![]() Holding the button will allow you to place the tear on release. Tapping the button will leave the tear at a predetermined spot along the trajectory, as pictured. The button strength determines the tear's trajectory. Ignites Tears, Chains Backwards (into normals) Additionally, in a game where reversal windows are highly varied depending on the reset timing, a down charge input for a reversal is a bit of a liability compared to being able to input a regular motion repeatedly. Reversal: Opponents familiar with the matchup can exploit Napalm Pillar's (8HK) dead zone or slower startup in a wakeup situation.Also, she has a tall air hurtbox, so she is weak when being pressured or reset high above the ground. Air Defense: When in the air, the spot where she lands is more predictable than other characters because she has no air actions to quickly change her trajectory.DHCs: Her DHC Damage and utility are amazing with both safe options and sniper shot, covering the entire screen and doing exceedingly good damage.Mixups and Pressure: With 2 grounded overheads and tears, her pressure and mixup game are over the top.Both her forward dash and backdash are quick, so she can maintain distance for Napalm Shot or close distance to pressure the opponent. Ground Control: L Napalm Shot (6LP) is a very strong sonic boom type move that's plus on block and has to be low profiled or jumped over.Her normals, air throw, and invincible anti-air Napalm Pillar (8HK) have above average reach and good hitboxes overall. Zoning: Napalm Shots (6P) and tears influence the opponent's movement around the screen. ![]() Playstyle Parasoul is an all-rounder charge character that uses fireball zoning, tear traps, and long normals to control space. However she has several air movement tricks: jHK momentum boost, held j floating, 'rocket jumping' (j near a tear), and canceling air Napalm Toss (j214K) into normals on whiff to protect and delay your fall. While her ground space control is very strong, she lacks a double jump or airdash. When she's close she can leverage a strong high / low game, a good tick throw game with her fast dash, and some unique properties like air rebeat chains and j2MK's bounce effect (akin to Chun-Li's stomp) to open the opponent up. Once tears are in play, the opponent will want to move around them, which opens up opportunities to intercept them with L/M/H Napalm Shot and keep the zoning game up. Tears are useful in many situations, and incorporating them into her already well rounded tool kit will be the key to success with her.Īn effective gameplan with her typically includes zoning and chipping with Napalm Shot, building meter, and finding moments to create tears with Napalm Toss. From anywhere, they can be detonated quickly with Napalm Trigger (8LK) to hit opponents attempting to move past them. When nearby, they can be detonated after making contact with certain normals or specials which will cover a larger area, open up new confirm opportunities, and put trades in her favor. Tears are created when her sonic boom projectile, Napalm Shot (6P), makes contact with the opponent, or when set manually using Napalm Toss (214K, air OK). Her defining mechanic is her tears, the circular mines that linger on the screen and detonate with a hitbox and lots of hitstun, deterring the opponent from jumping or attacking near them. ![]() Parasoul is a flexible charge character who specializes in space control and zoning. 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 now the crown princess of the Canopy Kingdom and leader of its elite military squad, the Black Egrets. This tragic past has made her fiercely protective of both her country and her family, and these two priorities frequently come into conflict. 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.
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