From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
|
| 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
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.
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: OR OR OR
|
| Crouching: | 3 Buttons: OR OR OR
|
| Air: | 6 Buttons:
|
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
. 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
. 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
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
. Parasoul's point teammate can attack low and easily start a combo from the
on hit.
- Napalm Shot (← charge →+P): As an Ensemble this
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
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
on hit gives the point character the opportunity to start a combo.
Move List
Normals
| Command
| Name / Quote
| Properties (glossary)
|
|
| 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
|
|
|
| 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
|
|
|
| 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
|
|
|
| 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.
|
|
| 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
|
|
|
| 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)
|
|
|
| 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)
|
|
|
| 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
|
|
|
| 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
|
|
|
| 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
|
| -19
|
|
|
+
| 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
|
|
|
+
| 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
|
|
|
+
| Prominence
| 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
|
|
|
+
| Virtue
|
|
|
|
| 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
|
|
|
+
| Beauty
|
|
|
|
| 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
|
|
|
+
| Honesty
|
|
|
|
| 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
|
| -11
|
|
|
(air)
| 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)
| 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)
| 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
(vs air)
| 2
|
|
- When used outside of a chain combo, causes a knockdown similar to
against aerial opponents, allowing an immediate ground recovery.
|
|
(air)
| 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)
| 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)
| 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)
|
|
+
| Napalm Trap
|
|
| 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
|
| N/A
|
|
|
(air) +
| Canopy Bounce
|
|
| 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
|
| N/A
|
|
|
Command Normals
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Pistol Whip
|
|
|
|
| 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
|
|
|
+
| Coulé
| 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
|
|
|
+
| 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
|
|
|
+
| Forbearance
| Default Ensemble Choice
|
|
|
| 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
| OR
(vs air)
| -10
|
|
|
(air) +
| 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) +
| 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)
|
|
(charge) +
| Napalm Shot
| Default Ensemble Choice (MP) 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.
|
|
(charge) +
| 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
|
|
|
(charge) +
| 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
|
|
|
(charge) +
| Egret Charge
|
|
| 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
|
| N/A
|
|
- Only the second hit counts as a throw and has no distinct hit or block stuns.
|
|
(charge) +
| Napalm Trigger
| 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.
|
|
(charge) +
| Napalm Quake
| 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
|
| -20
|
|
|
(charge) +
| Napalm Pillar
| 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
|
| -31
|
|
- Invulnerability for all start up and active frames.
|
|
+ (x3)
| Napalm Toss
|
|
| 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)
|
|
+ OR +
| 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
|
| N/A
|
|
|
+ + OR + +
| 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)
|
|
+ +
| Silent Scope
| Uses 1 level of Dramatic Tension
|
| 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
|
| -52
|
|
- Invulnerability for the last 4f of start up.
|
|
+ +
| Motor Brigade
| Uses 1 level of Dramatic Tension
|
| 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
|
| N/A
|
|
- Invulnerability through all start up until 4f after the super flash.
|
|
+ +
| Inferno Brigade
| Uses 1 level of Dramatic Tension
|
| 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
|
| -20 (or worse)
|
|
- Invulnerability for all start up through 25f of active.
|
|
Colors and Costumes
| Palette 1:
Default color palette.
|
| Palette 2:
Original alternate color palette.
|
| Palette 3:
Original colors?
|
| Palette 4:
Original colors?
|
| Palette 5:
Original colors?
|
| Palette 6:
Original colors?
|
| Palette 7:
+ +
Original color palette based on Parasoul's ending.
|
| Palette 8:
+ +
Original color palette based on the Black Egret uniform.
|
| Palette 9:
+
Based on Kneesocks from Panty & Stocking with Garterbelt.
|
| Palette 10:
+
Original colors?
|
| Palette 11:
+ +
Original colors?
|
| Palette 12:
+
Original colors?
|
| Palette 13:
+ +
Original colors?
|
| Palette 14:
+ +
Based on Kula Diamond from King of Fighters.
|
| Palette 15:
+ + +
Original colors?
|
| Palette 16:
+
Original colors?
|
| Palette 17:
+
Based on Jessica Rabbit from Who Framed Roger Rabbit?
|
| Palette 18:
+
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.