Parasoul
Team Value
Brings a DP assist and a projectile assist to the mix, which are good for any team. A high damage threat with two bars as Silent Scope super is great for DHC’ing out of as you get to take advantage of DHC unscaling for higher damage. Activate Silent Scope -> DHC to the next character before the shot connects -> the shot hits with less scaling/more damage before the next character does their super. Silent Scope as a super also tracks the opponent, giving you a fullscreen whiff punish/confirm option that’s especially nice if a followup character can DHC and potentially get a full combo off of it (Filia Gregor, for example).
What they bring
Builds a decent amount of meter through zoning
Large DP assist, Projectile assist that also locks down and is wonderful for many characters
Silent Scope is a very strong super to DHC from
Pretty flexible team positioning
What they want
Assist that lets her confirm into a combo from Tear Shot -> manual detonation ([4]6P > [2]8LK)
Assist to let her convert off of instant overhead j.2MK (basically anything with decent startup and good hitstun)
Any generally good assists as Parasoul can play multiple roles
Space-control or projectile assists if you want to zone
Lockdown assists to aid in pressure by giving time to setup tears
Combo tool assists as Parasoul's solo damage isn't stellar
Position - Point = Anchor > Mid
Point: Parasoul's versatility backed by assists let her adjust her playstyle to near any matchup, and she's not a meter-hungry character letting her play the role of a battery for the team. Or use that bar for Silent Scope DHC to quickly take out the opposing character.
Mid: Your point character gets access to Parasoul's good assist kit, but middle is her least played position as her DHCs lack damage, utility, and safety compared to the other good mids (level 3 is safe but... costs 3 bars). She can also have trouble dealing with incoming pressure due to her lack of air movement options or supers. That said, placing Parasoul mid isn't an awful choice, but many other characters play that position better.
Anchor: Fights well on her own and has good assists that both teammates can take advantage of. Like in the mid position, she has to deal with her troublesome incoming game, though this can be circumvented by tagging her in before the characters ahead of her die.
Most Common Assists
Napalm Pillar ([2]8HP) -
Anti-air DP
Pretty large hitbox, but has a dead zone behind her, so may lose to some crossups. Mainly, Filia.
Napalm Shot ([4]6P) -
Projectile, Pressure
Parasoul comes out behind the point character, so it’s difficult to contest her with the point character guarding her. When the shot connects with an opponent, it leaves behind a tear that will detonate after a few seconds. The opponent will have to think twice before challenging your pressure while this is on them. Great for both zoning teams and rushdown characters.
L Shot goes forward, great for rushdown characters and working into the patterns of zoning characters.
M Shot bounces off the ground at an angle and into the air, not commonly seen as you have to be pretty precise with it.
H Shot is a faster L Shot, good for counter-zoning as the opponent has less time to react than L Shot.
Partners
Beowulf
Recommended Assists:
L/M/H Hurting Hurl
L Chair - Projectile Sweep
Another option to Parasoul's grounded mixup game
As it's a sweep, it'll break armor, handy for trying to stop characters who try to armor their way in when you want to zone or keep them at the mid-range
M Chair - Projectile Overhead
While it's another nice addition to your mixup as an overhead, using it alongside tear shots in pressure makes it really difficult for the opponent to escape as they'll have multiple delayed hitboxes on top of them
Will not work for instant overhead conversions, so that's a tradeoff
H Chair - Projectile DP
While Parasoul doesn't need it, a DP assist is always nice to have
Great as an Alpha Counter if Parasoul gets too overwhelmed and the opponent has setups that either safejump Napalm Pillar, or can otherwise easily get into Pillar's deadzone
The most popular choice for Beowulf's assists
Pros:
Beo gets good neutral and pressure support from Para's assists
Parasoul gets decent assist support, nothing great, but nothing bad
Safe DHC with Bikes super > Airwulf
Parasoul can play point for Beo well and bring him with Sniper Shot DHC unscaling to bring him in while doing a load of damage
Cons:
Hype building support for Beo is just decent
While Sniper Shot is a great way to bring Beowulf in at an advantage, Parasoul lacks good ways to tag him in meterlessly
Synergy:
Decent for Parasoul, Good for Beowulf
Pretty decent as a duo in either order; either let Beo start on point, or let Parasoul start and treat Beowulf as the fake anchor
Pretty much any third character will work for a trio
Big Band
Recommended Assists:
H Brass Knuckles, L Beat Extend
Brass Knuckles - Armored Neutral, Anti-Zoning
Creates a lot of space for Parasoul to setup tears, approach, etc.
