Parasoul Matchup Help?

I play Ms. Fortune, and I cannot do ANYTHING about Parasoul’s j.HP. She’s way too safe. She can whiff j.HP and if I press a button to punish she beats me and gets a full combo. I can’t punish her well on the ground either because her normals push her put of reach during her blockstrings. If anyone has some matchup knowledge on Ms.Fortune vs Parasoul I’d be grateful. If the training room had a record function I’d figure how to beat that j.HP myself.

The easiest way to beat a j.FP-spamming Parasoul is to just air throw. j.FP has massive startup and loses to airthrows every single time. If you have an anti-air assist like Cerebella’s grab or Fillia’s UpDo, that could help too. But really. air throws are the one, glaring weakness to j.FP spam. Also, do it enough and the Parasoul will just stop using it altogether. Or maybe they won’t and you can just keep throwing them.

Thanks, I’ll try that out once I get back from class. Idk why I didn’t think to airthrow them!

Moved to the Parasoul thread since it deals with the character herself.

-Tha Hindu

how am I supposed to play painwheel agains parasoul?

if i fly i eat J.hp all day long, AA fireball or heavy napalm and i feel the chatacter is better on the ground that PW.

you have no idea how this character make me salty right now.

i’m kind of confused, why was this thread sent here?
usually when you have a parasoul matchup thread it’s how parasoul should deal with which ever character
but this thread is the opposite, shouldn’t fortune players ask other fortune players how they approach the matchup
like i’ve never touched fortune at all, how could i know what you should do when i don’t know what you can do ?

not trying to mean or anything it just doesn’t seem to work like that in the other character forums i frequent

all i know is fortune’s stretchy move keeps beating my j.hp i think it’s her dp
not too sure about painwheel the ones i’ve faced have been so one sided
actually she has armored, just charge it when she doesn’t have an assist available to cover her

Fly out of range, Parasoul can’t do anything to you. if parasoul whiffs anything you can go right above her head and at that point she can’t do anything to you either and you get an ambiguous crossup. That’s my main problem against painwheels. It’s easy for painwheels to get into good position.

If you read my post on the Q&A thread I describe how a xbl player blows me up every time. I can win most painwheel matches except against him. It takes me a few hours to learn and be able to come close to beating him (winning only 1/3 of the time) and then the next time i play him. I’ve learned more, and He’s learned more… and I’m back where i’m started. (not overall, but against that one player) and I get blown up.

tldr;
I need help against good painwheels, please see Q&A thread
Painwheel’s advantage against parasoul is her mobility. Parasoul is screwed if you just stay out of range and punish./ use assists to reduce her mobility even more

Usually I air to air with j.lk but since in this matchup Painwheel likes to fly about your head, this normal misses. In this case I would try and use j.hp to knock them down, since this is the only normal that can reach above her head.

This matchup also changes if the painwheel has an assist (double? parasoul?, etc) and how she uses it, since you have to also look out for this as well.

Also, trying to stay away from the throw reset situations is really big. In spots where you see her go for them mash throw tech a lot, it’ll take a few games usually until they try to bait out the throw tech instead of just going for the throw reset.

j.mp reaches at an upward angle too.

1v1… I am struggling to see who parasoul is losing badly too. I feel she’s going even or better than that with everyone. You just have to play nice and solid.

She doesn’t really have any gimmicks, its up to you as the player to not do anything stupid.

Yeah i don’t get why this thread is here. Should have a matchup discussion thread on the Fortune forum (even if it isn’t compiled).

But since its here, might as well give general tips vs Parasoul, since it might help other Para players.

