoming / when under pressure / against armor, but without the Bar to Lvl3.
In the end, whether 1st or 3rd is stronger probably comes down to preference.
Bonus Note:
If you have a flexible team, you could consider running her 1st and tag comboing into your 3rd asap, to benefit from both her strength as an anchor and her prime round start game.
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[4.] Parasoul Teams:
So, we got a flexible character who can play all three positions (sorta), has access to a DP assist as well as a very good neutral control one, only doable matchups, a safe DHC, and no actual assist reliance.
Anything goes, pretty much.
I'll just list some common examples:
Parasoul / Double / Painwheel - H.Pillar + L./M.Butt + c.MP/s.MK/M.Nail
Originally used by Pali, though with PW second and Double in the back.
Is called "Team Pali" anyways, in fond remembrance of the greatest guy under the sun.
Parasoul benefits from both Butts and the Painwheel assist really nicely, builds meter for the dreaded Car xx Install DHC, provides a DP assist when something goes bad and there are safe DHCs everywhere.
Possibly the best Parasoul team synergywise.
Is called "Team Pali" anyways, in fond remembrance of the greatest guy under the sun.
Parasoul benefits from both Butts and the Painwheel assist really nicely, builds meter for the dreaded Car xx Install DHC, provides a DP assist when something goes bad and there are safe DHCs everywhere.
Possibly the best Parasoul team synergywise.
Parasoul / Double / Filia - H.Pillar/L./M.Shot + L.Butt + H.Updo
The team which severin carried to placing 2nd at EVO2013.
Very similar to the team above, with a stronger anchor and a better assist at the cost of DHC synergies.
Very similar to the team above, with a stronger anchor and a better assist at the cost of DHC synergies.
Filia / Parasoul / Fortune - H.Updo + L./M.Shot + H.Fiber
Filia benefits greatly from both the space control and the mixup potential that Shot provides.
Fortune is Fortune. This team is less about synergies and more about three good characters being on a team.
Can also switch Fortune's and Filia's position - does not change all too much.
Fortune is Fortune. This team is less about synergies and more about three good characters being on a team.
Can also switch Fortune's and Filia's position - does not change all too much.
tbc - I'm not listing all possibilities, as they are rather endless.
Para/Double/Bella is another really good team, as are Para/Filia/Bella and Pea/Para/Double.
Anything goes, pretty much.
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Oh chrissakes, what the heck. I wanted to ask some stuff, now I wrote a guide by accident.<>
Okay, finally my questionnaire~
What do *YOU* (whoever you are) think, ..
- Are Parasouls overall 'assist fixable' weaknesses, and which assists do you think fix said weaknesses the best?
- What two assists in tandem make a point Parasoul the strongest (completely disregarding how strong that team would be overall)?
- Is the best overall Parasoul team (Para being anywhere)?
- Is the best overall Parasoul team where she is on point?
- Of the assist options which I listed at point [2.3]? Usable? Good? Garbage?
- Are Parasouls overall 'assist fixable' weaknesses, and which assists do you think fix said weaknesses the best?
- What two assists in tandem make a point Parasoul the strongest (completely disregarding how strong that team would be overall)?
- Is the best overall Parasoul team (Para being anywhere)?
- Is the best overall Parasoul team where she is on point?
- Of the assist options which I listed at point [2.3]? Usable? Good? Garbage?
♠♠♠
Thanks for reading~
And thanks at severin for proofreading ♥
-----
The following are old opinions of mine regarding Parasoul's Team placement, from a previous version of the OP.
I don't think they are 'the truth' anymore, but keeping them here for completeness sake (and, well - I wrote it and don't just want to delete it):
2. Second
3. Third (Anchor)
Second is her second best position. Wee~
Benefits are a safe(ish) DHC in Bikes, being able to utilize her assists, a lvl1 she can combo after (though not against airborne opponents), meter for Pillar xx Bikes which ups her defensive capabilities, and being able to win the game if she manages to get going from here.
Problems are noted above.
Benefits are a safe(ish) DHC in Bikes, being able to utilize her assists, a lvl1 she can combo after (though not against airborne opponents), meter for Pillar xx Bikes which ups her defensive capabilities, and being able to win the game if she manages to get going from here.
Problems are noted above.
3. Third (Anchor)
I would not recommend this.
While it can certainly work as she is not an assist reliant character, Parasoul has *too much* meter here - her supers simply add pitiful damage to combos (~450 for one meter - to compare: Filia Fenrir Drive deals 1450).
I don't see any advantage in running her third instead of second. Only do this if your other characters are even worse anchors - eg if you play a basic Duo (Val/Para?) - and simply have to (in which case you should probably play a different team).
Again, it's not *bad*, I just think it wastes a lot of potential, as she is an 'alright' anchor while being a *really good* point/second.
While it can certainly work as she is not an assist reliant character, Parasoul has *too much* meter here - her supers simply add pitiful damage to combos (~450 for one meter - to compare: Filia Fenrir Drive deals 1450).
I don't see any advantage in running her third instead of second. Only do this if your other characters are even worse anchors - eg if you play a basic Duo (Val/Para?) - and simply have to (in which case you should probably play a different team).
Again, it's not *bad*, I just think it wastes a lot of potential, as she is an 'alright' anchor while being a *really good* point/second.
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