Skullgirls/Parasoul

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SG par.jpg

Parasoul

Voiced by: Erin Fitzgerald, Kaiji Tang, Juicey Flannigan, Bobby Thong, Erik Scott Kimerer, Jason Wishnov (EN), Rie Tanaka (JP)
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
SG Parasoul icon.png

Skullgirls main page


Story

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.

Basics

Parasoul is a charge character who excels at controlling space. She dominates the mid range with her excellent air to airs and projectiles.

  • Can leave up to three circular mines on the screen, called tears, using her Napalm Toss special. Her horizontal charge P move, Napalm Shot, will fire a projectile and leave a tear on hit or block.
  • Two amazing grounded overheads, one that can be used at the beginning of a chain, and one to end a chain. Whenever Parasoul gets up close, her opponent will always be guessing.
  • Her horizontal charge K specials will bring in her soldiers, the Black Egrets, for some situational utility. Using the HK version in a combo allows her to carry the opponent all the way to the corner.
  • Ground dash moves her forward a large set distance quickly, so she can close distance easily from mid range. And, while she may not have a double jump or airdash, the one jump she has reaches a high height quickly and doesn't move her forward that much.
  • A meterless invulnerable reversal on a flash kick ([2]8) input. Comes with a major weakness, which is a big blind spot on its hitbox. This still makes it great for anti-airing but can easily be baited to whiff as a reversal. Neither of her level 1 supers provide reliable invulnerability but are still useful in other ways.


Important moves:

  • L Napalm Shot - for horizontal control and pressure
  • j.LP - for air to air control
  • c.LK - fast, good range low to start pressure / mixup
  • f.LP - to open people up expecting c.LK
  • Napalm Pillar ([2]8HK) - for an invulnerable reversal, and to anti-air predictable jump-ins


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. She is the only character in the game with a unique jump height.
Dash or Run: Parasoul has a long, fast forward dash. Her backward dash is just as fast but only covers medium distance.
Air Dash: No air dash
Weight: Medium
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Tears

SG par tears.png

Parasoul can create projectile mines on the screen called tears using her Napalm Toss and Napalm Shot special moves. They will detonate on their own after waiting a certain amount of time.

Manual detonation is possible through...

  • Using the special move Napalm Trigger ([2]8LK), which will detonate every tear on the screen
  • Making contact with certain moves. These moves will have 'ignites tears' listed in the properties section.
  • Making contact with other tear explosions

Manually detonated tears will have a bigger hitbox. Only three tears can be on the screen at once. If a new one is created, the oldest one on the screen will disappear without detonating. If Parasoul is hit, all tears on screen will disappear without detonating.

Assists

Default Assists
  • Napalm Pillar - An invulnerable DP assist. Great anti-air hitbox, but at the cost of a huge dead zone behind Parasoul.
  • L Napalm Shot - Slow travelling projectile assist. Controls space and leaves a tear if it makes contact with the opponent. A notable trait of this assist is the tear will not go away if the point character is hit, since Parasoul is the character that needs to get hit in order for the tear to disappear. This can cause some situations where your opponent lands a hit but has to react to avoid the tear, otherwise they get hit.
Noteworthy Custom Assists
  • H Napalm Shot ([4]6HP) - Similar to the L version, except it travels much faster. This makes it easier for the tear to make contact with the opponent and stay on the screen.
  • Egret Charge ([4]6HK) - An uncommon setup assist used to enable unique conversions
  • Napalm Toss (214K) - This assist is nowhere near as useful as the above, but it has one very unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button.

Move List

Normals

Standing Normals

SG par slp.png

Touché

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -9 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 21 14 17 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -10 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 22 14 17 7


  • Farthest reaching jab in the game, and disjointed
  • Tied for Parasoul's fastest normal with c.LP. If you need your fastest move for a punish, just use this instead of c.LP since it can punish from a much farther range and is just as fast.
  • Very minus on block and hit, so this normal is ideal for whiff punishing and confirming into a combo, not for tick throw setups or pressure in general.



