The Parasoul Combo Guide! (Slightly Updated Edition)

I have 2 things to say, one nice, one pretty horrible and ungrateful-sounding.
Firstly, thanks for all the effort in here, great work. Secondly, this is some of the worst combo-notation overall that I have ever seen. Line breaks in combos? Underscores? Dash-MK to denote a dash-cancel, 4_6 for charge? Maybe I’m retarded or/and on my period, but I found the actual combos quite confusing & aggravating to read.

Thanks again, though; just coming back to the game now in order to hit the lab before PC release next year and this will be a big help, especially the character-specifics.

I hope so, for your sake. Otherwise, you’re just rude. The combo notation is fine.

Hence my implied apologies- it is (for me, anyway) substantially harder to read than some threads on these forums, though, so I’m giving feedback along with my thanks. You know, feedback, the thing that sometimes improves things when brought up the right way (which I seemingly failed to do)? I’m allergic to “it’s fine” responses. Apparently it’s rude nowadays to not just be disgustingly content with everything.

In all fairness, I’ll give my feedback. I like Emuchu’s notation. Line breaks make it easy to analyze IPS stages and they also make practicing combos easier. 4_6 as a charge notation makes sense and looks clean. Dash-mk also makes sense- not sure what could be confusing about that.

More importantly, SG thread users tend to use common courtesy toward each other (just like decent people in real life). There are exceptions, but those people usually just get ignored. These threads are pretty great because Mike Z actually reads and posts in them. Please, feel free to share and converse but if you’re going to be unnecessarily salty, beware the Duck. He will wreck your shit.

Well, all this has been brought up before, and the consensus I’ve been reading is that people are okay with my numerical notation, although I post in American notation outside of this thread. I’m not from around here, and this is the way I internally process my combos, because it’s intuitive to me. But lemme just clear up my reasoning, one-by-one:

Wordy

[details=Spoiler]1. Line breaks in combos

… what don’t you like about this? This isn’t Street Fighter, it’s Skullgirls, and combos go on for days at a time. The line breaks make sense to me because these combos look totally absurd without them: I can’t tell where the IPS sections begin, the combo stretches to fit my 1280 pixel wide monitor… It’s a mess.

For instance, take one of my combos:

Parasoul, 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

And replace all the line breaks with commas, the more traditional notation for links:

Parasoul, 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

Now, if you can still read that, then you have my envy. It’s hurting my eyes already! And I’m not just trying to be a stubborn jerk, this is how combos are written in Dustloop for Blazblue and Guilty Gear, and I think it’s horrible there, too. In my eyes, the combo notation should adapt to the game, and not simply be shoe-horned into whatever players are used to, sacrificing clarity. Give me *one good reason *you prefer to have the whole combo in one line, because I can’t think of any (besides being faster to type, I suppose).

2. Underscores:

I welcome any suggestions for improvement, here. I asked in one of the other threads about how charges are normally noted in American notation, and the reply I got back was “shrug, we just usually use the move’s name…” Suffice to say that didn’t do it for me. I mean, a lot of people, newer players especially, aren’t going to remember the difference between Napalm Shot / Napalm Toss or between Diamond Deflector / Bull Horns / Cerecopter, and I struggled with that convention in Dustloop’s Blazblue forums, where Hazama players insisted that anyone looking to pick up Hazama should memorize the Japanese names of all his moves, because *that’s just how they were written, *even if the convention was silly (most of the other characters’ attack names were in English).

I played around with parenthesis a bit, such as (4)6LP, and the slightly more intuitive 4(charge)6LP, but I think 4_6LP says it about as clearly as I could hope for while staying compact. I mean… *you *understood it, so it must make some sense to people.

3. Dash-LK

Well in Dustloop, we just used “DC” or “66”, but neither of those sound very intuitive to me, so I went with “Dash-LK”. I could say, I dunno, “(Dash-in) LK” or something, but that seems like a bunch of unnecessary extra punctuation. Why, how do you guys normally write this?[/details]

… Geez, I talk a lot. I hope that, after reading this, you (or anyone, for that matter, kudos to your patience!) can at least understand the reasoning behind my occasionally unconventional way of writing things. What it boils down to is clarity. I immigrated here form Dustloop, so I want people to understand what I’m writing no matter where they come from. This means I can’t use many forum-specific abbreviations. I use “Dash-LK” because I don’t want to have to later explain the difference between 66LP and 66 LP with a space in the middle, or explain that “DC” is my thread-specific notation for “Dash Cancel”, and that mentality guided my decisions. Now, if you can suggest better ways to write this stuff, that still deliver all the important information in a clear and concise way, then I’m totally welcome to changing them!

Thanks. It’s been a challenge coming up with an agreeable way to write all this stuff! Some people are like, “You’re in SRK, you gotta write like SRK does,” and other people say, “It’s your own thread, you shouldn’t have to do all this extra work to please people when you’re giving free information.” I’m not sure who to listen to, so I just decided to stick with numerical, but avoid abbreviations and stuff entirely. Something I never mentioned is that *all this stuff was already posted on Dustloop. *It’s a royal pain in the ass having to translate everything because I’m supporting two forums. Bah! Can’t please everyone.