While it has counters, DP + assist can work with this combination as Big Band will body block and usually push the opponent far away enough that they cannot hit Parasoul
Good for corner combo damage
Beat Extend - Anti-Air DP
It's the best DP assist in the game, not much to say
If you're picking Beat Extend it's probably because you're playing a trio, as Brass will typically help out more
Pros:
Band gives great assists for controlling space and keeping Parasoul safe, useful for a rushdown or zoning playstyle
Parasoul's L Shot helps Band pretty well in neutral
Parasoul can fight on point and bring Big Band, who has the game's most damaging supers, in with Sniper Shot unscaling to start off at an advantage while completely obliterating a character
Cons:
None
Synergy:
Favorite for Parasoul, Favorite for Big Band
Strong duo and works in either order
Throw in any character for a trio
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
LnL - Armored Neutral, Pressure
Armored shield to augment Parasoul's control of the grounded mid-range space
LnL has enough range and hitstun to let you convert off of tear shots > manual detonation
Great boost to your combo damage
The option for overall damage, conversions, and assist counter calling
Cerecopter - Lockdown, Space-Control, Anti-Armor
Also a good option for controlling screen space as it occupies a section of the screen for a good moment of time
On top of that, the quick multi-hits will keep armored approaches at bay
Incredibly strong lockdown, giving Parasoul time to setup tears for even stronger pressure
Napalm Pillar + Cerecopter assist will jail and keep Parasoul safe, but is susceptible to heavy punishes from certain Alpha Counters (Beat Extend, Alpha Counter > Super)
The option for pressure and beating armor
Pros:
Bella lends Para great assists for space-control that work well with her mid-range control
Para grants Bella pretty good neutral assistance
Good combo extending DHCs
Cons:
Bella isn't getting Diamond Dynamo conversions from Parasoul's good assists
Synergy:
Favorite for Parasoul, Good for Cerebella
Good duo in either order
This circus will take any characters for a trio
Double
Recommended Assists:
Cilia Slide, Hornet Bomber
Cilia Slide - Sweep, Combo Tool
Lets her convert off her Tear Shots, Tear Detonations, instant overhead j.2MK, and a raw j.HP, while working at a further range than most other assists that offer the same conversions
A great low to work into 50/50's
Does a lot for her mixup game
Hornet Bomber - DP (L), Lockdown (L, M), Neutral (M, H), Zoning (H)
L Hornet Bomber for a DP assist and to dominate the close-range, some say this is Parasoul's favorite version
M Bomber to help more with mid-range pressure either through approaching or zoning
H Bomber to help her zoning, though this is the least used version
Pros:
Parasoul cops excellent assists for neutral, offensive pressure, and converting off of hits in neutral
Double gets generally good assists from Parasoul
Great DHCs, bringing good combo extenders and a safe DHC in Catheads
Car super into Sniper Shot DHC is pretty safe, Bikes super allows for a combo continuation
Cons:
None
Synergy:
Favorite for Parasoul, Favorite for Double
One of the game's strongest duos
[How flexible is this shell for trios?] - You tell me
Eliza
Recommended Assists:
Butcher's Blade, Carpenter's Axe, H Osiris Spiral
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Good threat in neutral to control the mid-range, the armor making it good as a stop sign for opponents and their assists
Truly shines for Parasoul with its lockdown capabilities, keeping the opponent in place for a good amount of time for Parasoul to setup tears and run her pressure
Napalm Pillar + Butcher's Blade is toxic; gives a (heavily scaled) combo on hit, and on block Sekhmet keeps Parasoul safe from all but command grab supers (though some reversal options will trade with Parasoul... Sekhmet keeps them from doing much else, though)
Carpenter's Axe - Armored Overhead
Does not cover as much space as Butcher's but still operates as a nice threat in the mid-range
Great for both mixup and damage as it is a heavy single hit
H Spiral - Space-Control, Lockdown
Creates a nice defensive wall if Parasoul wants to create space
Long lasting lockdown that deals a lot of chip damage while Parasoul sets up with tears
Easy left/right mixups with the way Osiris pops up the opponent, potentially nastier mixups when used in conjunction with tear explosions
Pros:
Eliza gives Parasoul great assist support for offensive and defensive purposes
Either of Parasoul's good assists are very good for Eliza
Eliza gives Parasoul great assist support for offensive and defensive purposes
Parasoul's Sniper Shot makes for an easy DHC after Lady of Slaughter's final hit
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Cons:
Nothing especial
Synergy:
Good for Parasoul, Good for Eliza
Very good duo in either order
These characters both have the middle position as their weakest position, so look to fill that for a trio if you want to optimize your balance. Otherwise, any character can fit in well.