SG par smp.png

Coup d'arrêt

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Ignites Tears 525 7.5% -10 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 29 21 20 9


  • Links from L Napalm Shot with a generous 4f buffer, so it's a staple move in combos.



SG par shp.png

Arc de Feu

View hitbox
(?)

s.HP Standing SG hp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self,
Ignites Tears
700 4.5% -3 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 3 24 23 23 11
x2 Guard Properties Damage Meter On Hit On Block
Mid Ignites Tears 750 5% -1 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 2 24 24 20 11


  • High damage normal that hits twice. You'll be ending most of your ground chains with this since it gives you plenty of time to get a back charge no matter the situation, is a great source of damage, and combos into L Napalm Shot.
  • It vacuums the opponent towards the ground on air hit, so it can also be used for confirming air hits or as a situational anti air.



SG par slk.png

Persistence

View hitbox
(?)

s.LK Standing SG lk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 3 20 20 17 (19 vs air) 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 20 20 17 (19 vs air) 7


  • Highest damaging light normal (with both hits), and combos into s.HP or L Napalm Shot, unlike s.LP
  • Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears



SG par smk.png

Queen's Gambit

View hitbox
(?)

s.MK Standing SG mk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 400 3.75% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 4 21 21 24 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300 3.75% -7 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 26 21 24 9


  • 1st hit moves Parasoul more forward than any of her other medium normals, allowing for more consistent combos from farther away. However, also be aware the 2nd hit pushes the opponent further away.
  • Two hits allows Parasoul more time to get a charge, and vary timing in combos for setup potential with tears



SG par shk.png

Elegance

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 1100 10% Wall Bounce -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 33 26 21 12


  • It is possible to keep a backwards charge during this move to combo into Napalm Shot, despite its overlapping input with b.HK. To do so, just hold 7 when inputting s.HK during your chain.



Crouching Normals

SG par clp.png

Garde

View hitbox
(?)

c.LP Crouching SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% +3 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 13 18 19 7


  • Parasoul's most advantageous normal on block, and tied for fastest normal with s.LP.



SG par cmp.png

Coup Double

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Ignites Tears 350 x2 3.75% x2 -2 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3, (5 OR 3 on hit/block), 3 21 21 x2 16 x2 4, 9


  • Reels Parasoul's hurtbox backwards making it not only a generally safe horizontal poke, but also a safe tool for burst baits.
  • Very useful normal when tears are nearby, and can confirm off the resulting explosions from afar with b.HK, L Napalm Shot, or Egret Call.



SG par chp.png

Prominence

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% -3 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 2 32 30 18 10


  • Parasoul's launcher
  • Be aware that using this move when tears are nearby will interrupt the opponent being launched. It can still be converted from if you are aware of it, though, and can even increase combo potential.
  • Because it hits behind parasoul slightly, it can detonate tears from behind parasoul as well, making it a somewhat useful tool when detonating close by tears as a defensive option



SG par clk.png

Virtue

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 200 2.5% +2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 3 15 19 18 7


  • Fast, low poke with decent range.



SG par cmk.png

Beauty

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 575 7.5% ±0 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 4 19 22 18 9


  • A medium normal that hits low. Chain into this from c.LK or f.LP as the second hit in your chain. Excellent for stagger pressure, catches opponents pressing buttons, or holding up-back after blocking c.LK.
  • Low profiles, so it can be used to dodge some projectiles.



SG par chk.png

Honesty

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1050 10% Soft KD (Invuln.) -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 30 15 18 11


  • Low profiles and moves Parasoul forward quite a bit



Jumping Normals

SG par jlp.png

Poussée

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears 250 2.5% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 12 11 19 22 8


  • Amazing disjointed air to air that is active for a long time.
  • When igniting tears with this normal, the resulting explosion is weaker (see Napalm Toss)



SG par jmp.png

Crescent Burn

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears 600 7.5% +11 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 4 14 28 20 10


  • Not as fast as her light normals, but out of all her air normals it hits at the highest angle.



SG par jhp.png

Poêle à Frire

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears 900 10% Soft KD (vs air),
KD (vs air, chained into)
-10
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 6 20 30 27 12


  • Big and disjointed air normal
  • Can only combo off the ground bounce of this move if it is chained into. If it's done alone, the opponent can ground tech without the opportunity for a combo.



