The combo I posted above does 6380 before reset as written. Only one slightly difficult link and it is easier than j.LP s.MP is anyway. Pretty similar in essence, just more loops really. EDIT: 6035 on the Double version, forgot to add. The c.HP version does 6449, doesn’t work on Double or Cerebella only I believe. Incredibly easy on at least Valentine and Fortune, because you don’t need to change timing at all, most you have to delay the LK Buer cancel slightly.

Damn that combo looks flashy Urichinan, I tried it on Peacock, had to change the last series a little, got 6255 damage before reset.
It’s quite difficult though, timing the first j.HP seemed really tight and I had to do j.MP(4) j.HP (4) xx flight 9j.MK j.HP(2) j.HK as the last series to get it to work. 3 hits of j.MP made j.HP whiff and 3 hits of the second j.HP made j.HK whiff.

EDIT:

Just improved my corner combo, does 8298 before reset now:

c.LK c.MK c.HP xx HK Buer xx Fly > 9j.MK xx LK Buer xx fly > 8j.MP > land s.HP xx HK Buer xx Fly > 9j.LK j.MK > land c.MK c.HP xx HK Buer xx Fly > 9j.LP j.MK > land s.LK c.MP c.HP xx HK Buer xx Fly > 8j.HK > land s.HK > j.HP(3) j.HK > land c.MP s.HP xx LP stinger

Solo 12K corner combo (1 bar, 11K from a cr.LK starter), double Death Crawl combo, Cerebella DHC extenders and assist combos coming in my new CMV. :stuck_out_tongue:

Interested to see what that combo looks like, mine does 10669 from c.LK at the moment for 1 meter.

EDIT: I actually do have a version that does about 11K, but it doesn’t work on super heavies because of the j.MP j.HP j.HK chain
10987 to be exact is what I got with the new modification.

I find the jhk>cr.mp portion to be hard because the air combo inevitably seems to give differing amounts of advantage, sometimes being mucho advantage, sometimes being very little… Its cause its so finnicky both on character weights and timing of button presses plus exact hits being canceled from… Whereas st.lk cause it hits higher seems to be more verall a better move to link from… I dont miss st.lk much but i couldnt get cr.mp to work… Not that i tried much, just seemed like to much work to make a tough link work…

Also the flight cancel f+hk>st.hk seemed really hard and i never got it to work either…seemed real finnicky on how many jhk would hit and that seemed to really determine whether or not the combo would work…

So i saw 2 dubious points by my merits and looked for something better FOR ME… I still used some things from your combo though… Its not like i scrapped the entire thing.

Finally, your combos from what i can tell all have to be changed significantly whether going for reset or full combo… In the beginning as well as whether from throw or regualr hit.

The combo i came up with doesnt have to be changed at all for the most part.

It works exactly the same with the exception of its opening string on all these starters:

Otg from an assist
Cr.lk starter
Throw starter
Airthrow starter
Otg already been used

So its a one size fits all combo.

It isnt optimized for damage as much as what you and uri are doing but it IS optimized for ease of use across all facets of painwheels game, from starter simplicity to works in corner and midscreen and against the entire cast…

To me, this is what a BNB should be… Something that you can use time and time again that is safe on block and easily hitconfirmable and works in most situations against most characters…

Memorizing corner combos and character specific combos is less important to my game than simply having REALLY good resets.

As i see it right now, stronger combos are best against solos, which dont see much play and are generally weak anyways. Duos are all about how fast you can get to 14300… If you can do that against a duo in 2 tries then you should be able to, as a duo kill the trio character in the same amount of time or less.

As a trio character it isnt about 14300 anymore cause trios do more damage against themselves… So less resets are needed anyways.

The biggest advantage super big damage combos are going to give would be in trio versus duo… And even then its all about how many resets does it take. Right now i need 2 resets to kill on average and that stays the same across most matchups except against solos…

So for me, i will only really consider a new combo if it kills in one reset on average (or less… Ie TOD)

Your combos from what i can tell kill 14300 in one reset on average at ratio 1. However when applying the match to pretty much anything not 2v2 or 1 v1 (i primarily use trios now) it kills in funnily enough… The same amount of resets… Plus requires alot more attention to detail like starter and character, corner… Etc etc.

Not saying that your combos are bad at all… I think they ARE better than mine… I just dont think they are for me in particular, and perhaps even most people, though that remains to be seen.

I like my shit as simple as possible when im playing complex games, and as complex as possible when playing simple games…

Lol

-edit

Oh yeah and the j.lp to st.mp Link is actually pretty easy cause it never differs, is a quick link from j.lp, and because it is done from DOWN FORWARD j.lp which gives a shit ton more frame advantage than forward j.lp…

The only problem with the combo i posted besides lower damage, is that i generally like to design my combos with all the tight links in the back… This of course to make sure i get the most damage out of the combo should i drop it in the later harder parts… And because once i get “into” the combo and start to really autopilot it… Around the middle, its harder to drop cause muscle memory kicks in.

I can’t believe how stupid I’ve been, should be able to make the last chain in my combos easier now and uniformly increase damage a little while making my combos not need one normal changed for Double anymore. Corner combo now does 11007 with meter, 8601 at LP stinger reset.