… and for what it’s worth, I still think it’s *utterly ridiculous *listening to Tekken streams / tutorials and listening to the speaker trip over his own tongue trying to say “forward, down, down-forward one” and complicated mumbo-jumbo lingo like that. The notation needs to adapt when the environment changes! Just had to get that off my chest.

tl;dr - First guy doesn’t like the way I write, but doesn’t explain why. Second guy does like the way I write, and gets a jelly bean.

**EDIT: **I’m sorry I talk so much.

I have no problem with numerical notation (I like that it’s not the standard here, but I’m fairly sure everyone can read it), it was the combination of all of the above that put me off a bit.

I really don’t like line breaks and would much prefer something like

because you are breaking down the combo the way you memorize it. I might memorize the combo in a completely different way, because it might be easier that way for me. With the way you do it, it’s akin to posting sound-files rather than sheet music, to my mind (I know that’s a horrible analogy, I’m not a native speaker, best I can do lol). I will gladly agree that it is much easier to read at a quick glance, though, no argument. Like I say, I think it’s more of a me-problem than anything else. I did use to play GG and BB afterall, so maybe I’m just stuck in my old rut.

I suppose it is the same for underscores- and I have to point out, I never meant to claim that it’s not possible to understand any of this (still found it weird :P). Especially in character-specific threads I would’ve thought using move-names would be easy enough (and they would help break up long lines of inputs, as mentioned above), but as you say, this way works for all chars, so…ya, whatever.

As far as dash-cancels go, I honestly can’t for the life of me remember how other people denoted that and google was no help. I’m sorry I can’t offer any advice for improvements. You clearly made reasonable choices- to be fair, though, I only commented on these in the first place because someone else had already brought it up and just posting “thanks” is kinda shit.

I wasn’t, just came off that way.

tl;dr: thread derailed, sorry for being an oldfag. :confused:

Hey, as long as we understand each other, it’s cool. I’ll go back and look over my notation, it’s been a while since I’ve edited the thread.

So from my time in the SRK forums, I feel like Pali and myself (probably Severin, as well, but I haven’t seen that fellow around in ages…) are the most recognizable Parasoul players. Would anyone be interested in me expanding this combo guide into a Parasoul General Guide?

This post was in no way influenced by a recent guide posted by a certain well-respected Cerebella player.

I’m not jelly!

Shut up!

Most recognizable players on the forums? I guess. Go for it, a guide can’t hurt.

Well… the most talkative ones, at least.

Go for it.

Good luck with the guide, if you do it. I just hope you don’t end up creating one, only to find that it’s not really used because the character forums are pretty much done. That’s the risk of creating anything now, imo.

Most recognizable?

Dude everyone plays her, that’s all I recognize lol

=D Challenge!? And Parasoul being popular is news to me! I almost never see her online, it’s mostly Peacocks, Valentines, Filias, and Painwheels wherever I go!

Well, I can always hope that someone, somewhere will appreciate having a wealth of info available conveniently in a single page. I mean, there’s always the 360 patch, right?

Almost everyone I’ve ever played offline has her on their team.

Gimme your Parasoul BnB’s! lol

My Parasoul BnB’s are sitting around all over the forum, haha. Check the Cerebella Combo thread, that’s my most recent Sequel stuff over there.

So, what are you guys doing for solo damage in the corner?

cr.LK > MK,MK > HP,HP > LP Shot
cr.LP > MK,MK > HK > MK Tear
j.MP > Tear Explodes > HK Tear > Land
j.LK > j.HP > Tear Explodes > LK Tear > Land
j.LP > j.LK > j.MP > Land
j.MK > j.HK > Tear Explodes > LK Tear
MP > Tear Explodes > B+HK > LK Tear
LK > MK,MK > HP Shot > Tear Explodes x2
HP,HP > MP Shot > Silent Scope

I just found this combo a few minutes ago, I don’t think it will work on light or really heavy characters. I’m going to assume it will work on Parasoul, Valentine and Filia, I know for a fact it works on Ms. Fortune.

That’s… a really fancy-looking combo! I’m going to hit the lab and try it on everyone. I haven’t really thought about j.Toss as a combo tool, before.

from what I have tried, the most reliable juggle involving napalm toss is :
after HK > tear explodes>jLP>jMP>tear explodes> MK or HK tear>land
j.LK>.jHP>tear explodes>LK tear>land
j.MK>jHK> tear explodes> anything you want
less damage, of course, but still fancy, universal and it doesn’t trigger IPS if you have already used the jMP>jHP>jHK restand to get to the corner

Oh and here is a little restand( props to i2cheap and all the Parasouls that showed me that it was a classic) that allows you to save your OTG on Double or Cerebella
… > cr.HP
j.LP>j.LK>j.MP> land
j.MK>j.HK>…
Pros :
-you keep all the resets possibilities from j.LP>j.LK>j.MP (cross under cr.LK/air throw etc)
-better for corner carry than j.MK>j.HP
Cons
-uses up all your good air moves,you have to end your combo with ground moves in most of the cases
-numerous hits,so it deals less damage

the trick is to delay the j.LP to hit with j.MP when you’re really close to the ground !
Guess that’s all ! feel free to correct me if anything seems or is wrong in this post !