Skullgirls/Parasoul

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Skullgirls
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy Tactics
Image:SG_Parasoul_portrait.jpg
Parasoul: Crown Princess
Voiced by: Erin Fitzgerald
Age: 25
Birthday: December 22
Bloodtype: A
Height: 5'10”
Weight: 156 lbs.
Measurements: 34DD-24-38
Likes: Logic, Wine, Chess, Fencing, Training, Tennis, Diplomacy, Philosophy, Black Egret troops, Secretly watching 'Annie: Girl of the Stars,' Her sister Umbrella
Dislikes: Overly emotional people, Relying on others, Those who speak ill of her family, Injustice, The Medici Mafia, The Skullgirl, Her sister’s antics

Parasoul

Image:SG_Parasoul_icon.png
Few know the terrors of the Skullgirl as intimately as Parasoul does: seven years ago her own mother became the Skullgirl that nearly destroyed the world. This tragic past has made her fiercely protective of both her country and her family, and these two priorities frequently come into conflict.

Parasoul is now the crown princess of the Canopy Kingdom and leader of its elite military squad, the Black Egrets. Wielding the living umbrella, Krieg, she fights with grace, poise and cunning to defend her family honor and destroy the Skull Heart so no one can repeat her mother’s terrible mistake.[1]

In a nutshell
Parasoul's charge commands and uneven stride may seem awkward at first, but with some skill her long range pokes and versatile projectiles combine with the elegance expected from royalty. Kreig's flames can detonate the napalm tears left after her special moves, letting Parasoul add hits to her combos or effectively control space as long as they remain on screen. The overall priority of her jump in attacks command respect out of any opponent, opening them up for a well timed Ensemble. Parasoul plays well on a team but is bold enough to fight solo. The Black Egrets have her back to the bitter end, even if it means taking a bullet for their princess.

Contents


Basics

Movement
Walk: Parasoul has a slow, uneven stride and takes the longer step first.
Jump: Parasoul has a single jump and higher than average super jump.
Dash or Run: Parasoul has a long, fast forward dash. Her backward dash is just as fast but only covers an average distance.
Air Dash: No air dash
Chains
Standing: 3 Buttons: File:lp.png OR File:lk.png File:---.png File:mp.png OR File:mk.png File:---.png File:hp.png OR File:hk.png
Crouching: 3 Buttons: File:lp.png OR File:lk.png File:---.png File:mp.png OR File:mk.png File:---.png File:hp.png OR File:hk.png
Air: 6 Buttons: File:lp.png File:---.png File:lk.png File:---.png File:mp.png File:---.png File:mk.png File:---.png File:hp.png File:---.png File:hk.png

Signature Techniques

  • Parasoul leaves Kreig's napalm tears on screen after Napalm Shot (← charge →+P) and Napalm Toss (↓↙←+K). The tears stay in place on screen and will disappear if Parasoul gets hit, similar to a File:proj.png . After ~180f the tears detonate, dealing damage to any opponent caught in the explosion. A maximum 3 tears can be left on screen at a time. Many of Parasoul's attacks have a fire effect in their animation and the Ignites Tears property. These attacks will detonate any tears they touch, adding hits to Parasoul's normal chains if she can trap an opponent on top of a tear. Parasol can manually detonate tears with her Napalm Trigger and Napalm Quake (↓ charge ↑+K) special moves. At long range, Parasoul can cancel a tear explosion to a Silent Scope (↓↘→+PP) for a full screen combo.
  • Parasoul's two strong overheads cab keep opponents guessing on the ground. Pistol Whip (→+LP) chains into other ground normals like any light attack and hits extremely fast for a move that forces an opponent to block File:high.png . Forbearance (←+HK) chains like a heavy move from any light or medium ground normal, meaning Parasoul can both chain out of and chain into overhead attacks.
  • The range of many of Parasoul's fencing-inspired strikes with Krieg give her normals more reach than most of the cast. Touché (s.LP) reaches nearly half screen, much further than the typical s.LP. Poêle à Frire (j.HP) and Lunge (→+HP) also out range equivalent moves from other cast members.