@Dime_x if you find the j.HK s.HK finnicky, fair enough. I did for quite a time as well, seem to pretty much have it now. it’s not tight, it’s just about how you hit with the j.HK. Don’t need to adjust my combos at all for resets though, in fact I can reset at pretty much any point on the fly, that’s the beauty of Painwheel’s loops in general imo. Pretty much doesn’t matter what your combo is, the resets fall in place.

For those of you who don’t know this already, Painwheel CAN OTG off of Death Crawl in the corner, solo.

It’s a tight link, but it’s doable. Only st.LP will OTG, and it works on everyone but Parasoul, Double and Cerebella. Painwheel can break 13K on her own for 2 bars in the corner using this.

My previous combo has issues against certain characters…
It works against the whole cast, but its timing can get wonky cause of how far away the st.mp hits from.

So… I invented a new combo that does about 50 less damage pre reset, but is even easier than my previous combo and has no character specific juggles in it so it works on the while cast… Plus it has more range than the cr.lk,cr.mk,st.hp xx lk buer reset… PLUS one of the things i hated about the other starter besides its shit range is that it drops happy birthdays since buer only picks up the pount character… My new combo also only has 1 semi tough link as well… I really think this is the new “bnb”… It still has a buer in it but its 5 hits in after a flight cancel so it gives mucho time to confirm happy birthday and change the combo to a snap before the buer (just change the buer into a lp stagger then snap them out)

Reset version:

Cr.lk,cr.mk,st.hp xx fly xx D/F+j.lk,cr.mk,st.hp xx lk buer, fly, D/F+j.lp,cr.lk,cr.mk,st.hp xx lp stinger, dash st.lp (5140)

If not going for the reset, continue the combo after the stagger with either st.lp,cr.mk,st.hp xx thresher

Or

St.lp,cr.mk,st.hk, j.mp,j.hp,j.hk xx reaper

Probably not fully optimized… Lol, but is simple with good damage and hits on All bases afaik.

This is the best combo that ive yet seen… Pretty sure that it can easily be transitioned into corner combo buer stupidity fairly easily as well if substituting the second st.hp into a cr.hp.

If you have peacock on your team and want corner push… You can change the ender into cr.hp xx hk buer xx fly (wait) call item drop assist and fly over… Item drop will meaty them whether they tech forward or backward if you time it right… Giving painwheel corner push with initiative for low execution.

Hit confirming with s.HP xx j.LK is probably a good idea after playing against your Peacock. Stupid that s.HP xx LK Buer whiffs her crouching.

I still like going for the longer combo though. It may build the opponent more meter but the resets are more erratic for them as well and you get a lot more guaranteed damage when you want it.

I’m liking this character.
This thread with be useful.

I’ve been doing this: cr.LP, cr.LK, cr.MP, QCF+LK xx FLY (move forward a little) xx j.LK, s.LK, s.MP, j.HK xx QCF LK+HK (super)
Pretty simple, but I just started using the character. :slight_smile:

Found a new type of stinger reset… Well new to me:

Cr.hp xx lp stinger.

This puts them aerial and allows painwheel to do a DASH UNDER into the usual stuff… I think it also messes with certain reversals since the opponent airborn when painwheel appears behind them… Regualr st.lp resets still apply here as well.

This will OTG on fat characters and whiff at a far range against Peacock, Filia and Painwheel. It’s a midly good reset, but it’s difficult to implement well.

Picking up painwheel, and trying this on double, the j.mp j.hp part doesn’t seem to connect.

EDIT:Got it.

The jumping jab to standing strong is killing me.

You have to skip the j.MP on heavies, it’s the main character specific change in basically all Painwheel combos.

The combo tomo (and i) came up with both before and afterward is much better imho the “new” optimized for ease as well as everything else combo is:

Cr.lk,cr.mk,st.hp xx fly d/f+lk,cr.mk,st.hp xx lk buer xx fly d/f+lp,cr.lk,cr.mk,cr.hp xx fly F+hk,st.hk,j.mp,j.hp,j.hk,cr.mp,st.hp xx lp stinger (reset) or (st.lp,cr.mk,st.hp xx pinion xx death crawl)

I JUST figured out what D/F means.

Combos are a lot easier now.

You can do an LK Buer on the second ground series as well, I stole Dime’s starter for safety. I still do thee LK Buer on the second series, just as easy and does more damage.

Lol… HAHA, i just read what i wrote…i totally missed the lk buer on the second series.

Yes, that is the bnb not just fly df lp… Haha… Will edit it in.

I keep getting goddamn pinon dash when I try to do fly cancel short into crounching forward.

How are you doing that? That is only 2 presses?

I’ve never managed that.

Hold df while dojng the cr.mk then shift from df to back when doing the st.hp or just let go to neutral and do st.hp

Holding df while doing the cr.mk alleviates the pinion dash input that comes about cause you are doing:

Fly, DOWN/forward lk, neutral, down +mk

In other words you are using 2 down inputs by letting the stick go to neutral (or back or forward… Anything that isnt down)

A little muscle memory training and you will be fine… Unless you drop it at that spot against computer nightmare… They will always combo you cause they will always know that you held a direction that isnt block and they will instantly combo you qhile you are still figuring out that your shit dropped.

Lol hes getting the old version… Down down k