Overview
A very basic step by step guide to easing in new players to the character Parasoul.
Before We Begin…
Before we get into learning about Parasoul’s combos, we are going to need to start off by knowing both the notation I will be using in this guide and the moves Parasoul has available to her.
First, I am personally not a fan of American Notation for fighting games, but this stems from a habit of learning them with Anime Style Fighting games, who use Numerical Notation. The difference is that the American Notation is more direct while Numerical Notation just symbolizes directions through a Numerical Keypad. Below will be guides for American Notation, which is the notation the Skullgirls Tutorials use, and the Numerical Notation. We will be using both in this guide.
American Notation
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Standing – s.
Crouching – cr.
Quarter Circle Forward – qcf.
Quarter Circle Backward – qcb.
Dragon Punch – dp.
Jumping – j.
Forward – f.
Backward – b.
Upward – u.
Downward – d.
Charge – 2 letters seperated by an underscore(EX. d_u. = Charge Upward)
(j.) or (j) means a move can be performed either on the ground or in the air. Do not get confused with j. or j without parentheses.
Numerical Notation
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7 8 9
4 5 6
1 2 3
Jumping – j.
Charge – 2 numbers seperated by an Underscore (Ex. 4_6 = Charge Forward)
(j.) or (j) means a move can be performed either on the ground or in the air. Do not get confused with j. or j without parentheses.[/b]
Universal Commands
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Light Punch – LP.
Medium Punch – MP.
Heavy Punch – HP.
Light Kick – LK.
Medium Kick – MK.
Heavy Kick – HK.
Throw – LP.LK.
Macro 1 – Can be customized but I use MP.LK.
Macro 2 – Can be customized but I use HP.MK.
Parasoul’s Moveset
Parasoul has a large pool of moves at her disposal. She’s also one of the few characters to have variations to her normals.
Pistol Whip – 6LP or f.LP
Coule – 6MP or f.MP
Lunge – 6HP or f.HP
Forebearance – 4HK or b.HK
Spiral Flare – j.4LK or jb.HK
Authority – j.2MK or jd.MK
Simply put, the most useful of these variations is Pistol Whip, Spiral Flare, Coule and Forebearance. You will never use Lunge or Authority. Pistol Whip is a great combo starter in Mix Ups(“Combos” used to break the opponent’s guard. You’ll be using these often against opponents who sit back and block constantly). Coule is a low that looks like normal 5MP/s.MP so this move is pretty much another Mix Up move. Spiral Flare is a great combo starter for Cross Ups(Attacks that happen on the other side of the opponent normally through jumping over them. Cross Under is a Cross Up however instead of jumping over the opponent, you’re going under them). Forebearance isn’t good for much on it’s own, but will be useful in certain combos.
Next, let’s talk about her move list.
Napalm Shot – 4_6P or b_f.P
Napalm Toss – 214K or qcb.K
Napalm Trigger – 2_8LK
Napalm Quake – 2_8MK
Napalm Pillar – 2_8HK
Egret Call – 4_6LK
Egret Dive – 4_6MK
Egret Charge – 4_6HK
Parasoul’s first two attacks involve her special mechanic: Krieg’s Tears. These are explosive mines that can be strewn all around the battle field, but they are visible, will be removed from the screen if Parasoul recieves damage, and only three can be on the field at one time. Sounds bad on paper, but it’s executed in gameplay very well as an ever present threat. These tears will trigger after some time passes, creating an explosion that will stun the opponent for a little bit if they go unblocked.
Napalm Shot will launch one of these tears forward, varying depending on what button is pressed. LP is a standard straight shot at a decent speed. MP is an angled shot, ricocheted off the floor. This is useful to hit an opponent in the air with a tear. HP is a faster version of the LP Napalm Shot. This move will only create tears if they make contact with the opponent, though, so keep that in mind.
