Parasoul

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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

What they want

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.

Partners

Beowulf

Recommended Assists: 

L/M/H Hurting Hurl

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Synergy:

Big Band

Recommended Assists: 

H Brass Knuckles, L Beat Extend

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Synergy:

Cerebella

Recommended Assists: 

H Lock 'n' Load, Cerecopter

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Synergy:

Double

Recommended Assists: 

Cilia Slide, Hornet Bomber

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Synergy:

Eliza

Recommended Assists: 

Butcher's Blade, Carpenter's Axe, H Osiris Spiral

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Synergy:

Filia

Recommended Assists: 

H Hairball, H Updo

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Synergy:

Ms. Fortune

Recommended Assists: 

M/H Fiber Upper, Cat Slide (214K), Cat Strike (214P), Dash

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Synergy:

Fukua

Recommended Assists: 

H Platonic Drillationship, M Forever a Clone, L Love Dart

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Synergy:

Painwheel

Recommended Assists: 

L/M Pinion Dash

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Synergy:

Peacock

Recommended Assists: 

George's Day Out (L George)

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Synergy:

Robo Fortune

Recommended Assists: 

H Theonite Beam, Collimating Saw (5HP)

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Synergy:

Squigly

Recommended Assists: 

Drag 'n' Bite, Cremation (2HP), Center Stage

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Synergy:

Valentine

Recommended Assists: 

H Savage Bypass

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Synergy:

Annie

Recommended Assists: 

H Crescent Cut, H North Knuckle, H Destruction Pillar, Luminous Supergiant (6HP)

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Synergy:

Umbrella

Recommended Assists: 

Cliff Hanger (6HP), Salt Grinder, Hungern Rush, Cutie Ptooie

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Synergy:

black dahlia

Recommended Assists: 

Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)

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Synergy:

marie

Recommended Assists: 

[assists this character wants]

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