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor
Great complement for both zoning and rushdown purposes with its lengthy lockdown and the distance it pushes opponents
Great for DP + assist as it jails, and Filia pushes the opponent far away enough that any pushblock guard cancel options won't reach Para, but be careful not to get obliterated by Alpha Counters
Updo - Anti-Air DP
It's a DP assist
Pros:
Both characters give each other generally good assist support with either a neutral + pressure assist or a good DP
Sniper Shot unscale along with the Fenrir DHC glitch (ignores max undizzy scaling for more damage) can give some silly damage
Able to let the full version of Parasoul's level 3 go and still get a full combo with Filia's Gregor DHC
Cons:
Nothing worth noting
Synergy:
Good for Parasoul, Good for Filia
A fine duo in either order
If you want to make a trio, any character will make for a balanced team
Ms. Fortune
Recommended Assists:
M/H Fiber Upper, Cat Slide (214K), Cat Strike (214P), Dash
Fiber Upper - Anti-Air DP, Meter Build
Parasoul can struggle a bit in converting off of H Fiber Upper when it hits as an anti-air
M Fiber Upper is a solid alternative, but for more reliable conversions, you trade some invincibility making it easier to smack Fortune
Parasoul doesn't NEED a DP assist, but you may not always have charge available or just don't want her taking the risk
Cat Slide - Sweep
Main usage will be for 50/50 mixups
Cat Strike - DP, Combo Tool (Stagger)
Deals a good amount of damage while inflicting stagger, making it a pretty good assist for adding combo damage
It is still a DP, but with it's startup, hitbox, and needing to "reload" Fortune's head, you may as well pick Fiber Upper or Dash if you want a defensive option
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Fortune brings some defensive assist support for Parasoul, which is always nice
L Shot is an especially wonderful assist for Fortune
Cons:
Fortune's assists don't do much to make Parasoul a bigger threat
Fortune only has one combo-extending DHC with her level 3, but it cannot take advantage of Sniper Shot unscaling as the shot will miss if you try
Synergy:
Decent for Parasoul, Favorite for Fortune
Pretty good duo. Fortune gets great support, Parasoul gets workable support, and both characters fight well when they're the last one alive.
A good mid or anchor is advised, depending on how much you believe in mid Parasoul
Fukua
Recommended Assists:
H Platonic Drillationship, M Forever a Clone, L Love Dart
H Drill - Lockdown, Neutral, Anti-Armor
Good assist to control the mid-range, and provides good lockdown to help Para's pressure game
DP + assist with H Drill jails the opponent and pushes them out to keep Parasoul safe; don't over rely on this if the opponent has a good Alpha Counter to blow this up
M Clone - Neutral, Combo Tool
Usable in tear shot > detonation conversions, but the startup speed may be an issue
Opens up combo routes to eek out more damage
bouncy - YouTube - This uses H Bypass, but M Clone allows for the same thing
Sets up for great mixups using tear explosions
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
Good choice if on a trio and you already have your lockdown/combo needs fulfilled
Pros:
Fukua grants Para great assist support for both space-control and mixup potential
Para supplies Fukua good, general assist support
For DHC'ing after Drill super, while level 1 midscreen options are not great for damage, in the corner Parasoul's Bikes super leads to damage and a followup combo
Level 3 DHC allows a combo from Drill super anywhere on the screen
Cons:
None
Synergy:
Favorite for Parasoul, Good for Fukua
Quite a strong, well balanced duo
Any character will fit for a trio
Painwheel
Recommended Assists:
L/M Pinion Dash
L Pinion - Combo Tool, Pressure
Good tool for tear detonation conversions as it moves a good distance and has a lot of histun
Deals pretty high damage to address some of Para's damage issues
M Pinion - Zoning, Mixups
Skullgirls 2nd Encore - Parasoul/Painwheel - Why use M Pinion assist? - YouTube
Good for zoning as it pushes the opponent back a lot on block, knocking them fullscreen on hit
Funky left/right mixup tool
Pillar + M Pinion can be jabbed out, so don't rely on that
Pros:
Surprisingly good assist support with the Pinions that work with several Parasoul playstyles
Painwheel gets generally good assist support from Parasoul
Parasoul doesn't deal a lot of damage herself, but Painwheel makes up for it with Sniper Shot DHC unscale -> Hatred Install, or even just tagging into Painwheel without meter
Cons:
None
Synergy:
Favorite for Parasoul, Good for Painwheel
A fine duo as even if the opponent tries to kill Parasoul first to have you end up with solo Painwheel, Parasoul loves Painwheel's support and can easily tag into Painwheel mid-combo both with and without meter.