Napalm Toss does not require to make contact with the opponent to create tears, in exchange for also losing the damage and hit stun Napalm shot will provide. The variations with Napalm Toss are more about the location of the tears as opposed to the projectile angle or speed. LK will make tears nearby Parasoul, aiming towards directly at her feet in front of her rather than at a distance. This is meant as a pre-emptive defensive precaution and a close range pressure deterrent. MK is aimed in the air a slight distance away from Parasoul. This is used as a deterrent to ensure that the opponent doesn’t try to approach you from the air. HK is aimed directly towards the opponent far away from Parasoul. This is for pressuring opponents that keeping their distance, and discouraging zoning.
Next up, we have the 2_8/d_u. moves. Napalm Trigger is a move used to immediately trigger any of Krieg’s tears that are active on the field. This can be used if you don’t want to wait, though I rarely find myself using this. However, that doesn’t mean it doesn’t have a place ever. Napalm Quake is an attack that I never find myself using very often. It is a low attack however, so it is another useful mix up tool. Napalm Pillar is the variant I use more often, being similar to Napalm Quake, though the hitbox is larger, and it is useful as an anti-air. Unlike Napalm Quake, however, this is not a low attack and this will also knock up the opponent. This is generally used as a combo ender as well.
Next up we have Parasoul’s other mechanic, the Black Egrets. Parasoul can have 1 Egret at a time help her out in some way during battle. Though only 1 Egret can be on screen, these Egret commands all do so much work for Parasoul. First off, Egret Call at first might seem useless, but at closer inspection, this is probably the best command for her Egrets she has available. Egret Call will bring in an Egret that stays in for seemingly forever, but that’s only if you use it uselessly. This move can cancel Parasoul out of any recovery frames she’s currently in after she inflicts a hit. This is crucial in making sure Forebearance is not a useless move. Next is Egret Dive. An Egret will drop from the sky and then instantly dive forward in an attempt to protect Parasoul from all incoming projectile attacks. This sounds useful but really isn’t entirely. Once again, like Napalm Trigger, this move has its places though it’s not entirely common to use. You’ll mostly be using this against Robo-Fortune and Peacock and sometimes potentially ♥♥♥♥♥ but most likely not ♥♥♥♥♥. Finally, there’s Egret Charge. This move will call in an Egret on a motorcycle who will drive straight forward and, if he goes unblocked, will grab the opponent and drag them to the wall, making them bounce off and allowing you to begin a small combo. This is good to punish zoning, though if you get hit while performing this command before the motorcycle appears on screen, he’ll just slowly chug along and not even attempt to grab the opponent. So it’s useless against Peacock.
So now how about Parasoul’s Supers?
Silent Scope(1 Meter): 236PP or qcf.PP
Motor Brigade(1 Meter): 236KK or qcf.KK
Inferno Brigade(3 Meter): 214PP or qcb.PP
Though none of these can be performed in the air, they are all very useful tools. Silent Scope is one of the game’s best supers. Though it loses to normals, it also doesn’t lose to normals. You don’t have invincibility while using this move, but you will get out of this attack’s insanely long recovery time to let you go in with a combo while your opponent crumples to the ground. This super was designed for trades and it does its job well. Just make sure you will hit when using it or else you will get punished for using it and you will get punished hard.
The other supers aren’t as useful as Silent Scope is, but just like all of Parasoul’s moves, they have their place. In this case, it’s damage optimization. Motor Brigade can be used in some combos(Mostly ones that end in Napalm Pillar) to increase the damage output and carry the opponent to the corner rather than just a little bit away. The same goes for inferno brigade, but it can also come after 5HK/s.HK enders due to how fast it comes out. This is also the only super you can cancel out of with Egret Call. Now you know why it costs so much.
Baby Steps
Or in this case, Baby Combos. We’ll work our way to getting the advanced combos by slowly teaching you little tiny combos. Though you may think “Ugh, baby combos! I want the cool long lasting combos!” we’ll get to those, but baby combos also have their place in fighting games, especially Skullgirls. If the opponent’s already hit the ground once and you hit them, they will instantly recover the next time. Baby combos in these times help keep you safe.
I’ll also provide the damage information on the combos. This damage will be scaled based on 3v3 damage though. Test these in the Training Room to see how it scales in and against different team compositions. I tested these on Eliza if you were at all curious. Mostly because, by the time I am posting this, Eliza is a very common character.