SG par jlk.png

Poise

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 6 12 19 22 8


  • Not disjointed like jLP, but hits at a higher angle.



SG par jmk.png

Grace

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears,
Chains Backwards
550 7.5% +12 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 3 8 22 20 10


  • Holding j.MK holds the pose after the attack to float to the ground. This float also puts Parasoul in control of her left/right falling momentum. When combined with a super jump, it allows Parasoul to travel far disatances safe from many opponent's attacks. Floating backwards allows her to evaluate a situation and bait out anti-air attempts
  • Nearby tear explosions will propel Parasoul upwards during the float.
  • Can chain backwards to j.MP, j.LK, or j.LK.



SG par jhk.png

Coup Lancé

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears 300 x5 1.7% x5 +8 +7
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3, 3, 3, 3, 3 12 22 x5 21 x5 4 x5


  • Multi-hit jump in attack that shrinks Parasoul's hurtbox, making her safer from attacks while jumping. This is especially useful since her normal jumping hurtbox is quite big.
  • Since it's multi hit, if they block, Parasoul can vary their pushblock timing by canceling into an air Napalm Toss. This can also create a mixup situation, since air Napalm Toss can be canceled into normals. j.HK xx Toss xx j.LK for overhead, or j.HK xx Toss, c.LK for low
  • Use it while rising to get to super jump height safely
  • Like all multi-hit jump normals, only the first hit that makes contact (hit or block) is high. The subsequent hits become mid



Command Normals

SG par flp.png

Pistol Whip

View hitbox
(?)

f.LP F.png + SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 375 2.5% +4 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 4 12 19 16 9


  • The fearsome pistol whip is Parasoul's fastest grounded overhead. Stick this in at the start of your chains to keep them guessing between f.LP and c.LK.



SG par fmp.png

Coulé

View hitbox
(?)

f.MP F.png + SG mp.png
Guard Properties Damage Meter On Hit On Block
Low Ignites Tears 500 7.5% -9 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 3 29 22 18 9


  • A delayed low with a deceiving standing animation. Use this in the middle of chains to trip people up expecting an overhead.



SG par fhp.png

Lunge

View hitbox
(?)

f.HP F.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 1200 10% ±0 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 4 25 28 20 12


  • Used as a replacement for s.HP in combos for more damaging routes. Despite the forward input, it can combo into L Napalm Shot as long as you return to back immediately after inputting f.HP. This is easier to do if f.HP is chained from c.MK, due to the input buffer / hitstop. Not a good idea to hitconfirm with, since you lose a backwards charge for L Napalm Shot.



SG par bhk.png

Forbearance

View hitbox
(?)

b.HK B.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 1050 10% Ground Bounce -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 3 27 16 19 13


  • Parasoul's second grounded overhead that can be placed at the end of her chains. Cancel into Egret Call or L Napalm Shot. Both allow for combo on hit, but Egret Call is safer, while L Napalm Shot will leave you more advantageous.
  • When used in combos, can cancel into Egret Charge which will carry the opponent all the way to the corner!



SG par jblk.png

Spiral Flare

View hitbox
(?)

j.4LK Jumping B.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
High Ignites Tears 150 x3 1.5% x3 +18 +20
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 18 16 23 x3 26 x3 7 x3 (6 x3 on block)


  • Cross-up move, and multi-hit so it's easy to confirm. Jump over the opponent and do this move on your way down to make them block the other way.



SG par jdmk.png

Authority

View hitbox
(?)

j.2MK Jumping D.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
High Chains Backwards 450 7.5% +13 +9
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 18 8 21 17 10


  • Parasoul stomps and bounces off the opponent on hit or block.
  • Blistering fast and hits instant overhead on everyone in the cast while crouching! Only caveat is she needs an assist to combo off it.
  • Also useful as an assist punish, allow her to continuously hit the opponent's assist while rising and avoiding most counter attacks



Throws

SG par throw.png

Napalm Trap

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 900 5%, 10% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • In order to combo off throw midscreen, do back throw and cancel into Egret Call or Egret Charge.
  • If no Egret is available, can also cancel into Napalm Toss
  • Can easily combo from forward throw in corner. Midscreen, trickier forward throw conversions are possible with Egret Call -> dash, or Egret Charge xx Motor Brigade.