Ensemble Selection

  • Napalm Shot (← charge →+P): All versions of this attack, including the Default Ensemble Choice MP version, act as a File:proj.png for the initial hit. The tear will set on screen and eventually explode after its standard timer. It will not disappear if the point character gets hit.
  • Forbearance (←+HK): As a Default Ensemble Choice, this slow normal attack will force opponents to block File:high.png . Parasoul's point teammate can attack low and easily start a combo from the File:groundbounce.png on hit.
  • Napalm Shot (← charge →+P): As an Ensemble this File:proj.png will hit normally then leave the explosive tear on screen to hit again after its standard timer. The angled MP version is a Default Ensemble Choice. Opponents must hit Parasoul to remove the tear after it sets on screen, which can be difficult after she's left the screen.
  • Napalm Pillar (↓ charge ↑+HK): This File:startupinv.png custom Ensemble may be Parasoul's best overall choice for an Ensemble. It hits anti air, covering enough space above, in front, and behind Parasoul to hit anything close to her point teammate.
  • Napalm Toss (↓↙←+K): When used as a custom Ensemble, Parasoul can only throw a one tear from a single button input custom action. The tear will set on screen at the default range for the button strength, exploding after its standard timer. Like with Napalm Shot, the opponent can't hit Parasoul and remove the tear if she's off screen.
  • Egret Charge (← charge →+HK): Although not actually a projectile, as a custom Ensemble the motorcycle will act like a slow projectile after Parasoul leaves the screen. The File:wallbounce.png on hit gives the point character the opportunity to start a combo.