Our first baby combo will be simple:
Baby 1: ~2671 Damage
5LK – 5LK – 5MK – 5MK – 5HK
s.LK – s.LK – s.MK – s.MK – s.HK
This combo is short, sweet and to the point. You kick them around a little bit and then knock them away. It’s a great way to get your opponent to quickly go to the corner. You can follow this up with Napalm Toss if you want to. Doing so can keep opponents who need to retain their offensive position from returning to you so easily.
Now let’s make a baby combo with Napalm Pillar:
Baby 2: ~3687 Damage
5LK – 5LK – 5MK – 5MK – 5HP – 5HP – 2_8HK
s.LK – s.LK – s.MK – s.MK – s.HP – s.HP – d_u.HK
Welcome to your first required instance of buffering. This one can be a little tricky with it if you aren’t used to it yet. You’ll want to start buffering right after the animation on the first 5HP/s.HP starts. The combo will look more like this:
5LK – 5LK – 5MK – 5MK – 5HP2 – 5HP – 8HK
s.LK – s.LK – s.MK – s.MK – s.HPd – s.HP – u.HK
Now let’s try a Baby combo with Pistol Whip:
Pistol Whipped Baby: ~3811 Damage
6LP – 5MK – 5MK – 5HP – 5HP – 2_8HK
f.LP – s.MK – s.MK – s.HP – s.HP – d_u.HK
Once again, buffering. It does slightly more damage than the previous combo, however this should only be used as a mix up combo. Pistol Whip, though seemingly has a fairly low start up time, is also reactable when the opponent is standing. You can substitute Pistol Whip(6LP/f.LP) with 2LK if you want. The damage will change from 3811 to 3581 though.
Now let’s bring these combos up to the air:
Combo 1: ~5046 Damage(May vary due to timing)
5LK – 5LK – 5MK – 5MK – 2HP
j.MP – j.HP – j.HK
5LK – 5MK – 5HK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.MK – s.HK
Welcome to your first real actual combo! This one isn’t too hard. Your results on this combo could vary dependant on character gravity and the timing you use with your combo. Sometimes you’ll drop this combo by the time you touch the ground. If this happens, just start blocking because now you’re on the defense. Also, on the 4th stage of this combo, you can add the extra 5LK/s.LK and 5MK/s.MK for the meter. I opted out on them in this guide for the damage. Try this combo in training mode against a few different gravity characters before going into online to get the timing. Dummies I recommend for this combo are Big Band, Eliza and Peacock. All 3 are common, Big Band is big so you may want to try and work around the fact that extending this combo further will always be a forced OTG after the 3rd stage(j.MP stage starter), Eliza for her common use and differing gravity from Peacock, and Peacock for her light gravity and common use as well.
Now let’s try a combo with a little more guarentee on it.
Combo 2: ~4491 Damage
5LK – 5LK – 5MK – 5MK – 2HP
j.LP – j.LK – j.MK – j.HK
5LK – 5MK – 5HK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.LP – j.LK – j.MK – j.HK
s.LK – s.MK – s.HK
Alright, now we’re cooking with Napalm! Both of these combos are great corner carries and can be followed up with an LK Napalm Toss. I suggest it more on Combo 2, since you have time before recovery on most characters with this combo. It’s also safe to Napalm Toss on the first combo against Painwheel and Ms. Fortune because they are almost always guarenteed to never touch the ground for a technical OTG(Off The Ground) during that combo.
Picking Up Pace
Carry and Sweep: ~4892 Damage
j.HK
5LK – 5LK – 5MK – 5MK – 2HP
j.MP – j.HP – j.HK
5LK – 5LK – 5MK – 5MK – 2HK
j.HK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.LK – s.MK – s.MK – cr.HK
Our first air starting combo. This combo can be started with or without the first stage, and j.HK can be substituted for j.HP, and the damage will increase drastically from 4892 to 5768(ALMOST 900 POINTS WORTH OF A DIFFERENCE!), though the meter gain is smaller. As you can potentially guess, this is a combo more meant for gaining meter than purely inflicting damage. This combo will get the opponent over from the center of the arena to the corner, but whether you want the damage over the meter is purely up to you.
