Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Rumpus Dec 28, 2016 @ 1:05am
How does one play Parasoul?
She just seems so slow... awful recovery times on her normals, and majority of her specials are holds. But how do you rek with her?
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Showing 1-11 of 11 comments
Petralicious Dec 28, 2016 @ 2:41am 
Hold back/down to ready her hold specials beforehand, like when doing a normal chain for example.

Also use her napalm tears for pressure, setups and combos.

Basically play her tactically.

Oh and Egret Call (hold back then forward + LK). Cancels everything (you can even cancel out of supers).
Rumpus Dec 28, 2016 @ 3:18am 
Originally posted by PH_007:
Hold back/down to ready her hold specials beforehand, like when doing a normal chain for example.

Also use her napalm tears for pressure, setups and combos.

Basically play her tactically.

Oh and Egret Call (hold back then forward + LK). Cancels everything (you can even cancel out of supers).
Cool as, thanks for your help. I can never land a perfect tear chain and most of the time I end up spamming it and then using HP :p
Petralicious Dec 28, 2016 @ 3:23am 
Well I have no idea how to Parasoul myself.

Also try tiger-knee-ing that tear toss move. Heard it's useful.
(Do the motion input then input jump and the button input so you do the move as soon as you leave the ground instead of jumping then waiting to do the quarter circle)
1.2M | Missingno. Dec 28, 2016 @ 4:21am 
Parasoul's normals are amazing! j.LP and j.HP are your best friends, very fast with great hitboxes. When you get in you have an insane mixup game as f+LP is one of the fastest overheads in the game, f+MP is the next level mindgame as a low that doesn't look like one, and b+HK for another overhead to end your strings with (careful if you don't have charge for an Egret Call though). Just don't end your blockstrings with s.HPx2, stop if you don't get the hitconfirm. Even s.HPx1 is -7 on block, though an Egret Call or L Shot is usually safe if they don't PBGC.

The key to playing charge characters is to always be holding back or downback whenever you're not doing something that requires you to input a different direction like f+LP, f+MP, f+HP, or s.HK. Her two-hit normals are designed to make this easy, to get a feel for this try doing s.HPx2 xx Pillar by moving to down-back immediately after inputting the first hit and you'll have charge by the end of it. It may seem odd to get used to at first, but you can use them in most strings like any other special, really the only thing charge prevents you from doing is things like walk forward Pillar, f+HP Egret Call, etc.

Egret Call is an essential tool, both in combos and at neutral to stay safe. It works like any other special to cancel normals into, but it does not cancel other specials or supers. Inferno Brigade (level 3) is a unique exception, you are allowed to cancel that but nothing else. Be mindful of the cooldown, you can't use it again until a bit after the Egret has left the screen, and all three Egrets share this same cooldown so you can't do Egret Call after Egret Dive or vice-versa.

Understanding how to use tears is pretty vital. Normals that ignite tears on contact will keep them in blockstun longer, one way to keep a s.HP safe. And just having tears on top of your opponent deters them from pressing buttons, they're a powerful scare tactic. Tears are how Parasoul keeps her pressure game going, try to get one on them whenever you can.

Fullscreen, you can harass some characters and the right assists can complement nicely, but most of the time you really shouldn't try to play her like a dedicated zoner. I treat Parasoul's zoning more like a way to force your opponent to make a move. They really want to catch you with an Arm, Sing->SBO, etc, so then what you want to do is bait them into throwing something out like that. Shoot 2-3 times, then pause and see if they go for it. Whiffing a s.LP is a good way to trick an itchy trigger finger. And if they don't take the bait, start Tossing to remind them they're really gonna have to do something sooner or later. (MK Egret ->) Sniper also gives you your own counter-zoning options if they think they can just do their own fullscreen things.
Rumpus Dec 28, 2016 @ 4:39am 
Originally posted by Merry Missingno.:
Parasoul's normals are amazing! j.LP and j.HP are your best friends, very fast with great hitboxes. When you get in you have an insane mixup game as f+LP is one of the fastest overheads in the game, f+MP is the next level mindgame as a low that doesn't look like one, and b+HK for another overhead to end your strings with (careful if you don't have charge for an Egret Call though). Just don't end your blockstrings with s.HPx2, stop if you don't get the hitconfirm. Even s.HPx1 is -7 on block, though an Egret Call or L Shot is usually safe if they don't PBGC.