Move List

Normals

Command Name / Quote Properties (glossary)
File:lp.png Touché Chains Twice
Parasoul's simple jab with Krieg reaches much farther than the LP attacks from other characters.
Damage Meter Gain Start Up Active Recovery
200 1.4% 7 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
7 14 17 -9 -6
File:---.png File:lp.png
Damage Meter Gain Start Up Active Recovery
200 1.4% 10 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
7 14 17 -10 -7
File:mp.png Coup d'arrêt Ignites Tears
Damage Meter Gain Start Up Active Recovery
425 4.2% 10 3 29
Hit Stop Hit Stun Block Stun On Hit On Block
9 21 20 -10 -11
File:hp.png Arc de Feu Chains Twice, Ignites Tears
Parasoul swings Krieg in a wide, vertical arc. The second hit reaches further than the first with a slightly different animation. Using both hits gives Parasoul enough time to charge for a Napalm Pillar, allowing her to combo her hold down special move from a standing attack.
Damage Meter Gain Start Up Active Recovery
750 2.5% 19 3 28
Hit Stop Hit Stun Block Stun On Hit On Block
11 23 23 -7 -7
  • The last 12f of recovery cannot cancel to any other move.
File:---.png File:hp.png
Damage Meter Gain Start Up Active Recovery
550 2.8% 14 2 28
Hit Stop Hit Stun Block Stun On Hit On Block
11 24 20 -5 -9
File:lk.png Persistence Chains Twice
Damage Meter Gain Start Up Active Recovery
200 1.4% 8 3 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 17 (19 vs air) -2 -5 (-3 vs air)
File:---.png File:lk.png
Damage Meter Gain Start Up Active Recovery
150 1.4% 7 3 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 17 (19 vs air) -2 -5 (-3 vs air)
File:mk.png Queen's Gambit Chains Twice
This kick reaches farther and higher for the second hit and works well with Parasoul's s.LK. Hitting an opponent OTG with s.LK > s.LK > s.MK > s.MK > s.HK will push an opponent up from the ground with the two s.MK hits, setting up for the s.HK and an elevated wall bounce.
Damage Meter Gain Start Up Active Recovery
400 2.1% 11 4 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 21 24 -3 0
File:---.png File:mk.png
Damage Meter Gain Start Up Active Recovery
300 2.1% 10 3 26
Hit Stop Hit Stun Block Stun On Hit On Block
9 21 24 -7 -4
File:hk.png Elegance
A high kick that causes a wall bounce, or just sends the opponent across the screen if far enough away from the corner. Parasoul has a hard time comboing off of the bounce without using an OTG because of the kick's lengthy recovery. Canceling into a Napalm Toss will let Parasoul take another action faster than letting the attack recover on its own.
Damage Meter Gain Start Up Active Recovery
1000 5.6% 16 3 38
Hit Stop Hit Stun Block Stun On Hit On Block
12 26 21 File:wallbounce.png -19
File:d.png + File:lp.png Garde
This attack the same start up speed as s.LP but much less range. They are both tied as Parasoul's fastest ground normal.
Damage Meter Gain Start Up Active Recovery
200 1.4% 7 3 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 18 19 3 4
File:d.png + File:mp.png Coup Double Ignites Tears
On hit, intermediate start up between this attack's 2 hits gets slightly longer.
Damage Meter Gain Start Up Active Recovery
250 x2 2.1% x2 11 3, (5), 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
9 x2 21 x2 13 x2 N/A N/A
On whiff:
Damage Meter Gain Start Up Active Recovery
250 x2 2.1% x2 11 3, (1), 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
9 x2 21 x2 16 x2 -2 -7
File:d.png + File:hp.png Prominence File:launch.png Ignites Tears
Damage Meter Gain Start Up Active Recovery
950 5.6% 16 2 32
Hit Stop Hit Stun Block Stun On Hit On Block
10 30 18 -3 -15
File:d.png + File:lk.png Virtue File:low.png
Damage Meter Gain Start Up Active Recovery
200 1.4% 8 3 15
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 18 2 1
File:d.png + File:mk.png Beauty File:low.png
Damage Meter Gain Start Up Active Recovery
450 4.2% 10 7 19
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 -3 -7
File:d.png + File:hk.png Honesty File:low.png
Damage Meter Gain Start Up Active Recovery
950 5.6% 18 4 26
Hit Stop Hit Stun Block Stun On Hit On Block
11 15 18 File:sweep.png -11
(air) File:lp.png Poussée Ignites Tears
Parasoul's air jab with Krieg starts fast and stays active for a surprisingly long time. Jumping around behind this attack allows a relatively easy hit confirm to a chained j.HP.
Damage Meter Gain Start Up Active Recovery
225 1.4% 8 12 11
Hit Stop Hit Stun Block Stun On Hit On Block
8 19 22 -3 0
(air) File:mp.png Crescent Burn Ignites Tears
Damage Meter Gain Start Up Active Recovery
550 4.2% 14 4 14
Hit Stop Hit Stun Block Stun On Hit On Block
10 28 20 11 3
(air) File:hp.png Poêle à Frire Ignites Tears
Parasoul attacks with a massive swing. Krieg's explosion covers her otherwise predictable jump arc and out ranges most of the anti-airs an opponent might use against Parasoul. She can often jump directly at a standing character behind a j.HP, confident they can't do anything about it but block.
Damage Meter Gain Start Up Active Recovery
800 5.6% 14 6 20
Hit Stop Hit Stun Block Stun On Hit On Block
12 30 27 5 OR
File:knockdown.png (vs air)
2
  • When used outside of a chain combo, causes a knockdown similar to File:sweep.png against aerial opponents, allowing an immediate ground recovery.
(air) File:lk.png Poise
Damage Meter Gain Start Up Active Recovery
200 1.4% 7 6 12
Hit Stop Hit Stun Block Stun On Hit On Block
8 19 22 2 5
(air) File:mk.png Grace
Parasoul opens Krieg like an actual parasol as she flips and kicks. Holding MK holds the pose to gently float to the ground.
Damage Meter Gain Start Up Active Recovery
400 4.2% 14 3 27
Hit Stop Hit Stun Block Stun On Hit On Block
10 20 20 -9 -9
(air) File:hk.png Coup Lancé Ignites Tears
Krieg attacks with multiple hits below Parasoul, slowing her fall to the ground. Ending an air chain with j.HP > j.HK can use the j.HK to hit opponents before the knockdown from j.HP. Am air chain like j.LP > j.MP > j.HK after a launcher can land the opponent on their feet without a knockdown or use of an OTG.
Damage Meter Gain Start Up Active Recovery
225 x5 0.9% x5 15 3, 3, 3,
3, 3
12
Hit Stop Hit Stun Block Stun On Hit On Block
4 x5 22 x5 21 x5 8 7

