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.
Parasoul is a charge character who excels at controlling space. She dominates the mid range with her excellent air to airs and projectiles.
Tears: Parasoul 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.
Command normal mixups: She has 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.
Soldiers: 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.
Movement: Her ground dash moves her forward a large set distance quickly, so she can close distance easily from mid range. Her backdash is comparable in speed and distance to her forward dash, as opposed to most other characters who have a weaker backdash than their forward dash. 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. She can alter her air trajectory slightly with air tear toss and j.MK.
Reversals: She has a meterless invulnerable reversal on a flash kick (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.
L Napalm Shot - For horizontal control and pressure, and leaves a tear on hit or block.
j.LP, j.HP - Disjointed air normals with great reach that ignite tears, so they're good to use with Napalm Toss. j.LP in particular stays active for a very long time.
c.MP - Horizontal poke with disjointed hurtbox, and reels Parasoul's hurtboxes back. Can anti-air against IADs from a distance. Especially good to use if there's a tear in range.
s.LP - Farthest reaching jab in the game and disjointed. At 7f startup it doesn't sacrifice speed either. Use this for whiff punishing.
f.LP - 20f overhead with short recovery, and chains into other normals
Napalm Pillar (8HK) - An invulnerable reversal, and to anti-air predictable jump-ins
Parasoul can create projectile mines on the screen called tears using her Napalm Toss (214K) and Napalm Shot (6P) 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 (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.
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.
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.
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. During this state, she can also use her chains (including rebeat) even if the attack whiffed.
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.
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
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.
Parasoul's second grounded overhead that can be placed at the end of her chains. Cancel into Egret Call or L Napalm Shot on hit or block. L Napalm Shot will leave you more advantageous on block, but it sometimes won't be a true blockstring from far distances so be wary.
When used in combos, can cancel into Egret Charge which will carry the opponent all the way to the corner!
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.
Only tears from Napalm Toss will add undizzy
* 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
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.
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.
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.
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.
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.
An Egret soldier suddenly leaps out in front of Parasoul, shielding her from projectiles and assists. 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.
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.
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
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.
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 aware 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.
, , , ,
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.
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!
c.LK > c.MK > c.HK
A basic ground chain ending in sweep
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.
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.
c.LK > c.MK > c.HP,
j.LK > j.MK > j.MP,
(rejump) j.LP > j.HK,
(restand) s.LK > s.MK > s.HPx2 xx Napalm Quake xx Silent Scope
A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with f.LP, or a throw.
Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it
cLK cMK sHPx2 L Napalm Shot,
sMP bHK* Egret Call
(dash) sMK cHP
jLP jLK jMP
(rejump) jMK jHK
sLKx2 sMKx2 sHPx2 Napalm Pillar 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
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.
Reliable corner route with good damage. The Pillar OTG c.HK route is especially useful for damage early on in a combo.
cLK cMK cHP Pillar
(OTG) cHK L Napalm Shot
sMP sHPx2 L Napalm Shot
sLKx2 sHK Napalm Trigger
cMK fHP L Napalm Shot
sLPx2 sMP fHP Pillar Bikes
Double Snap combo
(OTG) c.LK > c.HP,
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.
Throw starter combo
Back throw xx H Soldier (OTG) (dash until corner) s.HP ... etc
Air throw starter combo
Any other moves where modifications on the usual BnBs are needed
Resets and 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)