The key to playing charge characters is to always be holding back or downback whenever you're not doing something that requires you to input a different direction like f+LP, f+MP, f+HP, or s.HK. Her two-hit normals are designed to make this easy, to get a feel for this try doing s.HPx2 xx Pillar by moving to down-back immediately after inputting the first hit and you'll have charge by the end of it. It may seem odd to get used to at first, but you can use them in most strings like any other special, really the only thing charge prevents you from doing is things like walk forward Pillar, f+HP Egret Call, etc.

Egret Call is an essential tool, both in combos and at neutral to stay safe. It works like any other special to cancel normals into, but it does not cancel other specials or supers. Inferno Brigade (level 3) is a unique exception, you are allowed to cancel that but nothing else. Be mindful of the cooldown, you can't use it again until a bit after the Egret has left the screen, and all three Egrets share this same cooldown so you can't do Egret Call after Egret Dive or vice-versa.

Understanding how to use tears is pretty vital. Normals that ignite tears on contact will keep them in blockstun longer, one way to keep a s.HP safe. And just having tears on top of your opponent deters them from pressing buttons, they're a powerful scare tactic. Tears are how Parasoul keeps her pressure game going, try to get one on them whenever you can.

Fullscreen, you can harass some characters and the right assists can complement nicely, but most of the time you really shouldn't try to play her like a dedicated zoner. I treat Parasoul's zoning more like a way to force your opponent to make a move. They really want to catch you with an Arm, Sing->SBO, etc, so then what you want to do is bait them into throwing something out like that. Shoot 2-3 times, then pause and see if they go for it. Whiffing a s.LP is a good way to trick an itchy trigger finger. And if they don't take the bait, start Tossing to remind them they're really gonna have to do something sooner or later. (MK Egret ->) Sniper also gives you your own counter-zoning options if they think they can just do their own fullscreen things.
Eeeeh..



what's hit confirm again? and PBGC?
Petralicious Dec 28, 2016 @ 8:05am 
Hit confirm (as explained in the tutorial, you should do it if you haven't yet, it's fantastic) is when you use a safe move to "check" if it's safe to throw out an unsafe one.
As an example (taken from the tutorial), Filia's crouching medium punch (or was it the kick? The multihit one).
If your opponent blocks it and counterattacks, you'll have time to block it (safe on block). So you attack with that move, and since it's animation is somewhat long, you can clearly tell if it got blocked or if it hit.
If it was blocked, cover yourself, and if it hits you got the hit confirm and know it's safe to follow up with a heavy attack that would otherwise be blocked and gotten you into trouble.

No idea what a PBGC is though, if someone could clarify that'd be great.
Muro Dec 28, 2016 @ 8:18am 
Rumpus Dec 28, 2016 @ 4:40pm 
Originally posted by PH_007:
Hit confirm (as explained in the tutorial, you should do it if you haven't yet, it's fantastic) is when you use a safe move to "check" if it's safe to throw out an unsafe one.
As an example (taken from the tutorial), Filia's crouching medium punch (or was it the kick? The multihit one).
If your opponent blocks it and counterattacks, you'll have time to block it (safe on block). So you attack with that move, and since it's animation is somewhat long, you can clearly tell if it got blocked or if it hit.
If it was blocked, cover yourself, and if it hits you got the hit confirm and know it's safe to follow up with a heavy attack that would otherwise be blocked and gotten you into trouble.

No idea what a PBGC is though, if someone could clarify that'd be great.
Thanks for the clarification ;3



Originally posted by Muro:
Originally posted by Rumpus:
PBGC?
https://www.youtube.com/watch?v=6h3l3Gu5Uz4
Ooh, gonna have to practice that :o
SlackMasterC Dec 30, 2016 @ 2:24pm 
Great thread. I like charge characters in other games (Remy FTW!) and Parasoul is a cool take on them. Hey, what's the deal with her crossup jumping back+lk? (Flame spiral, or something?) Seems like it could set up for a charge, but you're holding the wrong direction when you land. Can't wrap my head around it.
1.2M | Missingno. Dec 30, 2016 @ 2:38pm 
The point is that it's a crossup. Use it as a jump-in and you'll have plenty of time to charge off your ground chain.
SlackMasterC Dec 30, 2016 @ 4:47pm 
Originally posted by Merry Missingno.:
The point is that it's a crossup. Use it as a jump-in and you'll have plenty of time to charge off your ground chain.
That makes sense. Thx!
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Date Posted: Dec 28, 2016 @ 1:05am
Posts: 11