Skullgirls/Parasoul

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SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG Parasoul portrait.jpg
Parasoul
Voiced by: Erin Fitzgerald, with Kaiji Tang, Juicey Flannigan, Bobby Thong, Erik Scott Kimerer, and Jason Wishnov as the Black Egrets
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

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.

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: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Air: 6 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png ---.png 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 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 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 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 High.png . Parasoul's point teammate can attack low and easily start a combo from the Groundbounce.png on hit.
  • Napalm Shot (← charge →+P): As an Ensemble this 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 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 Wallbounce.png on hit gives the point character the opportunity to start a combo.

Move List

Normals

Command Name / Quote Properties (glossary)
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
300 2.5% 7 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
7 14 17 -9 -6
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
200 2.5% 10 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
7 14 17 -10 -7
Mp.png Coup d'arrêt Ignites Tears
Damage Meter Gain Start Up Active Recovery
525 7.5% 10 3 29
Hit Stop Hit Stun Block Stun On Hit On Block
9 21 20 -10 -11
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 5.0% 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.
---.png Hp.png
Damage Meter Gain Start Up Active Recovery
550 5.0% 14 2 28
Hit Stop Hit Stun Block Stun On Hit On Block
11 24 20 -5 -9
Lk.png Persistence Chains Twice
Damage Meter Gain Start Up Active Recovery
300 2.5% 8 3 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 17 (19 vs air) -2 -5 (-3 vs air)
---.png Lk.png
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 3 20
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 17 (19 vs air) -2 -5 (-3 vs air)
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 3.8% 11 4 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 21 24 -3 0
---.png Mk.png
Damage Meter Gain Start Up Active Recovery
300 3.8% 10 3 26
Hit Stop Hit Stun Block Stun On Hit On Block
9 21 24 -7 -4
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
1100 10.0% 16 3 33
Hit Stop Hit Stun Block Stun On Hit On Block
12 26 21 Wallbounce.png -14
D.png + 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 2.5% 7 3 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 18 19 3 4
D.png + 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
350, 350 3.8% x2 11 3, (1), 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
9 x2 21 x2 16 x2 -2 -7
On whiff:
Damage Meter Gain Start Up Active Recovery
N/A N/A 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
D.png + Hp.png Prominence Launch.png Ignites Tears
Damage Meter Gain Start Up Active Recovery
950 10.0% 16 2 32
Hit Stop Hit Stun Block Stun On Hit On Block
10 30 18 -3 -15
D.png + Lk.png Virtue Low.png
Damage Meter Gain Start Up Active Recovery
200 2.5% 8 3 15
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 18 2 1
D.png + Mk.png Beauty Low.png
Damage Meter Gain Start Up Active Recovery
575 7.5% 13 4 19
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 0 -4
D.png + Hk.png Honesty Low.png
Damage Meter Gain Start Up Active Recovery
1050 10.0% 18 4 30
Hit Stop Hit Stun Block Stun On Hit On Block
11 15 18 Sweep.png -15
(air) Lp.png Poussée High.png 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
375 2.5% 8 12 11
Hit Stop Hit Stun Block Stun On Hit On Block
8 19 22 -3 0
(air) Mp.png Crescent Burn High.png Ignites Tears
Damage Meter Gain Start Up Active Recovery
550 7.5% 14 4 14
Hit Stop Hit Stun Block Stun On Hit On Block
10 28 20 11 3
(air) Hp.png Poêle à Frire High.png 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
900 10.0% 14 6 20
Hit Stop Hit Stun Block Stun On Hit On Block
12 30 27 5 OR
Knockdown.png (vs air)
2
  • When used outside of a chain combo, causes a knockdown similar to Sweep.png against aerial opponents, allowing an immediate ground recovery.
(air) Lk.png Poise High.png
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 6 12
Hit Stop Hit Stun Block Stun On Hit On Block
8 19 22 2 5
(air) Mk.png Grace High.png Chains Down, Ignites Tears
Parasoul opens Krieg like an actual parasol as she flips and kicks. Holding MK holds the pose to gently float to the ground, and tear explosions can rocket Parasoul upwards if she holds the float animation. This attack can chain into any other air normal, including itself, j.LP, and j.LK.
Damage Meter Gain Start Up Active Recovery
400 7.5% 14 3 8 (min)
Hit Stop Hit Stun Block Stun On Hit On Block
10 20 20 10 10
(air) Hk.png Coup Lancé High.png 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. An 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
400 7.5% 14 3 27
Hit Stop Hit Stun Block Stun On Hit On Block
10 20 20 -9 -9

