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

I just hold down forward.

Whats her go to universal midscreen?

Mines fraudulent and I’ma need the damage for EVO.

What I do is have different starters to get into lk buer loops > lp stinger, dash fwd cr.mp, st.hk j.mp, j.hp, j.hk air super. If you hit an assist as well you’ll just want to do st.hp fly df loops.
Starters include
-c.lk, c.mk xx lk buer… Good range, but quick confirm.

  • c.lk, c.mk. st.hp xx fly df j.lp… Better range.
  • st.mp j.mk xx fly, df j.mk, (V) c.mk st.hp lk buer… Max damage starter (I think) can also be started from jump-in j.mk with no ips difficulties.
  • Whatever into airsuper, xx fly df j.mk (V) c.mk lk buer… Good range, best to use if an assist is still in play. Difficulties may arise in confirming after the super depending on your height. I’ve found that from low height you want to either substitute mk for a light or fly forward instead of df.

Posted mine earlier in the thread.

ground hitconfirm:

c.LK c.MK s.HP xx fly > d/f j.LK > land c.MK s.HP xx LK Buer Reaper xx fly > d/f j.LP > land c.LK c.MK c.HP > f j.HK > land s.HK > j.MP[omit on Double] j.HP(3) j.HK > land c.MP s.HP xx LP Stinger > dash s.LP either reset or ender c.MK s.HP xx Pinon Dash xx Death Crawl

About 9k with the ender, can’t remember exact numbers

air hitconfirm starts with:

whatever in the air > c.MK s.HP xx LK Buer Reaper xx fly > f j.LK > land then continue from the c.MK string in the normal combo.

Reset opportunities EVERYWHERE, like every single string. Also one of the highest damage combos with a decent hitconfirm I know of and it is really easy.

This thread doesn’t seem active but whatever…

Hi I just started playing the game (on PC)
I’ve been trying your BnB Tomo009, but when I do the s.LP after the LP stinger, IPS stops the combo. I thought I understood how IPS worked, and it shouldn’t happen… Did something change about it ? And is there now a better BnB that the one posted above ?

Thanks !

You’re obviously playing the beta and there isn’t an update for xbox and ps3 available yet. So those combos don’t work in the version you’re playing. Also those combos are from 7 plus months ago so you shouldv’e expected that :s

Here’s my first painwheel combos! I didn’t use any guides, just messed around with her moves and tried to find what works, so feel free to point out what can be improved or made more reliable. 1-meter only so far. I love how you can just cancel standing HP into fly if it’s blocked.

Hey guys I was wondering if you could help me improve a mid screen combo I’ve been working on.

S.lp, s.lk, s.mp, j.lp, j.lk, j.mk, air qcf.hk, flight cancel, c.lk, c.mk, s.hk, j.mp, j.hp and either qcf.dk or qcf.lk which is for corner only combo extensions if I can get them there. the combo can switch sides when I execute the j.hk so i’s good for when I’m cornered and I can put them in the corner for combos. if you have any ideas on how to optimize, elongate or set up reset tell me.