Normal Throws

Command Name / Quote Properties (glossary)
File:lp.png + File:lk.png Napalm Trap File:throw.png
Immobilize!
Damage Meter Gain Start Up Active Recovery
0, 900 5%, 10% 8 3 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A File:knockdown.png N/A
(air) File:lp.png + File:lk.png Canopy Bounce File:airthrow.png
Up you go!
Damage Meter Gain Start Up Active Recovery
0, 400, 550 5%, 8% 8 3 27
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A File:knockdown.png N/A

Command Normals

Command Name / Quote Properties (glossary)
File:f.png + File:lp.png Pistol Whip File:high.png
Parasoul attacks with the butt of her pistol for a quick overhead. Both this high attack and c.LK, Parasoul's fastest low, can start the same basic combos for Parasoul.
Damage Meter Gain Start Up Active Recovery
275 1.4% 20 4 12
Hit Stop Hit Stun Block Stun On Hit On Block
9 19 16 4 1
File:f.png + File:mp.png Coulé File:low.png
Ignites Tears
Parasoul swings at the opponent's feet with Krieg, a rare low attack from standing. This move starts with a step forward before it hits, giving Parasoul her best option for a kara cancel.
Damage Meter Gain Start Up Active Recovery
400 4.2% 17 3 29
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 -9 -13
File:f.png + File:hp.png Lunge
Parasol stabs forward, easily reaching half screen. Because the attack cannot be used when holding a back or a down direction, it can be hard to cancel it into most of Parasoul's specials. Fortunately, it is Parasoul's only normal that can combo directly into Silent Scope.
Damage Meter Gain Start Up Active Recovery
1100 5.6% 21 4 25
Hit Stop Hit Stun Block Stun On Hit On Block
12 28 20 0 -8
File:b.png + File:hk.png Forbearance Default Ensemble Choice File:high.png
Parasoul's slow, high kick can end a ground chain like a heavy attack even though it will not actually combo. The lengthy ground bounce combines well with Egret Call, which can cancel the recovery and allow Parasoul to combo without using an OTG.
Damage Meter Gain Start Up Active Recovery
1000 5.6% 28 3 27
Hit Stop Hit Stun Block Stun On Hit On Block
13 16 19 File:groundbounce.png OR
File:groundbounce.png (vs air)
-10
(air) File:b.png + File:lk.png Spiral Flare Ignites Tears
Parasoul reaches behind herself with Krieg with a multi hit attack. This command normal will only hit as a cross up.
Damage Meter Gain Start Up Active Recovery
100 x3 0.8% x3 10 18 12
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 19 x3 22 x3 -8 -5
(air) File:d.png + File:mk.png Authority
Parasoul stomps on the opponent then bounces upwards. This attack can chain into any other air normal, including itself, j.LP, and j.LK. IPS considers chaining down to a lighter attack the same as starting a new air chain.
Damage Meter Gain Start Up Active Recovery
350 4.2% 8 (until ground) 7
Hit Stop Hit Stun Block Stun On Hit On Block
10 21 17 14 10

