SkullGirls!

So, where are people going for strategies and combos? I need some Parasoul info but the wiki only has basic stuff and this combo vid is ok, but a lot of the combos aren't doable...

Try SRK or DustLoop. The former seems to have more people on it though (granted that we have been giving Skullgirls more coverage than DL).

As for Parasoul, she's basically mid range space/zoning with the goal of working towards the corner to set up for tear traps and the Napalm Loop.
For some reason, I feel like this game is too technical. Maybe it's because of the fact it uses the Street Fighter control scheme (6 attack buttons).

I probably won't bother.
Having more buttons to press doesn't necessarily make the game harder to learn outside of knowing which button to press as times.

The game actually shuns alot of the unnecessary complexities of other combo heavy 2D games like Blazblue. The infinite prevention system means that there's no need to all the odd rules that those games add to their combo systems - no esoteric scaling and proration systems. All you need to remember is not to start any chain in the middle of a combo with the same normal you used earlier.

EDIT:
10th color palette code has been discovered.

Press:
360:
Up, RB, Down, LB, Y, B

PS3:
Up, R1, Down, L1, Square, X

In the Local Match controller selection screen
If it looks familiar, it's based on the old SFII SNESS mirror match code.
 
Painwheel has some funky scaling and proration on a few of her moves. Especially 236LP.

You can probably find this all somewhere else, but for anyone that is experimenting with the game and wants to see some fun stuff with Painwheel I'll list some fun stuff below.

Guard Point attacks (ie [HP], [LP], etc): You have 3 hits that will be absorbed by guard points and a portion of that damage will be inflicted on your opponent when you land the attack. A larger amount of "revenge" damage will be added if you Hatred Install.

In addition to these moves having guard points, it looks like you can special cancel all of them. A simple mix-up would then become something like: [HP] 214MK MK. You will begin on the ground with a GP protected but very slow punch which will be special cancelled into Flight which will then be cancelled into jMK. It's a pretty fast mix-up option that you'll really need to leverage as Painwheel in any of your strings. You can also opt to just fly away for 8-way escapes and better positioning. You can't block and you must attack to cancel flight while flying - be aware.

Generic combo I was using (I think I saw this in one of the Mike Z. videos):
LP MP jMP (x4) jHP (x4) 236LK

Same combo extended with fly:
214K jHP LP MP jMP (x4) jHP (x4) 236LK

On a side note, you can use the floorbuffer-of-doom (or whatever her ground super is called) on Ms. Fortunes disembodied head for good damage. It's also funny.....
 
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