• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Parasoul Tips and Tricks Thread: post tips and tricks that YOU see

Is it really a safe jump when the jump-in just whiffs tho? I get it that you could time so that it does, but then it would lose to ssj...
 
Is it really a safe jump when the jump-in just whiffs tho? I get it that you could time so that it does, but then it would lose to ssj...
Sure, why not?
It forces them to 100% block your attack to put them into block stun, and if they try and reversal or do anything they lose.

Is something I'm missing in the safe jump definition?
 
Usually what makes it a safejump is the jump-in that connects if the opponent doesn't do anything, but recovers early enough to block a reversal. I guess that does work the same with the exception of being a mid, but the fact that safejumps are overheads is basically a non factor already so idk... it's just not so much of a safe"jump".
 
Usually what makes it a safejump is the jump-in that connects if the opponent doesn't do anything, but recovers early enough to block a reversal. I guess that does work the same with the exception of being a mid, but the fact that safejumps are overheads is basically a non factor already so idk... it's just not so much of a safe"jump".
It's a mid safe jump.
Still fits everything else though.
 
can it be alpha countered?
Yep!

AC > Filia > Fenrir Drive and similar things will catch it.

Costs a lot of meter though for most.
Some assists like L Beat Extend could probably catch her at that height, but others will need to do fancier things.
 
  • Like
Reactions: Receita Federal
Psh. Only, like, a dozen people even know alpha counters exist.
 

Safe overhead resets that are fuzzies versus Double.

And also a burst bait into hard knockdown.
 
  • Like
Reactions: gllt

Safe overhead resets that are fuzzies versus Double.

And also a burst bait into hard knockdown.

This is good stuff, though on the burst bait jMP jHP stuff halfway it should be noted that it is burstable on the jMP if they are the type to burst on the first hit. I think most people nowadays though typically wait before bursting, which means it should still be fine for at least the first attempt to use this if not longer. Just a minor note, should be cool otherwise.