Now let’s bring Supers into the mix and drain that meter bar:
Super Ender Combo 1(1 Meter): ~6585 Damage
j.HP
5LK – 5LK – 5MK – 5MK – 2HP
j.MP – j.HP – j.HK
5LK – 5MK – 5HP – 5HP – 2_8HK – 236KK
j.HP
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.MK – s.HP – s.HP – 2_8HK – 236KK
This one will take a little bit of practice if you aren’t yet used to buffering during 5HP/s.HP. Once you get the hang of doing that in the baby combo though, you’ll definitely be able to pull this off. It not only makes your combo safer, but it also ups the damage output SIGNIFICANTLY. Now let’s get a little more technical with a Cross up.
Cross-Up Combo 1: ~5176 Damage(VARIES DEPENDANT ON SPIRAL FLARE!!!)
j.4LK
5LK – 5LK – 5MK – 5MK -2HP
j.MP – j.HP – j.HK
5LK – 5MK – 5HP – 5HP – 2_8HK – 236KK
jb.LK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.MK – s.HP – s.HP – d_u.HK – qcf.KK
The damage is not as good as the previous combo, however it does its work as a cross up. This damage is calculated with 3 Hits from Spiral Flare(j.4LK/jb.LK). You’ll also have to be really tight on this combo. The moment Napalm Pillar smacks that floor, mash Motor Brigade ASAP! Or you’ll be ending it with Napalm Pillar instead. But maybe you don’t have enough meter for Motor Brigade. This next cross up combo will help you out with that.
Cross-Up Combo 2: ~5262 Damage
j.4LK
5LK – 5LK – 5MK – 5MK – 2HP
j.MP – j.HP – j.HK
5LK – 5LK – 5MK – 5MK -2HP
j.LP – j.LK – j.MK – j.HK
5LP – 5LP – 2MP – 2HK
jb.LK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.LK – s.MK – s.MK – cr. HP
j.LP – j.LK – j.MK – j.HK
s.LP – s.LP – cr.MP – cr.HK
This combo ends in a sweep, so you know it’s a Meter Combo! And look at that! 6 Stages finally! This combo is guarenteed to get you halfway to one bar of meter so if you’re out, then you’re alreeady halfway there! This combo will also always carry an opponent from neutral to the corner, so tons of pressure already! But what if you have too much meter?
Super Ender Combo 2(3 Meter): ~10539 Damage
j.HK
5LK – 5MK – 2HP
j.MP – j.HP – j.HK
5LK – 5MK – 2HP
j.LP – j.LK – j.MK – j.HK
5LP – 5MP – 5HK – 214PP
j.HK
s.LK – s.MK – cr.HP
j.MP – j.HP – j.HK
s.LK – s.MK – cr.HP
j.LP – j.LK – j.MK – j.HK
s.LP – s.MP – s.HK – qcb.PP
YAY! PRETTY DAMAGE! This combo can be extended a little bit more by using the Egret Call cancel for Inferno Brigade, though the damage increase will not be much unless you are fighting Painwheel, Peacock or Ms. Fortune, who are light enough that you will not end up getting an OTG on stage 3(j.MP stage starter), so you can get in another combo stage or if you have 5 meter for some reason(Maybe you were playing with Double and tried to go for that level 5 but she got rekt), 2 level 1s. It’s really handy.
Forebearance and the Corner
Now let’s get into learning how to properly use Forebearance and Egret Call. This is a trick question, because there’s only 2 ways to use Forebearance really: After a Napalm explosion or at the start of a combo. As a combo starter, it should only be used when the opponent has noticably poor reactions(i.e. they’re bad or have lag) or to counter moves with longer start up frames… so like countering the non-super BFF from ♥♥♥♥♥. BUT BE FOREWARNED ABOUT FOREBEARANCE! USING THIS AS A COMBO STARTER WILL DO THINGS TO THE COMBO STAGES! PRACTICE THESE IN TRAINING BEFORE TRYING THEM ONLINE!