SG par airthrow.png

Canopy Bounce

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0, 400, 550 5%, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 27 N/A N/A N/A




Team Moves

SG par tag.png

Motorpool

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag
Projectile
500 10.% KD -9 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 -- 67 10 13 10


  • Parasoul appears from from the side of the screen, vulnerable during her leap from the moving motorcycle. The soldier is completely invulnerable and can hit once during his trip across the screen.
  • Surprisingly fast when used in the corner.



SG par snap.png

Banishment

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -17
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 28 14 17 13


  • A normal snapback



Specials

SG par qcbk.png

"Cry, Krieg"

View hitbox
(?)

Napalm Toss Qcb.png + [ SG k.png ] (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
N/A - 0 0.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 N/A 21 N/A N/A N/A
Air Guard Properties Damage Meter On Hit On Block
N/A - 0 0.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 OR 12* N/A 29 OR 31* N/A N/A N/A
Tear (Auto detonate) Guard Properties Damage Meter On Hit On Block
Mid Projectile 400 (100) 4% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 OR 6** 5 N/A 25 17 7
Tear (Manual detonate) Guard Properties Damage Meter On Hit On Block
Mid Projectile 600 (200) 6% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 5 N/A 39 OR 40*** 16 8


  • Parasoul sets a tear on the screen. The button strength determines the tear's trajectory. Tapping the button will leave the tear at a predetermined spot along the trajectory, as pictured. Holding the button will allow you to place the tear on release.
  • The ground version 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.
  • Tears ignited manually will produce a larger explosion with more damage. Igniting a tear with j.LP is an exception to this, and will produce a regular tear explosion as if it detonated automatically. If the tear was placed in a combo and detonated by j.LP in the same combo, this exception is ignored.
  • Manually setting a tear during the first 10f of a jump (such as from a tiger knee input) will create a smaller tear, which grows to full size after 30f. If manually detonated from Parasoul's attacks, the explosion is similar to one as if it detonated automatically. It behaves like normal if ignited by other tears.


* M and H Napalm Toss creates the tear slightly faster then L Napalm Toss.
** 6 for small tears
*** 39 for tears in the air, 40 for tears on the ground



SG par bfp.png

"Cry..."

View hitbox
(?)

Napalm Shot [ B.png ] , F.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Ignites Tears
375 (100) (2.5%) 2.25% +11 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 -- 24 24 17 10 (8 on block)
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Ignites Tears
375 (100) (2.5%) 2.25% +7 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 -- 28 24 17 10 (8 on block)
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Ignites Tears
400 (100) (2.5%) 2.3% +4 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 -- 33 26 17 10 (8 on block)


  • Parasoul shoots a projectile that leaves a tear on hit or block, identical to the tears created by Napalm Toss but with a shorter detonation time. Very versatile move, which changes properties and uses based on the version used.


  • SG lp.png
    • Shoots a slow moving horizontal projectile. Has the added use as a pressure tool on top of controlling space. It has the least start up and recovery of all the versions, making it +2 on block at worst.
    • A staple tool in combos, since it links into normals such as s.MP. When linking normals from this move, there is an added 4f buffer.
  • SG mp.png
    • Shoots a projectile that ricochets off the floor and travels at an upward angle. When canceled into Silent Scope up close, the tear will detonate in time to combo off of the super's crumple state, since the tear is placed near the floor.
  • SG hp.png
    • Shoots a fast moving horizontal projectile. Use this version from full screen
    • Will combo from s.HPx2 from further ranges than L Napalm Shot will, as well as having a longer super cancel window than L Napalm shot, making it useful for combo enders midscreen and in the corner.



