Skullgirls Wiki
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Normals

LP
Touché
ParasoulsLP
A quick stab with Krieg.
  • LP - A second stab.
c.LP
Garde
ParasoulcLP
Taps the opponent with the tip of Krieg.
j.LP
Poussée
ParasouljLP
Taps quickly with Krieg.
MP
Coup d'arrêt
ParasoulsMP
Steps with her back foot and smacks the opponent with the side of Krieg. Pyro.
c.MP
Coup Double
ParasoulcMP
Thrusts Krieg 2 times very quickly. Pyro.
j.MP
Crescent Burn
ParasouljMP
Swings upward with Krieg. Pyro.
HP
Arc de Feu
ParasoulsHP1

ParasoulsHP2
A vertical slash with Krieg. Pyro.
  • HP - A second slash. Pyro.
c.HP
Prominence
ParasoulcHP
Rises while doing a arched swing over her head. Launcher. Jump Cancelable. Pyro.
j.HP
Poêle à Frire
ParasouljHP
Slashes straight down with Krieg. Knockdown. Pyro.
LK
Persistence
ParasoulsLK
A swift but brief low kick.
  • LK - A repeated kick.
c.LK
Virtue
ParasoulcLK
A small kick with the end of her foot.
j.LK
Poise
ParasouljLK
Kicks forward.
MK
Queen's Gambit
ParasoulsMK1

ParasoulsMK2
A strong knee to the midsection.
  • MK - Extends her leg out to perform a kick.
c.MK
Beauty
ParasoulcMK
Sits on the ground and extends her leg out.
j.MK
Grace
ParasouljMK
Flips forward and opens Krieg as she kicks. Can be held to float gently toward the ground.
HK
Elegance
ParasoulsHK
Steps forward and kicks with her back foot at a upward angle. Knockback. Wall bounces in the corner.
c.HK
Honesty
ParasoulcHK
Stabs Krieg into the ground and swings around it while sweeping with both feet. Knockdown.
j.HK
Coup Lancé
ParasouljHK
Jumps on Krieg and releases several flaming stabs beneath her. Since it elevates her a bit it can be used to extend her jump.

Command Normals

6 + LP
Pistol Whip
ParasoulfLP
Pistol whips the opponent with her Luger while hitting overhead. Overhead.
6 + MP
Coulé
ParasoulfMP
Crosses her legs and slashes with Krieg at a downward angle, hitting at the opponent's feet. Pyro.
6 + HP
Lunge
ParasoulfHP
Lunges Krieg forward for a fierce stab.
4 + HK
Forbearance
ParasoulbHK1
ParasoulbHK2
Does an axe kick. Overhead. Launcher.
(In air) 4 + LK
Spiral Flare
ParasouljbLK
Stabs behind herself with the umbrella as it turns into a drill. Hits 3x. Vacuum. Pyro.
(In air) 2 + MK
Authority
ParasouljdMK
Performs a downward stomp, if you connect with your opponent it will actually bounce you back up.

Specials

(Air OK) QCB + K (hold) (up to 3 times for ground version)
Napalm Toss
ParaTearground

ParaTearAir
Tosses a Tear that will stick in place (no hitbox). Launch in a variety of ways depending on the button pressed (Note: pressing and holding the button yields different positions):
  • LK - Flings a low arched Tear that will stick to the floor.
  • MK - Flings an arched Tear at about Launcher height.
  • HK - Flings a long range (about 3/4 of the screen) arched Tear.
4 (hold), 6 + P
Napalm Shot
ParaShot
Shoots a Tear across the screen that will hit as it travels, upon contact with anything it will place a Tear at that point. Can shoot horizontally or diagonally. Pyro.
  • LP - Average speed full screen shot. Lingers with explosive after the initial impact.
  • MP - Shoots below and in front of self before ricocheting up at a 45 degree angle. Anti air shot.
  • HP - Faster speed full screen shot. Lingers with explosive after the initial impact.
2 (hold), 8 + K
Napalm Trigger/Quake/Pillar
ParaTrigger