Command Normals

Command Name / Quote Properties (glossary)
F.png + Lp.png Pistol Whip 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
375 2.5% 20 4 12
Hit Stop Hit Stun Block Stun On Hit On Block
9 19 16 4 1
F.png + Mp.png Coulé 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
500 7.5% 17 3 29
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 -9 -13
F.png + 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
1200 10.0% 21 4 25
Hit Stop Hit Stun Block Stun On Hit On Block
12 28 20 0 -8
B.png + Hk.png Forbearance Default Ensemble Choice 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
1050 10.0% 22 3 27
Hit Stop Hit Stun Block Stun On Hit On Block
13 16 19 Groundbounce.png -10
(air) B.png + Lk.png Spiral Flare High.png 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
150 x3 1.5% x3 10 18 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 23 x3 22 x3 -8 -9
(air) D.png + Mk.png Authority High.png Chains Down
Parasoul stomps on the opponent then bounces upwards. This attack can chain into any other air normal, including itself, j.LP, and j.LK.
Damage Meter Gain Start Up Active Recovery
450 7.5% 7 18 8
Hit Stop Hit Stun Block Stun On Hit On Block
10 21 17 13 9

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Napalm Trap Throw.png 50% Damage Scaling
Immobilize!
Damage Meter Gain Start Up Active Recovery
0, 900 5%, 10% 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Knockdown.png N/A
(air) Lp.png + Lk.png Canopy Bounce Airthrow.png 50% Damage Scaling
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 Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
B.png (charge) F.png + P.png Napalm Shot Default Ensemble Choice (MP) 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. The tears have identical properties to Napalm Toss tears with a slightly shorter timer.
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
11 (9 on block) 23 16 11 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
11 (9 on block) 23 16 7 -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
11 (9 on block) 25 16 4 -7
  • Firing while another shot is still on screen fires a blank in a 36f animation.
B.png (charge) F.png + 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
B.png (charge) F.png + 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%) 16 N/A 33
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • The Egret will block projectiles for 73f after Parasoul's start up animation.
  • Any hit after the first adds 3f of hit stop to attacks hitting the Egret.
B.png (charge) F.png + Hk.png Egret Charge 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 or hitting Parasoul before the soldier becomes active. The soldier will not interact with projectiles.
Damage Meter Gain Start Up Active Recovery
200, 300 (2.5%) 4.6, 4.2% 8 - 41
Hit Stop Hit Stun Block Stun On Hit On Block
0 (11 on block) Throwonhit.png 16 Wallbounce.png N/A
  • The Egret's active hit box takes 24f minimum to appear on screen after Parasoul's start up.
  • Only the second hit counts as a throw and has no distinct hit or block stuns.
D.png (charge) U.png + Lk.png Napalm Trigger Startupinv.png Ignites Tears
Detonate!
Parasoul does not attack as she remotely detonates one on screen tear.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 2 N/A 39
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • Invulnerability for the first 7f of start up.
D.png (charge) U.png + Mk.png Napalm Quake Startupinv.png Low.png Ignites Tears
Krieg, ignite!
Parasol hits low as she remotely detonates all on screen tears.
  • 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 Knockdown.png -20
D.png (charge) U.png + Hk.png Napalm Pillar 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 (7 on block) 26 19 Knockdown.png -31
  • Invulnerability for all start up and active frames.
Qcb.png + K.png (x3) Napalm Toss Airok.png
Cry, Krieg!
Parasoul tosses a napalm tear out of Krieg which does not hit on its own. Button strength determines the tear's trajectory, while holding the causes the tear to set on release and tapping the button will leave the tear at a set distance. The ground version of Napalm Toss will chain into itself for up to 3 tears with additional K inputs. The air version's recovery can be canceled with any normal attack, which gives Parasoul an effect similar to an air dash cancel in her combos.
Damage Meter Gain Start Up Active Recovery
0 (2.5%) 12 (5) 16
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
(air)
Damage Meter Gain Start Up Active Recovery
0 (2.5%) 12 (3) 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Tear with timed detonation:
Damage Meter Gain Start Up Active Recovery
400 6.1% 10 5 N/A
Hit Stop Hit Stun Block Stun On Hit On Block
8 25 16 N/A N/A
Tear with manual detonation:
Damage Meter Gain Start Up Active Recovery
600 6.1% 10 5 N/A
Hit Stop Hit Stun Block Stun On Hit On Block
9 32 16 N/A N/A