SG par dulk.png

"Detonate"



Napalm Trigger [ D.png ] , U.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
2 N/A 39 N/A N/A N/A


  • Parasoul does not attack as she remotely detonates all tears on screen. The detonated tear's hitboxes are larger than if they were detonated on their own via time.
  • Due to the way IPS works with tears, this moves allows for a an extra super at the end of a full undizzy combo using a tear explosion. End a combo in H Napalm Shot xx Motor Brigade, then use Napalm Trigger to link after the bikes and cancel into another super.



SG par dumk.png



View hitbox
(?)

Napalm Quake [ D.png ] , U.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
Low Ignites Tears 950 (100) (2.5%) 7.5% ±0 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 4 29 32 21 10


  • Parasoul hits with a low attack, which can be an extra low in her ground chain instead of c.HK, which will not allow for a combo. Can only combo after with a super cancel or an assist.



SG par duhk.png

"Immolate"

View hitbox
(?)

Napalm Pillar [ D.png ] , U.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Ignites Tears
1000 (100) (2.5%) 10% KD -31
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 5 46 26 19 11


  • Parasoul's meterless invulnerable reversal. Its main weakness is a giant deadzone in the hitbox behind Parasoul, which allows for many characters to forward jump over it, even in the corner.
  • Super cancel into bikes, then dash s.LK to convert solo. With a DHC, it may be better to use sniper instead.
  • The only invulnerable reversal in the game with a flash kick input



SG par bflk.png

"Not now!"



Egret Call [ B.png ] , F.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 21 N/A N/A N/A


  • Parasoul quickly dismisses an Egret soldier as he appears on screen. This extremely short recovery special move can cancel other moves to reduce their overall recovery.
  • This soldier remains on screen longer than MK and HK soldiers.
  • Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.



SG par bfmk.png

"Look out, princess!"

View hitbox
(?)

Egret Dive [ B.png ] , F.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 N/A 43 N/A N/A N/A


  • An Egret soldier suddenly leaps out in front of Parasoul, shielding her from projectiles. The soldier can absorb an unlimited number of projectile hits and ends the dive if he takes a non-projectile hit. Parasoul also gets meter for any projectile absorbed: 7% for the first projectile and .3% for subsequent projectiles.
  • As long as Parasoul is behind the solider, she cannot get hit by projectiles that make contact with the soldier, including beams.
  • Can absorb multiple projectiles on the same frame, but meter is only gained from one projectile per frame.
  • Any hit after the first adds 3f of hit stop to attacks hitting the Egret.
  • Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.



SG par bfhk.png

"Tally-ho!"

View hitbox
(?)

Egret Charge [ B.png ] , F.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 200, 300 (100) (2.5%) 4.1667% Wall Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 -- 41 N/A 16 N/A (11 on block)


  • Parasoul calls an Egret soldier to charge across the screen on a motorcycle. On hit, will drag the opponent to the wall for a wall bounce. If Parasoul dashes along with the bike, this move allows her to take the opponent all the way to the corner from anywhere on the screen!
  • Opponents can stop the bike by hitting the motorcycle with a non-projectile attack or hitting Parasoul before the soldier becomes active. The soldier will not interact with projectiles.
  • Immediately super canceling this move into Sniper can be a risky but rewarding way to punish zoners from doing an action fullscreen, since if Parasoul is hit out of Sniper, the soldier will still remain active. Getting hit out of Sniper will also eliminate the recovery time of that move, allowing Parasoul to follow up a successful bike hit.
  • 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 stun.
  • Only one soldier from Egret Call, Dive, or Charge can be on the screen at once.



Supers

SG par qcfpp.png

"Ready, Number 13"

View hitbox
(?)