ParaQuake

ParaPillar
Stabs Krieg into the ground and causes a shockwave, the strength and properties vary depending on the button pressed:
  • LK (Napalm Trigger) - Causes a small shake, will detonate the 1st Tear set, regardless of position. Pyro.
  • MK (Napalm Quake) - Causes a bigger quake and will knock down the opponent, causes all 3 Tears to detonate, regardless of position. Pyro.
  • HK (Napalm Pillar) - Causes a large eruption with a big vertical hitbox. Start up invincibility. Launcher.
4 (hold), 6 + K
Egret Call/Dive/Charge
EgretCall

EgretDive

EgretCharge
Summons a subordinate that will do various things depending on the button pressed:
  • LK (Egret Call)- An officer appears and distracts Parasoul. This is actually a unique cancel that actually returns you to a neutral state, allowing for interesting attack chains and even cutting your recovery and allowing safe blocking.
  • MK (Egret Dive) - An officer jumps in front of Parasoul, defending her from any projectile attack. Immediately ends if hit with a physical attack.
  • HK (Egret Charge) - An officer rides in on a motorcycle and attempts to grab the opponent and drag them across the screen.
LP, HP, 4, LK, HK
Bâillement
Baillement
Parasoul's taunt. Parasoul turns her back to her opponent and yawns.

Team Moves

MPMK or HPHK
Motorpool
ParaTagIn
Parasoul rides onscreen on a motorcycle operated by one of her Black Egret soldiers, which knocks the opponent down upon contact.
QCF + MPMK or QCF + HPHK
Banishment
ParaSnapback
Parasoul opens up Krieg and uses it to knock the opposing point character offscreen.

Blockbusters

QCF + PP
Silent Scope (Lv. 1)
TakeTheShot
A projectile attack where Parasoul will call in a sniper from off screen, consumes 1 bar of Super Meter. This attack tracks the opponent anywhere on screen and will even cause knockdown on a grounded opponent. If traded with another attack you actually have enough time to continue a combo or call in a second shot since the opponent is forced to go through the knockdown animation.

References the arcade game of the same name.

QCF + KK
Motor Brigade (Lv. 1)
MotorBrigade
Several subordinates ride across the screen on motorcycles, rushing the opponent, consumes 1 bar of Super Meter. Note they can be knocked off screen by enemy attacks.
QCB + PP
Inferno Brigade (Lv. 3)
InfernoBrigade
Several subordinates will gather behind Parasoul and begin firing bullets through Krieg which shoots off numerous Tears, consumes 3 bars of Super Meter. This attack doesn't do much damage but is unaffected by damage scaling as each bullet does 1 point of damage each, for a total of 64 points of guaranteed damage.

Special Notes

  • Movement: Parasoul's walking animation is different from most, she takes long strides in between steps making her speed a little inconsistent, the first part is faster since she takes a big step and it allows her to preform tick grabs easier than most. Her dash however is very fast and covers a good amount of distance in a short manner of time since it's one leap forward or backward, making dashes to grabs rather easy as well.
  • Double Links: Several of Parasoul's normals can be canceled into themselves allowing her to perform two consecutive attacks, where most characters can only perform a single, before continuing a chain.
  • Tears: Once set will automatically detonate after 150F. The can not be influenced by an opponent's attack, however if you are hit or thrown (including teching) they will vanish, blocking will not cause this. Detonation of Tears have a 10f startup, they have a large hit range and hit stun. Only 3 Tears are allowed at once, any more after that will make the initial Tears disappear in their order of being placed.
  • Pyro: Several of Parasoul's Normal and Special moves have an ignition effect that will cause Napalm Tears to explode on impact.
  • Aesthetics: Parasoul's palettes can include; glasses, stripped clothing, knee high socks, long boots, sash (left arm), stockings, fingerless gloves, colors of sleeves can be different from the rest of her blouse, color of skirt can be different from her blouse.

Move Lists FiliaCerebellaPeacockParasoulMs. FortunePainwheelValentineDoubleSquiglyBig BandFukuaElizaBeowulfRobo-FortuneAnnieUmbrellaBlack DahliaMarie
Universal CommandsTaunts
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