Painwheel - Combo Guide and Discussion

No, because it is techable on the first bounce lol. Is there any way to combo off a non charge c.HK at all? I honestly rarely ever use Painwheel’s sweep.

Also a question of my own and I’m probably about to look pretty stupid.

Does anyone know if you can actually combo off of Buer Reaper? All I have is j.236HK xx 236KK

Great stuff. Painwheel’s definitely my favorite out of the cast (despite hating how important her flight cancels are). Good to see some midscreen combos too. Thats been my weakspot in most games.

Very nice combo, definitely the highest damage one. I’ve tried learning but there are too many fly/unfly involved to be used consistently in game I think. Also the starter (j.MK>fly>j.MK>cr.MK) looks like u have to be at a proper height, how you set this up in the heat of a match I don’t really get lol.

But that’s not really the point I want to make, I see j.MK in there 5x (bolded) but when I’m in the lab, if I do the same attack 2-3 times in the same combo it gets stale and drops out. How do you get 5 in the same combo? If you space the hits out does the infinite counter get lost or something?

On a different note, these are the main BnB I use in game with consistency, they don’t do a TONNE of damage but for the ease of setting it up and rate of completion it’s what I use (for now). No fly/unfly and works the same on all weight classes w/o modification.

Mid Screen BnB:

(Jump in attack of choice, or no jump in at all) > cr.:lp: > cr. :lk: > cr. :mk: > :qcf::lp: > :f::f: xx :lp: > :lk: > :mp: > :uf: > j.:lp: > j.:lk: > j.:mk: > cr.:lp: > cr. :lk: > cr. :mk:(4) > :hp: > :qcf::lp: > :qcf::lp:+:hp: (~4000 naked, up to 4500 depending on the jump in used. If they are too stupid to tech roll after the super, you can do :hk:(3) > air combo of choice and go up to 5500+). This also works in the corner of course, but you can do :qcf::lk: > :qcf::lp:+:hp: for extra dmg). I know it’s not the highest damage but it’s easier to learn and do in a variety of situations. the beginning hit confirm is also a lot easier and safer than the fly cancel ones w/ cr.:hp: and leads to tickthrow oppurtunities. Also, the second :qcf::lp: has a lot less hitstun and you can easily walk up throw for a reset instead of doing the super, most people will be holding back because the droppage rate on the end of the combo anyways.

Speaking of throws, what is painwheel’s best follow up to throw? In the corner, you can do otg combos but mid screen she doesn’t dash fast enough. Mid screen is even worse, my options are either super or otg.:hp: > :qcf::mk: and that doesn’t even work on Double lol. I know you can’t dash up and do cr.LK fast enough so what are the best choices?

Her projectile is pretty shit and punished easily if avoided BUT don’t sleep on it altogether. It’s really useful at the end of the match to take out that magic pixel when at full screen, risk it and do a charged projectile upwards. 90% of the time they jump into it repeatedly. Also, her lvl.2 charged MP projectile moves faster than all her other ones.

But for the most part yes, she is a straight up rushdown character this is where u will make ur killing.

Also kef is that really your MvC2 team, or have u not changed ur sig and/or team since Day 1 MvC2 on dreamcast?? lol seeing that brought memories of day one MvC2 where guile and iceman launch into magic series super or guile hard tag > super reigned supreme :rofl:

How the IPS works is your first 2 series are free, so the who first section before landing doesn’t even count.

The IPS will only kick in at the FIRST hit of a chain, so using the same normal chained after another is ok.

How does the game recognize the end of a chain then? Just the natural ones that are built in? Like low>med>heavy? So if you use a lower strength normal or attack than the previous one is that what justifies I new chain and triggers the infinite block? Sorry I know this is unrelated to painwheel but I must know!