Also, from now on, I will be adding the option to super after your combos and the damage shift. However I don’t have damage calculations for Crossovers supers because there’s too many combinations, and I’m only one simple Sea Pancake.
Forebearance 1(1 Meter OPTIONAL): ~2795 Damage (~4971 Damage after Motor Brigade)
4HK – 4_6LK
5HK( – 236KK)
b.HK – b_f.LK
s.HK( – qcf.KK)
The reason I have parentheses on this combo for the last part is because you can use Motor Brigade after you kick the opponent away. I Recommend using this combo if the opponent is stuck in blockstring in neutral because Forebearance is an overhead. You should only use the super if you want to Crossover. Do not use this short tiny Forebearance combo on Peacock unless you Crossover.
Forebearance 2(1 Meter OPTIONAL): ~6345 Damage (~6971 Damage after Sniper Shot)
4HK – 4_6LK
5LK – 5LK – 5MK – 5MK – 2HP
j.MP – j.HP – j.HK – 5LP – 5LP – 5MP – 5HP – 5HP – 2_8HK( – 236PP)
b.HK – b_f.LK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.MP – j.HP – j.HK – s.LP – s.MP – s.HP – s.HP – d_u.HK( – qcf.PP)
This time we’re using Sniper shot because the difference in damage is slightly higher than that of Motor Brigade in this case. You see how Stage 5 is Jumping and Standing Chains? Yeah, don’t ask me why that is. I seriously have no other idea aside from Egret Call.
Corner Combo 1(1 Meter OPTIONAL): ~6600 Damage (~7226 Damage after Sniper Shot)
4HK
5LK – 5MK – 2HP
j.MP – j.HP – j.HK – 5LP – 5MP – 5HP – 5HP – 2_8HK( – 236PP)
b.HK
5LK – 5MK – 2HP
j.MP – j.HP – j.HK – s.LP – s.MP – s.HP – s.HP – d_uHK( – qcf.PP)
This combo is definitely worth going for if you can open up your opponent with it. The damage alone means this combo has to be respected or they have the potential to lose a huge chunk of HP which can be extended even more if you have Double as support with Hornet Bomber.
Corner Combo 2(1 Meter OPTIONAL): ~5780 Damage (~8055 Damage after Sniper Shot)
4HK
5LP – 5LP – 5MP – 2HP
j.LP – j.LK – j.MK – j.HK – 5LK – 5LK – 5MK – 5MK – 2HK
(OKI: 236PP)
b.HK
s.LP – s.LP – s.MP – cr.HP
j.LP – j.LK – j.MK – j.HK – s.LK – s.LK – s.MK – s.MK – cr.HK
(OKI: qcf.PP)
This is our first instance of an Oki I’m putting into a combo. An Oki is a set up while your opponent is down. In this case, we’re setting up Sniper Shot because it will linger for a little longer than one Skullsecond. This will help keep pressure on the opponent, even after wake up. If it lands, the opponent is guarenteed to lose just under half their life bar.
Corner Combo 3(3 Meter): ~9451 Damage
5LK – 5LK – 5MK – 5Mk – 2HP
j.LP – j.LK – j.MK – j.HK
5LK – 5LK – 5MK – 5MK – 5HK – 214PP – 4_6LK – 5LP – 5LP – 5MP – 5HP – 5HP – 2_8HK
s.LK – s.LK – s.MK – s.MK – cr.HP
j.LP – j.LK – j.MK – j.HK
s.LK – s.LK – s.MK – s.MK – s.HK – qcb.PP – b_f.LK – s.LP – s.LP – s.MP – s.HP – s.HP – d_u.HK
This combo is powerful, however, this combo also serves a secondary purpose other than to keep pressure in the corner. This combo is very useful for easily and safely switching in another character with absolutely NO DRAWBACKS dependant on the character. You’ll lose pressure switching in Beowulf, Valentine, Ms. Fortune, Painwheel, or Squigly. You’ll keep it with Double, ♥♥♥♥♥, Big Band, Robo-Fortune, Eliza, Peacock and Cerabella however. If you switch out after cancelling Inferno Brigade with Egret Call, keep this information in mind.