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Parasoul/Combos

模板:连段谱符号

Hit Confirms

  • For ground chains, chain a light button into 2MK, then confirm into a heavy button.
    • Confirm into 5HP anywhere to go into a BnB route with an L Shot link. You can confirm into 6HP for a big damage boost and do the same combos, but it's a little harder and you can't keep a down charge for Napalm Pillar.
    • If you are too far away such that L Shot will whiff, confirm into 5HP > 236PP
    • Confirm into 2HP for max damage combos without an assist, but you need to be close.
  • For air to ground, jHP has plenty of hitstun to link a light or medium button, but is vulnerable to land cancel. jHK and jLP can link to light buttons with more precise timing.
  • For air to airs, you can confirm buttons into jHP then pick up with OTG 2LK/5LK.
    • Doing one button into jHP is easy but vulnerable to land cancel (example: jLP > jHP)
    • You can replace jHP with jHK which is also good for jumping in, but it won't combo from jumping light normals (example: jLP > jHK)
    • If possible, try to chain another button before you confirm into jHP (example: jLP > jLK > jHP)
    • It's also possible to use rebeats to confirm safely (example: jLP > jMK > jLK)

BnB Combos

Beginner

模板:连段谱表头

Intermediate

模板:连段谱表头

Advanced

模板:连段谱表头

Conversions

Throw
  • 4LP+LK [4]6LK OTG (simple)
  • 4LP+LK OTG [4]6HK (corner carry)
  • 4LP+LK [4]6LK 9jLK jMK jHP (restand without OTG)
  • 4LP+LK 214LK OTG (if you can't use an Egret move)
  • 4LP+LK (delay) [2]8HK OTG
Air throw
  • jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG
4HK
  • 4HK [4]6LK dash 5MK (stage 3 starter)
  • 4HK [4]6LP 5MP (stage 3 starter)
Napalm Pillar ([2]8HK)
  • [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter)

Enders

Level 1
  • End in ...[2]8HK / 2[8]MK > 236KK
    • Optimizing to get all six bikes to hit: slightly delay the super cancel on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop. If you never want to think about adjustments, [2]8MK 236KK will never ever drop and always gets every bike to hit.
Level 1 + level 1
  • End a combo in [4]6HP > 236KK, then link [2]8LK > 236KK. Recommended only for lights, Bella, Parasoul, and Robo
  • With < 240 undizzy, end combos in 236KK (one more chain) 236KK
Level 1 > DHC
  • With < 240 undizzy, end in ...236PP > (before 236PP hits) DHC > (one more chain)
Level 3
  • End in ...[2]8MK > 236KK
Level 1 + level 3
  • End in ...236KK, 214PP

Tips & Tricks

  • 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo.
  • 2MP typically doesn't confirm into a combo, but if there's a tear you may be able to dash up and confirm with a fast button
  • jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling.
  • To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge.
  • Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes.
  • Using 6HP over 5HP later in combos is a possible small optimization, but there's a lot to explain:
    • On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000).
    • The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140.
    • The small 6HP optimization actually becomes unoptimal in this situation: If 5HP detonates a tear, it will do more damage than using 2MK 6HP without a tear.
    • To make the most use of scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string.

Combos By Starter

Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
Tear (from Shot) (manual detonate) 120 120 0
Tear (from Shot) (auto detonate) 80 80 0
[2]8HK 13.75 275 20
6HP 11 330 30
5HK 10.06666667 302 30
jHK 10 300 30
5HP 9.666666667 290 30
2HK 9.6 288 30
4HK 9.6 288 30
[2]8MK 9.5 190 20
5LK 7.333333333 110 15
2MP 7 140 20
5MK 7 140 20
5LP 6.666666667 100 15
2HP 6.333333333 190 30
jMP 6 120 20
jHP 6 180 30
j4LK 6 90 15
Tear (from Toss) (manual detonate) 6 120 20
2MK 5.75 115 20
jMK 5.5 110 20
5MP 5.25 105 20
6LP 5 75 15
6MP 5 100 20
[4]6HK 5 100 20
j2MK 4.5 90 20
[4]6HP (no det) 4 80 20
Tear (from Toss) (auto detonate) 4 80 20
[4]6LP (no det) 3.75 75 20
[4]6MP (no det) 3.75 75 20
jLP 3.333333333 50 15
jLK 3.333333333 50 15
2LP 2.666666667 40 15
2LK 2.666666667 40 15

模板:角色导航栏