Any character can be tossed in for a good trio
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Pros:
L George assist does their best to hold down the neutral for Parasoul
Para offers Peacock good assist support for zoning and general defense
All of Parasoul's DHCs can connect from fullscreen Argus Agony, Parasoul's level 3 even allowing for a combo
Parasoul gets a safe DHC with Lonesome Lenny
Cons:
None
Synergy:
Good for Parasoul, Good for Peacock
Nothing special about this duo, but it works out fine
Any character for any slot would fit for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
H Beam - Beam Projectile
Great addition to control neutral for the purposes of both approaching and zoning
While some characters may use Beam assist for pressure even though it's crouchable, this may not be the best idea for Parasoul as her overhead mixups are grounded and easier to contest with crouching normals compared to the air dashing characters
Word of caution: Be careful using this against Ms. Fortune as she can run under both your tear shots and Beam assist
Saw - Armored Lockdown
Lengthy lockdown to aid in your pressure
Defensive, armored wall to deter people trying to run at Parasoul when she doesn't have a charge ready for pillar or otherwise doesn't wish to commit to Napalm Pillar
Pros:
Para gets great neutral assistance in Beam assist, good defensive help with Saw
Robo gets nice assist support in either zoning or defense
Among the game's highest damaging DHCs with Beam super on top of Sniper Shot unscaling
Safe DHC with Magnetic Trap
Cons:
None
Synergy:
Favorite for Parasoul, Good for Robo Fortune
Seemingly a good duo, but is held back by the possibility of anchor Robo Fortune while Parasoul can't meterlessly tag into Robo Fortune in a position that's great for her when outside the corner.
Any character will fit in fine for a trio
Squigly
Recommended Assists:
Drag 'n' Bite, Cremation (2HP), Center Stage
Drag 'n' Bite - Lockdown, Neutral
One of the best lockdown assists for Parasoul to run her pressure game
Lasts a long time and travels a good distance, giving it good neutral presence
Cremation - Low Lockdown
50/50 mixups alongside Para's j.2MK
Does not last as long or cover as much range as DnB, though it is disjointed
Center Stage - Screen Manipulation
Parasoul has great range and Center Stage takes out the work of approaching the opponent
Parasoul's corner mix is really strong and Center Stage creates corners for her
Pros:
Squigly offers good assist support for Parasoul's close and mid-range game
Para grants Squigly good assist support for neutral and charge combos
Squigly Battle Opera provides a safe and good combo utility DHC, in the other order, DHCing into Bikes super is hard to punish, may take the opponent's meter to get a punish
Cons:
None
Synergy:
Good for Parasoul, Good for Squigly
This duo functions well enough support wise and has safe DHCs in both directions, but the possibility of ending up with anchor Squigly is a hindrance. This duo's strongest options come from their DHCs, but Squigly is not a great meter builder, and while a zoning-focused Parasoul can build it up nicely, Squigly's assists aren't great for enabling a zoning Parasoul style.