Special Moves

Command Name / Quote Properties (glossary)
File:b.png (charge) File:f.png + File:p.png Napalm Shot Default Ensemble Choice (MP) File:proj.png Ignites Tears
Krieg shoots a napalm tear projectile. The LP version shoots straight forward and moves slowly, MP version shoots diagonally down forward and caroms off the ground, and HP version shoots straight forward and moves faster than the LP version. All 3 versions hit once as a projectile and leave the tear on screen at impact with identical properties to a Napalm Toss tear.
lp version:
Damage Meter Gain Start Up Active Recovery
325 (2.5%) 2.3% 15, 1 - 25
Hit Stop Hit Stun Block Stun On Hit On Block
10 (8 on block) 20 17 7 2
  • Firing while another shot is still on screen fires a blank in a 29f animation.
mp version:
Damage Meter Gain Start Up Active Recovery
325 (2.5%) 2.3% 16, 1 - 29
Hit Stop Hit Stun Block Stun On Hit On Block
10 (8 on block) 20 17 3 -2
  • Firing while another shot is still on screen fires a blank in a 31f animation.
hp version:
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 2.3% 19, 1 - 34
Hit Stop Hit Stun Block Stun On Hit On Block
10 (8 on block) 23 17 1 -7
  • Firing while another shot is still on screen fires a blank in a 36f animation.
File:b.png (charge) File:f.png + File:lk.png Egret Call
Not now!
Parasoul quickly dismisses a soldier as he appears on screen. This extremely short recovery special move can cancel other moves to reduce their overall recovery. Parasoul can only have one soldier on screen at a time from special moves. The Egret Call soldier remains on screen longer than MK and HK soldiers.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) N/A N/A 21
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
File:b.png (charge) File:f.png + File:mk.png Egret Dive
What!?
An Egret suddenly leaps out in front of Parasoul, shielding her from projectiles. The soldier can absorb and unlimited number of projectile hits and ends the dive if he takes a non-projectile hit.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 10 N/A 39
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
File:b.png (charge) File:f.png + File:hk.png Egret Charge Image:Throwonhit.png
Clear the way!
Parasoul calls a soldier to charge across the screen on a motorcycle, who will drag the defending character to the corner on hit. Opponents can stop an Egret Charge by hitting the motorcycle with a non-projectile attack. The soldier will not interact with projectiles and will stay on screen even if Parasoul takes a hit.
Damage Meter Gain Start Up Active Recovery
200, 300 (2.5%) 4.6, 4.2% 18 - 24
Hit Stop Hit Stun Block Stun On Hit On Block
0 (11 on block) 13 16 File:wallbounce.png N/A
  • Only the second hit counts as a throw and has no distinct hit or block stuns.
File:d.png (charge) File:u.png + File:lk.png Napalm Trigger File:startupinv.png File:low.png Ignites Tears
Detonate!
A short range attack that recovers quickly and detonates exactly one on screen tear.
Damage Meter Gain Start Up Active Recovery
850 (2.5%) 7.6% 11 4 26
Hit Stop Hit Stun Block Stun On Hit On Block
9 32 21 3 -8
  • Invulnerability for the first 7f of start up.
File:d.png (charge) File:u.png + File:mk.png Napalm Quake File:startupinv.png File:low.png Ignites Tears
Krieg, ignite!
A longer range, slightly slower attack that detonates all tears left on screen.
  • Invulnerability for frames 3 to 15 of start up.
Damage Meter Gain Start Up Active Recovery
950 (2.5%) 7.6% 15 4 38
Hit Stop Hit Stun Block Stun On Hit On Block
10 24 21 File:knockdown.png -20
File:d.png (charge) File:u.png + File:hk.png Napalm Pillar File:startupinv.png Ignites Tears
Immolate!
Krieg generates a large pillar of flame around and above Parasoul. The invulnerability and relatively large attack box make it Parasoul's most powerful reversal.
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 10.1% 17 5 46
Hit Stop Hit Stun Block Stun On Hit On Block
11 26 19 File:knockdown.png -31
  • Invulnerability for all start up and active frames.
File:qcb.png + File:k.png (x3) Napalm Toss File:airok.png
Cry, Krieg!
Parasoul tosses a napalm tear out of Krieg, chaining up to 3 tosses with additional presses of the kick button. The toss does not hit on its own, only as the explosion from the tear on screen. The kick button used determines the tear's trajectory, and holding the button during the attack will cause the tear to set on release. Tapping the button will set the tear to a default, moderate distance.
Damage Meter Gain Start Up Active Recovery
450 (2.5%) 6.1% 12 N/A 24
Hit Stop Hit Stun Block Stun On Hit On Block
8 36 14 N/A N/A

