Midscreen, back throw is the better option. In the corner both are equally good.
Midscreen backthrow>Napalm Pillar brings them back in front of you so you just OTG and combo as usual. There’s a timing for it or you’ll end up doing it the wrong way but it’s pretty easy.
Ending combos with J.HK instead of HP is reset heaven
If a player bounces with a blue, it is means they can tech out of the corner. Make use of Parasoul’s HK Soldier Call, if you hit one early enough and they try to press buttons after they tech, you get a free combo again.
Any thoughts on Parasoul teams? I’ve been going with Double because Hornet Bomber is pretty awesome, as is Cilia Slide (but I like that one less). I just don’t like playing Double so much. I tried a Parasoul/Val team, but I’m not sure what would be a good assist in that team.
I think I just having wrapped my head around using her. I was leaning towards Cerebella, but I’m a lot more comfy with Val. I guess I just need to practice.
i’m actually using double as well
but i haven’t steadied on an assist yet, i’ve been using lugar [h]or 2mk
and i actually like playing double i love her movment
I’m using Parasoul/Filia, assist wise they both have nice synergy. With Parasoul on point I can anti air people while throwing napalm shots with the assist Updo HP. With Filia on point, I use Napalm shot LP to extend combos and to approach better.
Parasoul is fairly straight forward. Her mix ups come from her tears and standing overheads/lows (WHAT?! yah f+MP must be blocked low and is chain/cancellable). Her air steps up are showstoppers (Filia players are going to feel terrible having to play against Parasoul players) if you influence the jumps. Her biggest problem is that HK Pillar is not the awesome anti-air as it looks to be, but it is still pretty useful.
In the SRK Wiki, it says her Napalm Pillar assist has start-up invuln. Has anyone tried this out in practice just yet? Itching for 5:30 so I can clock out of work and clock in to the lab.
Also this game has a game element called “Stunt Double”, aka cross-over counters. Guess the question there is, can you cross-over counter into Napalm Pillar and then cancel it into Silent Scope :d::df::f::p::p::p:?
I already had a Napalm Corridor assist team theorized from like a month ago. I run Painwheel and Valentine 2nd with Parasoul Pillar assist anchor. It’s hella good because the hit box is large and you can set up combos off of it if it hits.
They balanced it out though. All invincible assists must wait 2 or 3 frames once they become active before their invincibility frames kick in. It also has vulnerable frames if you whiff and just like all the assists in Marvel 2 and this game…if your point character gets hit before she releases she doesn’t start up her active frames and you can get bdayed.
Having fun using lk tear drop as an assist with Cerebella. Working my oppenents sit on it or putting it at an odd position or them to worry about conditions them to block more frequently/move more cautiously allow for you to grab them for being to slow.
Also if they are sitting on it they have to run the fear of either risking pressing buttons and getting punished or blocking then getting tick thrown for their troubles. Forces them to move, which gives you good control over momentum.
Its a pretty one dimensional tactic, but is having some good use for me early on.
Just running Parasoul/Filia (Psylocke assist uppercut) as a get off me for now since I have no third, I’m hellbent on playing this game with 3 characters.
For lockdown/pressure I’d suggest either napalm shot or tear drop(tear shot or whatever 214/qcb kick is named). Then again I am a beginner so my advice might not be good.