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + 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 Knockdown.png -31
Qcf.png + Mp.png + Mk.png OR Qcf.png + Hp.png + 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)
Qcf.png + P.png + P.png Silent Scope Uses 1 level of Dramatic Tension Startupinv.png 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, 20 7 111
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 25 19 17 Crumple.png -48
  • Invulnerability for the last 4f of start up.
Qcf.png + K.png + K.png Motor Brigade Uses 1 level of Dramatic Tension 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
(2), 9 24 24 Knockdown.png N/A
  • Invulnerability through all start up until 4f after the super flash (summoning first motorcycle).
Qcb.png + P.png + P.png Inferno Brigade Uses 3 levels of Dramatic Tension Startupinv.png 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
210 x45, 235 x27 -300% 5 + 10, 1 - 3, 48
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 7 x72 18 x72 13 x72 Knockdown.png -28
  • Invulnerability for all start up through 25f of active.

Colors and Costumes

SG palette Para01.jpg Palette 1:
Lp.png

Default color palette.
SG palette Para02.jpg Palette 2:
Mp.png

Original alternate color palette.
SG palette Para03.jpg Palette 3:
Hp.png

Based on Mireille Bouquet from Noir.
SG palette Para04b.jpg Palette 4:
Lk.png

Original alternate color palette. Modified to avoid "red cross" imagery.
SG palette Para05.jpg Palette 5:
Mk.png

Original alternate color palette.
SG palette Para06.jpg Palette 6:
Hk.png

Original alternate color palette.
SG palette Para07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Parasoul's story mode ending.
SG palette Para08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original color palette based on the Black Egret uniform.
SG palette Para09.jpg Palette 9:
Lp.png + Lk.png

Based on Kneesocks from Panty & Stocking with Garterbelt.
SG palette Para10.jpg Palette 10:
Mp.png + Lk.png

Original alternate color palette.
SG palette Para11b.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Based on Mitsuru Kirijo from Persona 3. Modified to avoid "red cross" imagery.
SG palette Para12.jpg Palette 12:
Lp.png + Hp.png

Based on Oliver Armstrong from Full Metal Alchemist.
SG palette Para13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette Para14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Kula Diamond from King of Fighters.
SG palette Para15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Based on Alruna, a NPC from Gaia Online designed by Alex Ahad.
SG palette Para16.jpg Palette 16:
Lp.png + Mp.png

Based on Megurine Luka from Vocaloid.
SG palette Para17.jpg Palette 17:
Lp.png + Mk.png

Based on Jessica Rabbit from Who Framed Roger Rabbit?
SG palette Para18.jpg Palette 18:
Mp.png + Mk.png

Based on "Justin Bailey" Samus from Metroid.
SG palette Para19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on Poison Ivy from DC Comics.
SG palette Para20.jpg Palette 20:
Hp.png + Mk.png

Based on Fluttershy from My Little Pony.
SG palette Para21.jpg Palette 21:
Lp.png + Hp.png + Mk.png

Based on Char Aznable from Mobile Suit Gundam.
SG palette Para22.jpg Palette 22:
Mp.png + Hp.png + Mk.png

Based on Jean Grey's 1990s era costume from X-Men: The Animated Series.

