7. Let’s put it all together!
First, some notes:
The second hit of MK MK hits pretty high up, and will whiff over certain character’s crouching hitboxes: Valentine and Painwheel come to mind, so be sure to skip the second MK in this situation. Napalm Shot whiffs over these two as well, so make sure to start your combos with a restand on these girls before attempting a Napalm loop.
Anyway! Here are some example combos that I use often. As long as you understand how the IPS works, it’s easy to assemble some impressive beat-downs!
Midscreen :
6LP/2LK MK MK HP HP [Cerecopter]
Dash-MK HP HP 4_6LP
LK 2MK 4_6LP [Tear x2]
j.HP
6MP 2HP j.LK j.MK j.HK
LP LP MK MK HP HP 4_6MP 236PP
5,764 x1.0 Damage
My typical midscreen combo if I catch someone with a Cerecopter lockdown. The assist button has to be pressed between “HP HP”, and the following Dash-MK is a dash-canceled MK to catch your opponent just as Cerecopter throws them out. But don’t feel limited by my assist choice, you can fill the Assist with a lot of things, such as:
Cerebella: Lock 'n Load (236P)
Double: Cilia Slide (4LK+HK)
Ms. Fortune: Zoom! (Headless 3HP)
Peacock: Screwball Cannon (5HP)
Feel free to stick in whatever it is you’re using.
Outdated Combo
[details=Spoiler]6LP MK MK HP HP [Cerecopter]
6LP MK MK HP HP 4_6LP
LK 2MK 4_6LP [burst x2]
j.HP
6MP HP HP 4_6LP
LP MP [burst] 4HK 4_6LK
66 2LP MK 2HP j.MP j.HP j.HK
2LK MK MK 2HP j.LK j.MK j.HP [otg]
2MP 2HP j.LP j.MK j.HP 214LK
7,259 x1.0 Damage[/details]
Corner :
6LP/2LK MK MK HP HP [MK.Bomber] 4_6HK
MK MK 2HP j.MP j.HP j.HK
LK LK MK MK HP HP 4_6LP
LP MK MK HK 214MK [Tear]
j.LK j.HP [Tear]
j.MK j.HP
MP HP HP 4_6MP 236PP
7,043 x1.0 Damage
In this combo, hit the second HP and Assist at the same time. Egret Charge (4_6HK) catches between the third hit of Hornet Bomber and the pink bounce, saving it for fun times later, for example a Sequel combo.
Outdated Combo
[details=Spoiler]6LP/2LK MK MK HP HP [MK/HK Hornet Bomber] 4_6HK
6MP 2HP j.MP j.HP j.HK
LK LK MK MK HP HP 4_6LP
LP MK MK 4_6LP [burst x2]
j.MK j.HP
2MK HP HP 4_6LP
2LP MK MK 4_6LP [burst x2]
6LP MK MK HK 214HK~MK
2LK MK MK HK 214MK~MK~MK
j.LK j.MP
236PP
10,642 x1.0 Damage, 1 Meter… not bad for our Princess.[/details]
Because of the nature of IPS, it’d be a waste of space to list combos from every possible starter. IPS isn’t paying attention to the beginning of your combo, anyway, unless you’re comboing off of a throw, assist, or Blockbuster, in which case it’s pretty simple to adapt a given combo depending on what you started with. Say, if you started my midscreen combo with 4Throw 4_6LK, and then picked them up with a dash-LK, you’ll have to remember that you can’t start any other sections with LK, so you’ll have to do something else, and maybe omit a line of the combo if necessary. It’ll also burn up your otg!
Outdated Combo
[details=Spoiler]Midscreen, off a throw:
4Throw 4_6LK [otg]
66 LK LK MK MK HP HP [Cerecopter]
6LP MK MK HP HP 4_6LP
2LK 2MK 4_6LP [burst x2]
j.HP
6MP HP HP 4_6LP
LP MP [burst] 4HK 4_6LK
66 2LP MK 2HP j.MP j.HP j.HK
MP 2HP j.LK j.MK j.HP 214LK
The bolded sections were changed from the original combo to accommodate the different starter and the used otg. Easy-peasy![/details]
So hopefully after reading this, you can string together your own combos for our Princess of the Canopy Kingdom! When building a combo, you have to keep a few things in mind:
-
Save your lights! : 5LP, 2LP, 5LK, and 2LK are the only things that can link from a single LP Napalm Shot, and out of those, I’d only consider 5LP and 2LP to be reliable. Off of j.HP or a double-Napalm explosion, use heavier attacks.
-
Write it down! : If you type out your combo, you can often see at-a-glance where it’ll set off the IPS, or if you’ve forgotten an attack you can stick in somewhere to add another section!
-
Try it on everyone! : Parasoul’s attacks affect different members of the cast in varying ways. Some characters are short enough to make certain attacks whiff over their heads, and some characters are really fat and are difficult to re-stand.
So piece things together and give it a try!
Obsolete Combo is Obsolete
[details=Spoiler]Bonus Corner Combo! :
This is my personal combo for when Parasoul is on point.
Parasoul (Napalm Pillar) / Cerebella (Diamond Drop) / Double (MK Hornet Bomber)
6LP/2LK MK MK HP HP 4_6HK [MK Hornet Bomber]
6MP 2HP j.MP j.HP j.HK
LK LK MK MK HP HP 4_6LP
LP MK MK 4_6LP [burst x2]
MP HP HP 4_6LP
2LP MK MK HK 214MK [burst]
j.LK j.HP [burst]
j.MK j.HP
2MK HP HP 4_6MP 236PP 360Throw (whiff)
(Blockbuster Sequel to Cerebella)
2MP 2HP [burst] 4_6HK~Throw
MP 2HP j.HP
LP MP 2HP j.MP j.MK
2LP 2MP 2HP j.LK j.MP j.MK
MK 2HP j.LP j.MP j.ML
LK MP 2HP 623Throw [otg]
2LK 2MP HK 623HP 236PP
16,507 x1.0 Damage, 3 Meters.
A touch of death, even against a lower-ratio team! It uses 3 Meters, but builds 2 Meters over the length of the combo, so there’s always the threat of a touch-of-death if someone allows me to corner them. I use a lot of non-optimal loops because I’d rather burn an extra bar of super than whiff something difficult online and lose a character to a mashed-out Ultimate Showstopper.[/details]