  • Against Parasoul’s who like to come in with j.HP, respect it and simply jump and air block. You will land and you will be able to attack faster than the Parasoul will.
  • Parasoul’s zoning can be annoying, but it’s linear. It pretty much boils down to LP/HP shots if she thinks you will stay grounded and MP shots if she thinks you will take to the air. If you are always getting hit, then you are being too predictable. Mixup your approach.
  • Know at what points to push block Parasoul. She has very linear chain options and if she whiffs a s.HP~HP then that’s a free punish. Knowing at what points depends on the blockstring, but mostly you want to bait out the s.HP, so pushblocking her mid attacks aren’t a bad idea.
  • Parasoul typical reversal is Napalm Pillar xx qcf+KK (the egret charge). It’s hard to punish this on block and is fairly safe, however it is possible to punish between the pillar and the egrets, but you do have to look out for it. I’m still not quite used to it myself, but it’s nice to know its there.

Since this is the matchup topic:
Is Peacock vs Parasoul a 9-1 matchup? I basically drop my stick if I don’t have any characters alive other than parasoul and the guy got Peacock.

Only if you don’t charge back, forward + MK.

Both the MK and HK egret are very necessary in this matchup. HK moreso than MK.
But yeah, it’s hard. Parasouls lack of mobility really screws up everything here.

Can’t Peacock just get you with a hp item drop and hit you even if you have the egret dive out? Heck to me it seems risky just to get the dive out.

I’m sure it’s tough overall for now until we either learn more things or learn that Parasoul will have to really improvise to get around without a specific assist. I was just trying to say that egret dive automatically makes sure the match will never be 9-1 bad. Matchups only feel that bad when you don’t study them or try to create anything to help yourself with them.

As far as the HP item drop…HP item drop is the slowest move Peacock has. You can only get “hit” by HP item drop if you choose to. You’d literally have to do the egret dive right before the item drops down. Item drop just keeps you in check. You can’t get hit by it in a way you can’t control unless you decide to stop blocking or it happens to combo after she shoots you with her regular guns. The issue is everything she’s shooting at you outside of the HP item drop. If you find a way to hit her from long or close range the item drop will stop any way.

I would say the best thing to do is just try keep chucking napalm shots and cover them with egret dives. Once you get enough meter, hide behind another egret dive and when she does something where she’s not blocking do a sniper super. When it hits move your way in and start up okizeme. Calling egret bike[S] during[/S] after the dive recovers isn’t bad for trying to break up her momentum since you’ll get space to move in if the bike hits her.

Just wait a sec.
You can call Egret bike during dive? Is it true? If it is then holy crap that’s awesome.

Ah no…I should have been more specific. Like I would call egret dive to clear the way first…then shoot stuff behind it and after he recovers call the bike to try hit her and clear room for yourself. If the bike doesn’t work then go back to the dive. I’m sure they figured it would be too strong to be able to do both at the same time.

No you can’t; there can always only one Egret be on the screen at the same time

EDive>dash>crouchblock>EDive is a viable approach option.

Bike is really useful either way because it goes through projectiles,
so even if she catches you with Bang she can’t follow up with Super (you’re going to grab her out of it);
Essentialy forcing her to either block it or jumpback which allows you to get closer.

You’re going to eat a lot of chip in this matchup and have to play VERY patient,
as 50 seconds of approaching can get ruined by one missed teleport punish,

Random Sidenote: You can also approach with Kara(Sweep)Dive, but I’m not sure yet how useful that is.

Yeah I would say the best overall strat I’m using right now is to call egret dive first and foremost since that puts up the shield you need to at least start getting into a fireball fight against her. Then mainly what I try to do is put up qcb+LK charged napalm tosses to act as extra projectiles to shield me.

Like the command is basically charge back, forward + MK to call egret dive. Then qcb+LK (charge LK for split second then release before it touches the floor) so the napalm toss floats off the ground and covers you. Do that 2 more times so you have 3 shielding you and then start shooting napalm shots (charge back, forward+P) and egret bikes behind that and repeat the process. When the charged napalm tosses explode they act as projectiles to give you an extra bit of barrier.

If you land a bike then move in. Otherwise just keep putting shit on the screen basically until you get meter. Once you get meter sniper super her if she’s doing anything but blocking and then move in from there.