Patch History

Unfinished Business Edition to Are Your Ready For? Edition

  • Napalm Pillar now causes 4f less hit stop on block, reducing its use as lockdown Ensemble.

Encore to Unfinished Business Edition

  • Fixed clean up error during slide stun animation.
  • s.LP hit box adjusted to consistently hit all characters at close range.
  • LP and HP Napalm Shot hit boxes adjusted to consistently hit all characters at close range.
  • Fixed a bug that could cause a camera de-sync during tag in.
  • Fixed a bug that could cause another camera de-sync with Egret Charge as an Ensemble.
  • Napalm Pillar and Napalm Quake now properly cause pre-block.
  • Silent Scope active time increased to 7f, up from 4f; it is no longer possible to just frame dodge it with certain moves.

More Different Edition to Encore

  • Jumping and landing animations changed to match the rest of the cast. Jumping is now the standard 4f instead of 3f and landing is now the standard 2f instead of 0f.

Slightly Different Edition to More Different Edition

  • Increased damage on some normals:
    • s.LP to 300, 200
    • s.MP to 525
    • s.HP to 700, 750
    • s.LK to 300, 250
    • s.HK to 1100
    • c.MP to 350, 350
    • c.MK to 575
    • c.HK to 1050
    • j.LP to 250
    • j.HP to 900
    • j.LK to 250
    • j.HK to 300 x5
    • →+LP to 375
    • →+MP to 500
    • →+HP to 1200
    • ←+HK to 1050
    • (air) ↓+MK to 450
  • s.MK hit box on the second hit adjusted to connect on Painwheel.
  • j.MK received the following changes:
    • Damage increased to 550.
    • Chains "backwards" (j.MK > j.LP, j.MK > (air) ←+LK, etc).
    • Parasoul now floats when holding MK; much more controllable during the float.
    • Now Ignites Tears, allowing Parasoul to bomb-jump off a detonated tears when combined with the float.
  • ←+HK recieved the following changes:
    • Start up decreased to 22f.
    • Damage increased to 1050.
    • Now causes ground bounce vs air and ground.
  • (air) ←+LK received the following changes:
    • Total damage increased to 450.
    • Hit stun increased to 23f.
  • The tears from Napalm Shot and Napalm Toss received the following changes:
    • Tears have two strengths of explosion: when left alone, 400 dmg and 33f total hit stun; if detonated by a fire attack or Napalm Trigger, 600 dmg and 47f total hit stun.
    • Tossed and shot tears do not "count" as a tear while in flight; 3 placed tears will stay on screen while another is in flight.
  • Napalm Shot received the following changes:
    • HP version travels with a very slight downward path; it will now hit full screen against a crouching Valentine.
    • Advantage on hit increased for all versions.
    • Napalm Shot placed tears detonate faster than Napalm Toss tears.
  • Egret Dive received the following changes:
    • Start up decreased by 5f.
    • The Egret's hit box reaches slightly higher and all the way to the floor.
    • The Egret's start position adjusted to be slightly further away from Parasoul.
    • Each projectile adds 3f more hit stop to the Egret.
    • The Egret stops absorbing hits after landing.
  • Egret Charge received the following changes:
    • Will not grab if Parasoul is hit out of the calling animation. Hitting Parasoul after it completes will not stop the bike.
    • Summons the bike 4f earlier (2f instead of 6f) to make Blockbuster cancels and back throw cancelled to Egret Charge easier.
    • Parasoul's recovery increased by 7f.
    • As an assist, Parasoul appears further behind the point character.
  • Napalm Trigger now detonates all tears on screen simultaneously and does not hit.
  • Napalm Quake doesn't detonate tears (unless it touches them), hits low, and doesn't knockdown.
  • (air) Napalm Toss received the following changes:
    • No longer allows additional button presses to toss up to 3 tears (like the ground version). Parasoul can now cancel with a normal attack as soon as the tear appears, allowing normal xx Napalm Toss xx normal combos.
    • Parasoul will not land until after the tear is created, even if she reaches the floor before then.

Initial Release Version to Slightly Different Edition

  • 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 block stun 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 block stun 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 hit box 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.