The Parasoul Combo Guide! (Slightly Updated Edition)

your sixth hit uses up your allowance to use mk on the ground to start a new chain, you use it to start a new chain at hit 20

Thanks so much for the quick reply! So I can’t start a new section of a combo with any attack that I’ve used in previous sections, beginning middle or end? I was under the impression that only the attacks used to START the sections matter.

That’s right. Beginning at Stage 3, IPS is recording ALL the attacks you use. One you’re in Stage 4, IPS will ping you for any repeats you start a combo with.

Once IPS is active (basically after the first chain) then exactly, you can’t start a new chain with any button used in a previous chain.

after your j.hk, start your next chain with an lk, I don’t see you having used that button at all, then it should be good.

Well alright. Thank you both, today I learned something haha.

Hey, guys. I want to put a section into this guide on double-snap infinites.

For those who don’t know, if you simultaneously hit your opponent and his assist with an Outtake, the point character is snapped out, as usual, while the assist gets wall-bounced and lands otg. A new point character won’t arrive until the assist leaves, and IPS is only active on point characters. This leaves double-snapped assists vulnerable to infinites!

Anyway, here’s what I’m using at the moment:

vs. Everyone except Cerebella and Double

(anything into double-snap)
dash-LK LK MK MK 2HP j.MP j.HP j.HK [repeat]

vs. The other ones

(anything into double-snap)
dash-LK LK MK MK 2HP j.LK j.2MK j.MK j.HP [repeat]

Notes:

While the point character is snapped out, they auto-gain health and tension, and the timer stops. So you’d better not drop that combo!!!

Do you guys have any better ideas?

The loop you mentioned is definitely the most reliable, but it’s worth talking about meter.

While you are double snapping your opponent, they gain red health and meter and an extremely fast rate, so killing them faster with a more damaging loop is best (and will probably net yourself more meter as a result).

For example, if you do magic series 6lp into mk ~mk ~hp ~ hp xx lp shot ~ lp ~ mk xx shot (explode) j. hp as your loop then you will probably kill them faster.

There are certainly better ones then I listed.

But I mean peeps should do the one that is most comfortable to them, since killing the character will generally out weigh whatever meter/health your opponent revives.

Unfortunately, I can’t get those Napalm Loops out consistently against the entire cast. Also! What’s a Magic Dash / Magic Series? I see the term, sometimes, but I don’t know what it means.

Yeah its only really worth it if you have the the link timing down.

Sorry, edited my post so now that it says “magic series” not “dash”. Magic series is your basic L-M-H combo. Term comes from Darkstalkers

Ok hi I’mma stupid here

I just want some basic BnB’s to work with now that the patch has dropped. Something like > Not in the corner BnB and > In the Corner BnB. I’ll worry about the fancy stuff way later.

Using peackock right? What assist you using?

Well… for simple stuff, here’s what I usually use (I don’t use my own fancy combos, hahaha!):

Midscreen:
(6LP/2LK) MK~MK HP~HP LPShot
LP MP [Tear] 4HK EgretCancel
dash-LK~LK MP 2HP j.LK j.MK j.HP (otg)
2MK 2HP j.LP j.LK j.MP into resets

Easy combo to learn, and extremely consistent online. If you don’t like inconsistent bits or difficult Tear loops, you can pull this one in the corner, as well.

sorry, not to correct you, but just to be clear that dash is an RC cancel, right?

I have been using this combo a bunch, its funnnn

Whoops! You’re right, there should be an Egret Cancel in there. I’ll fix it, thanks.

Easy and silly infinite on non-midget characters is just j.mk, j.hp. Just need to hit them with a tear explosion, hold up forward and kill that assist.

Peacock + Parasoul yes.

The assists change based on who / what I’m fighting.

In general Peacock gets LK bomb or HP item drop.

Ok. That entire thing’s a combo right?

I’ll mess around with that!

With lk bomb here’s a juicy reset in the corner (might not work against Double, haven’t tested it):

On the ground, end a magic series combo with 4HK xx HK tear drop x 2. Between your xx into HK drop call bomb assist.

It will make them stand suddenly, so you get a really ambigous throw mix up, j.lp for a quick overhead or 2LK for a quick low (off the j. lp you can get a few more reset options afterwards like another low/throw mix up). The dropped tears make it really hard to see what you are doing.

I haven’t have someone defend against it properly (everytime I have gone for it, I have gone for a different option).

If if they block, you maintain your pressure becasue they have to respect the dropped tears.

Ooh, I like that, thanks!

Though I’ll start doing that once I’m comfortable in netting damage lol

No problem!. Its actually a reset that works with a few assists.

With double can combo out of it to get huge damage, cock has the most ambigious throw reset option for it, and with Filia you can actually use it to cross in the corner with their back still pretty much against it with j4.lk (and I am NOT confusing that with j6.lk, the spiral kick, just the regular one so its ambiguous as fuck).

So I’ve been fooling around with parasoul’s new lvl. 3 cancel super. Other people might have already figured this stuff out but i haven’t seen it posted:

-If you use her lvl. 3 with an RC soldier cancel in the corner, it’s possible to get a restand with a neutral jump HP (HK probably works too).

-in the corner, it’s also possible to add some extra damage with a few tear tosses after the RC soldier cancel.

Some possible combo extension tools:
Corner: DHC into parasoul lvl. 3, LK tear toss (x2 or 3), neutral jump HP, combo

The obvious downsides are that scaling and meter gain will not be in your favor by this point. However, there should be plenty of reset opportunity immediately after firing squad or during the post-firing squad combo.