Team Moves

Command Name / Quote Properties (glossary)
File:mp.png + File:mk.png OR File:hp.png + File:hk.png Motorpool Tag In
Egrets, get ready!
Parasoul appears from from the side of the screen, vulnerable during her leap from the moving motorcycle. The solder is completely invulnerable and can hit once during his trip across the screen.
Damage Meter Gain Start Up Active Recovery
500 10.1% N/A N/A 41
Hit Stop Hit Stun Block Stun On Hit On Block
10 10 13 File:knockdown.png N/A
File:qcf.png + File:mp.png + File:mk.png OR File:qcf.png + File:hp.png + File:hk.png Banishment Outtake
I'll deal with you later!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
File:qcf.png + File:p.png + File:p.png Silent Scope Uses 1 level of Dramatic Tension File:startupinv.png File:proj.png
Ready, Number 13.
Parasoul calls for a sniper shot on a radio, which hits as a projectile after the super flash and during Parasoul's recovery animation. This Blockbuster is slow enough to not combo off of most normal attacks but fast for an attack that reaches full screen. The shot will always fire, even if Parasoul gets hit during the recovery. Opponents who trade hits with the shot can give Parasoul a shorter recovery and more time to start a combo off of the stun.
Damage Meter Gain Start Up Active Recovery
1500 -100% 8 + 0, 16 4 111
Hit Stop Hit Stun Block Stun On Hit On Block
25 19 17 File:crumple.png -52
  • Invulnerability for the last 4f of start up.
File:qcf.png + File:k.png + File:k.png Motor Brigade Uses 1 level of Dramatic Tension File:startupinv.png
Black Egrets, charge!
Parasoul summons 6 motorcycle soldiers to attack the opponent. All of the soldiers are one hit each, cannot be hit or thrown, and will explode when hit with a projectile. Parasoul summons the soldiers one at a time and will send less than a full brigade if the opponent interrupts her animation. On block, Motor Brigade leaves Parasoul relatively safe. Canceling Napalm Pillar to Motor Brigade will combo on hit and make the reversal special move significantly safer on block.
Damage Meter Gain Start Up Active Recovery
380 x6 -100% 3 + 0 -, (6) -, (6) -,(6) -, (6) -, (6) - 53
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 24 File:knockdown.png N/A
  • Invulnerability through all start up until 4f after the super flash.
File:qcb.png + File:p.png + File:p.png Inferno Brigade Uses 1 level of Dramatic Tension File:startupinv.png File:proj.png
Egrets assemble!
Parasoul and her soldiers fire many low damage shots at the opponent. This attack has the most invulnerability of Parasoul's Blockbusters, can tear right through oncoming projectiles, and will combo off of nearly anything. The many low damage hits will efficiently deal damage after scaling has taken full effect at the end of a long combo. Parasoul can interrupt this Blockbuster with Egret Call to interrupt her animation while the Egrets continue to fire.
Damage Meter Gain Start Up Active Recovery
240 x45, 260 x27 -300% 5 + 10, 1 - 3, 48
Hit Stop Hit Stun Block Stun On Hit On Block
7 x72 18 x72 13 x72 File:knockdown.png -20 (or worse)
  • Invulnerability for all start up through 25f of active.