Any cast member will fit in nicely for a trio
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
You get fullsceen conversions off of tear shot hits, along with being good for all other typical Parasoul conversions and adding good combo damage
Pros:
Valentine gets good assists for defense or offense, decent vial load support with Pillar assist
Cons:
Val's assist and DHC support for Parasoul is just not there
Synergy:
Poor for Parasoul, Good for Valentine
Not the strongest duo, but far from the weakest. It functions.
Valentine wants the point position, and Parasoul's weakest slot is mid, so you'll want a good mid or even anchor character
Annie
Recommended Assists:
H Crescent Cut, H North Knuckle, H Destruction Pillar, Luminous Supergiant (6HP)
H Cut - Projectile
A neutral threat that can help all aspects of Parasoul's game plan whether it be rushdown, zoning, or counter-zoning
Delayed pressure from her tear explosions paired with the slow projectile from H Cut can make it confusing for the opponent to find the right timing to escape Parasoul's high/low mixup
H Knuckle - Neutral, Lockdown
Lockdown and high damage are very much appreciated
Pairs well with a zoning-focused style, keeping opponents in a decent amount of blockstun, or knocking them far away on hit while dealing a nice chunk of damage
H Destruction Pillar - Anti-Air DP
Parasoul does already have her own DP, but you won't always have a charge available and Annie's own Pillar doesn't have the same deadspot that Parasoul's does
Can easily be fit into a combo to add damage and corner carry
Supergiant (6HP) - Overhead, Projectile (Star Power)
The damage is probably more valuable than the overhead property, but an extra overhead is never a bad thing to have
6HP while Annie is in Star Power makes this assist a very scary neutral threat, both offensively and defensively
Pros:
Annie gives great assists to choose from, all helping Parasoul out in multiple ways
Good general assist support for Annie
Silent Scope into Annie's DHCs can lead to massive damage due to the unscale, and can be used as fullscreen punishes into full combos
Silent Scope -> Pillar of Creation DHC is a fullcreen punish into a combo
Silent Scope -> Meteor Strike has the sniper shot hit second (and unscaled) at mid-close range, giving Annie a crumble combo and dealing more than the above DHC
Cons:
None
Synergy:
Good for Parasoul, Good for Annie
A perfectly fine duo
Any character fits for a trio
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Salt Grinder, Hungern Rush, Cutie Ptooie
Cliff Hanger - Anti-Air, Neutral
Salt Grinder - Combo Tool (Stagger)
Adds some nice damage to Parasoul's combos, can also buy time for her to setup Napalm Tears for damage/mix/pressure
Hungern Rush - Anti-Air DP
DP assist to protect Parasoul when she doesn't have a charge available
Like Salt Grinder, gives her time to setup Napalm Tears
Ptooie - Projectile, Space-Control
Another lingering projectile similar to Parasoul's tears that can keep an opponent at bay
Covers Parasoul's deadzones for longer than Cliff Hanger can
Pros:
Umbrella's assists help Parasoul control space and give a nice boost to her damage
Parasoul's assist kit help with either neutral or defense, which Umbrella appreciates
Umbrella's Retina Reflector makes for safe-ish DHCs in both directions
(opponent grounded) Sniper Shot > MH Retina Reflector DHC converts from near fullscreen, making for 2 bar, but fairly safe call-out
Parasoul can freely tag into Umbrella with 4HK > Tag and continue the combo
They're sisters (affectionate)
Cons:
They're sisters (derogatory)
Synergy:
Good for Parasoul, Good for Umbrella
A fine duo with nothing special to note.
Any character should fit fine for a trio.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Can be used for mix, the space control is nice for Parasoul
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets are nice for Parasoul's zoning, special bullets can help with any number of things
Pros:
Parasoul gets alright usage from Dahlia's assists
Dahlia likes Parasoul's assist kit for defense, or neutral and pressure
Dahlia can still combo tag with Parasoul, though it requires the corner and OTG
Last Call DHCs
Cons:
No Counter + assist help for Dahlia
No Barrel DHCs
Synergy:
Good for Parasoul, Decent for Dahlia
Workable, but not a very strong duo
The best orders for this shell would be X/Dahlia/Parasoul, Dahlia/X/Parasoul, or Parasoul/Dahlia/X, so any character would fit in any slot
marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]