Silent Scope
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 1750 (200) -100% Crumple -20
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 + 0, 10 60 97 OR 67 (hit, block and whiff) OR 117 (air hit) 19 23 (9), 25 (23 on block)


  • After a lengthy startup, a sniper will fire directly at the opponent regardless of where they are on the screen. If the opponent is invulnerable, then it will wait for up to 60 frames until they are vulnerable again to fire. It's an extremely hard super to avoid and if the flash occurs then the opponent will most likely have to block!
  • Leaves the opponent in a crumple state on hit, even if the opponent was in the air.
  • Hitting an opponent in the air adds some recovery, disallowing followups from the crumple. This is especially common since Napalm Pillar will knock the opponent into the air.
  • Great super to DHC from, for damage and safety.
    • The crumple gives the next character plenty of time to convert into a combo from most distances.
    • You can DHC before the sniper shot occurs and it will still fire after the DHC. This means you can combo into this super, DHC before the shot, and then the shot will occur after the DHC resets the damage scaling.
    • The sniper shot can also force an opponent in a neutral state to block and provide cover for the next character to DHC into a safe super.
  • Relatively safe if blocked from midrange or further.
  • If the point is invulnerable but the opponent's assist isn't, the sniper will shoot the assist.
  • 2 frames less startup after the flash if used as a DHC
  • Also known as "sniper", or "sniper shot".



SG par qcfkk.png

"Egrets, roll out"

View hitbox
(?)

Motor Brigade
Level 1
Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Projectile
380 x6 (100 x6) -100% KD +11
Startup Active Recovery Hit Stun Block Stun Hit Stop
3 + 0, 1 -, (6) -, (6) -,(6) -, (6) -, (6) - 53 24 24 (2), 9


  • 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. If the opponent blocks the bikes up close, they can pushblock the first bike for a guaranteed PBGC punish.
  • Has some invulnerability, but in most situations it will wear off before the bikes reach the opponent.
  • Also known as "bikes"



SG par qcbpp.png

"Egrets, assemble!"

View hitbox
(?)

Inferno Brigade
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Ignites Tears,
Projectile
120 x69 (20 x69) -300% KD -28
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 + 10 - 49 18 x69 13 x69 (9), 7 x69


  • Parasoul and her soldiers fire many low damage shots at the opponent. Has lots of invulnerability and is a great source of damage at max scaling, too.
  • Parasoul can cancel this super with Egret Call to interrupt her animation while the Egrets continue to fire, allowing her to dash up and continue to combo on hit or pressure on block. Just be aware that this will cut the invulnerability period short if canceled during that time!
  • When used as a reversal, be ware that the post-flash hitstop does not cover the entirety of the startup, which can allow many characters to counter attack.
  • When used to DHC from, the soldiers will continue to fire even after the next character comes in.



Taunt

SG par taunt.png





Bâillement SG lp.png , SG hp.png , B.png , SG lk.png , SG hk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 94 N/A N/A N/A


  • Taunting the opponent with a yawn will guarantee the next Egret Call solider will say "Excuse me, princess!"
  • Resulting from a "bug turned feature", Parasoul's taunt will make Robo-Fortune explode early during her level 3 when called as an assist.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > c.MK > c.HK
A basic ground chain ending in sweep
2.
c.LK > c.MK > s.HPx2 xx Napalm Pillar
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. After you input s.HP, be sure to hold 1 (the down-back position) so you have a charge ready for Napalm Pillar.
3.
c.LK > c.MK > s.HPx2 xx Napalm Quake xx Silent Scope
A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
4.
c.LK > c.MK > c.HP,
j.MP > j.HP > j.HK,
(restand) s.LK > s.MK > s.HPx2 xx Napalm Quake xx Silent Scope
A basic air chain combo with a restand. After the restand, you can go for an overhead mixup with f.LP, or a throw.

Bread and Butter Combos

Midscreen (video)

Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it

c.LK > s.MP > s.HPx2 xx L Napalm Shot,
s.MP > b.HK* xx Egret Call,
(dash) s.MK > c.HP,
j.LP > j.LK > j.MP,
(rejump) j.MK > j.HK,
s.LKx2 > s.MKx2 > s.HPx2 xx Napalm Pillar xx Bikes
*omit the b.HK if you're not close enough to hit, cancel the s.MP into Egret Call as soon as possible.