Colors and Costumes

File:SG_palette_Para01.jpg Palette 1:
File:lp.png

Default color palette.
File:SG_palette_Para02.jpg Palette 2:
File:mp.png

Original alternate color palette.
File:SG_palette_Para03.jpg Palette 3:
File:hp.png

Original colors?
File:SG_palette_Para04.jpg Palette 4:
File:lk.png

Original colors?
File:SG_palette_Para05.jpg Palette 5:
File:mk.png

Original colors?
File:SG_palette_Para06.jpg Palette 6:
File:hk.png

Original colors?
File:SG_palette_Para07.jpg Palette 7:
File:lp.png + File:mp.png + File:hp.png

Original color palette based on Parasoul's ending.
File:SG_palette_Para08.jpg Palette 8:
File:lk.png + File:mk.png + File:hk.png

Original color palette based on the Black Egret uniform.
File:SG_palette_Para09.jpg Palette 9:
File:lp.png + File:lk.png

Based on Kneesocks from Panty & Stocking with Garterbelt.
File:SG_palette_Para10.jpg Palette 10:
File:mp.png + File:lk.png

Original colors?
File:SG_palette_Para11.jpg Palette 11:
File:lp.png + File:mp.png + File:lk.png

Original colors?
File:SG_palette_Para12.jpg Palette 12:
File:lp.png + File:hp.png

Original colors?
File:SG_palette_Para13.jpg Palette 13:
File:lp.png + File:hp.png + File:lk.png

Original colors?
File:SG_palette_Para14.jpg Palette 14:
File:mp.png + File:hp.png + File:lk.png

Based on Kula Diamond from King of Fighters.
File:SG_palette_Para15.jpg Palette 15:
File:lp.png + File:mp.png + File:hp.png + File:lk.png

Original colors?
File:SG_palette_Para16.jpg Palette 16:
File:lp.png + File:mp.png

Original colors?
File:SG_palette_Para17.jpg Palette 17:
File:lp.png + File:mk.png

Based on Jessica Rabbit from Who Framed Roger Rabbit?
File:SG_palette_Para18.jpg Palette 18:
File:mp.png + File:mk.png

Based on "Justin Bailey" Samus from Metroid.

Patch History

Version 1.0 to 1.01

  • The Napalm Shot and Napalm Toss tear explosions received the following adjustments:
    • Damage now correctly scales by ratio and is affected by combo damage scaling.
    • Reduced hit-stun from 37 frames to 36 frames.
    • Reduced blockstun from 19 frames 14 frames to prevent certain lockdowns.
    • Reduced chip damage from 250 to 150.
  • Napalm Pillar received the following adjustments:
    • Removed an erroneous 3 frame invincibility after the hit was already finished.
    • Reduced blockstun by 1 frame to prevent strange interactions with Inferno Brigade at max distance.
  • Motor Brigade received the following adjustments:
    • Lengthened the Blockbuster Sequel window by 8 frames.
    • Successful hits now drag the opponent downward to allow more hits to connect more of the time.
    • Slightly increased the hit-stop on opponents.
  • Egret Charge should always cause wall bounce now..
  • Egret Call can now be used to cancel out of Inferno Brigade. The damage is slightly reduced to compensate for this added flexibility.
  • Silent Scope no longer misses crouching Painwheel after using a MP Napalm Shot.
  • j.MK has received the following adjustments:
    • Increased hit-stun by 1 frame.
    • Increased the forward and backward speeds when holding the button to float.
    • Held-button float now allows another attack immediately when button is released.
  • Extended the hitbox of Parasoul's j.HP closer to Parasoul's body to prevent missing up close against airborne characters.
  • For IPS purposes, (air) ↓ + MK > j.MK is now a chain rather than a reverse-beat.
  • Parasoul will no longer perform incorrect ground recoveries if crossed up after a knockdown.
  • Missed ground and air throws no longer cancel Ensemble calls.
  • (air) ← + LK can now be properly Pushblocked in the middle.
  • Fixed an issue with some colors where certain frames incorrectly showed parts of Parasoul's glasses.
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