Midscreen Tear Toss Combo - 7411 dmg

Better damage midscreen that spends OTG

cLK cMK cHP
jMP jHP MToss OTG jHP
cMK sHP MToss
dash sLK sHP LShot
sMP LSolider
sLP cMK fHP Pillar Bikes


Corner carry combo

If you get a confirm without spending OTG, use this to carry them to the corner unless you want to do a left/right air reset. This exact combo will not work against Big Band since he will be too far away, but the b.HK Bike part that corner carries will work on him if you combo into b.HK during a restand.

c.LK > c.MK > s.HPx2 xx L Napalm Shot,
s.MP > b.HK xx (OTG) Egret Charge,
(dash until corner) c.HP,
j.LP > j.LK > j.MK,
(rejump) j.MK > j.HK
s.LK xx L Napalm Shot,
s.LP > c.MK > f.HP xx Napalm Pillar xx Bikes


Corner - 8027 dmg (video)

Reliable corner route with good damage. The Pillar OTG c.HK route is especially useful for damage early on in a combo.

c.LK > s.MP > c.HP xx Napalm Pillar,
(OTG) c.HK xx L Napalm Shot,
s.MP > s.HPx2 xx L Napalm Shot,
s.LKx2 > s.HK xx Napalm Trigger,
c.MK > f.HP xx L Napalm Shot,
s.LPx2 > s.MP > f.HP xx Napalm Pillar xx Bikes


Double Snap combo
Snapback
(OTG) c.LK > c.HP,
(uncombo) j.HP
repeat
General combo tips
  • For the pillar bikes combo ender, slightly delay the super cancel to ensure all the bikes hit on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop.

Conversions

Setups

Basic air reset
... c.HP, j.LP > j.LK > j.MP
Combo into c.HP and perform that air chain. Parasoul will land on the ground and the opponent will recover in the air. From this situation, Parasoul can...
jump and air throw
dash under and hit them crossup on the way down, or omit the dash and hit them same side. If timed correctly, the opponent cannot jab
let them land and do a ground mixup with f.LP / c.LK
jump backwards j.LK for a burst bait (midscreen only)


Safe jump

Video: Parasoul Universal Safe Jump

Strategy

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

How to beat this character
Counters to common techniques

Resources

For videos of Parasoul players, check out the match videos page.

Colors

SG par color1.png SG par color2.png SG par color3.png SG par color4.png SG par color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Mireille Bouquet from Noir.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG par color6.png SG par color7.png SG par color8.png SG par color9.png SG par color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original color palette based on Parasoul's fencing uniform from her story mode ending.
Color 8
SGColor8.png
Original color palette based on the Black Egret uniform.
Color 9
SGColor9.png
Based on Kneesocks from Panty & Stocking with Garterbelt.
Color 10
SGColor10.png
Original alternate color palette.

SG par color11.png SG par color12.png SG par color13.png SG par color14.png SG par color15.png
Color 11
SGColor11.png
Based on Mitsuru Kirijo from Persona 3.
Color 12
SGColor12.png
Based on Oliver Armstrong from Full Metal Alchemist.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Kula Diamond from King of Fighters.
Color 15
SGColor15.png
Based on Alruna, a NPC from Gaia Online designed by Alex Ahad.

SG par color16.png SG par color17.png SG par color18.png SG par color19.png SG par color20.png
Color 16
SGColor16.png
Based on the Vocaloid Megurine Luka.
Color 17
SGColor17.png
Based on Jessica Rabbit from Who Framed Roger Rabbit?
Color 18
SGColor18.png
Based on "Justin Bailey" Samus from Metroid.
Color 19
SGColor19.png
Based on Poison Ivy from DC Comics. Crowdfunding request.
Color 20
SGColor20.png
Based on Fluttershy from My Little Pony, or Umbrella from Skullgirls. Crowdfunding request.

SG par color21.png SG par color22.png SG par color23.png SG par color24.png SG par color25.png
Color 21
SGColor21.png
Based on Char Aznable from Mobile Suit Gundam. Crowdfunding request.
Color 22
SGColor22.png
Based on Jean Grey's 1990s era costume from X-Men: The Animated Series. Crowdfunding request.
Color 23
SGColor23.png
Based on Kyoko Minazuki from Rival Schools.
Color 24
SGColor24.png
Based on Captain Commando from Marvel vs Capcom 2.
Color 25
SGColor25.png
Original color palette based on Annie of the Stars from Skullgirls.


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