Well, I actually played Top Tier a while ago, but it got a bit boring (just a bit). Decided to pick up a low tier team with Ruby Heart and Jill (they can setup unblockables) and Guile for the assist. Also learning team Combofiend for dat flashy stuff. I am 16, so I was 4 when it was first released. Yep.

Well that is kind of similar to the end effect in any case. A ground series is basically anything you can cancel, so for example, it could be s.LK c.MP s.HP xx L Gae Bolga Stinger or it could simply be s.HP xx Fly

In the first case, you could no longer START a chain with either s.LK c.MK or s.HP. In the second case, just s.HP.

I believe it works the same in the air, but your entire first “jump in” will be ignored until you hit the ground, allowing 2 j.MK to be ignored AND your first ground series.

You can test this with the “Combo Stage” indicator in training mode.

Stage 1 is a jump in, ignored
Stage 2 is the first ground chain, ignored
{
Stage 3 I believe is being watched, but the start of this chain can not trigger IPS itself?
Stage 4 is when the IPS is in full effect?
Stage 5 is ?
}

Not certain about those last 3 haha

Hmm…this combo seems easiest on Double. It’s tough getting the bolded part to connect properly on some of the lighter weights.

I could quote Mike Z’s description of IPS but I’ll just go by memory.

Stage 1 - Jump-in, free
Stage 2 - First ground series, free
Stage 3 - First air series or second ground series, watched
Stage 4 - * - watched
Stage 5 - Limited, cannot start a chain with a move that has been used in a watched section.

I forget stage four. Maybe second air series/third ground series? Basically you can’t start a chain with a move you’ve used outside of the jump-in and first ground series. Throws seem to skip right to stage 3.

If you do L Gae Bolga with Painwheel, your next series will be Stage 4, so I don’t really know what it means haha.

If anyone’s interested, I worked up a combo that deals 8362 damage with 1 meter, gonna post a video of it later. I know everyone’s already hitting that 8k mark, but it’s always good to see other combos at play.

EDIT: This is now an 8900 damage combo :slight_smile:

Stage 4 is for those situations where the opponent lands before you after you launch them, not sure why it triggers on her 236LP. It’s not really relevant though, stages 4 and 5 are the same for practical purposes.

Getting pretty close to a touch-of-death with just 1 meter!

Both combos work off throws, although they have to be somewhat modified at the start and end.

EDIT: I used j.LP at the start of each because it is her fastest overhead.

EDIT 2: new videos [details=Spoiler]
mid-screen
[media=youtube]C5tw3UcwVe4[/media]

corner
[media=youtube]qHdG1yFjVHw[/media]

throw
[media=youtube]3ADwNtIaCEg[/media]
[/details]

Your mods teen combo is not a valid combo. They can tech after the sweep (light blue circle bounces), so that combo won’t really do much for in a real match.

Forgive my lack of knowledge of the game mechanics. In any case, simply super after the L Gae Bolga Stringer. Can’t complain about the damage. :slight_smile:

Nothing to say about the corner combo? :c Boo.

Can you add a video showing 10K corner combo off of a throw? I land throws in the corner all day and I like the way you’ve set it up, I feel like I could pull that shit half consistently.

Your midscreen one ends at the part where you do sweep>air.mp as it can be teched out of. how much is the daMage if u just super instead of sweep?

A few things about your combos besides what everybody has said about the first one being techable:

  1. You are doing 3v3, which is 1.3 damage modifier. So your damage is bloated.

  2. You are using an unoptimal starter, if you ever land a jumpin, you should always go into the starter chain that ends with cr.mk cr.hp fly j.f+mk fly j.f+mk. This has proven to be the most optimal starter. The one you do is all you can do if you confirm off of a cr.mp, so it’s still useful in that regard just not when you have confirmed a jumpin.

  3. I think the midscreen one I posted is better overall due to corner carry and damage (if you ignore the double assist and dhc, it does about 9.4k damage for 1 meter at 1.00 modifier off of a crouching light attack). I haven’t really optimized the ender but I think it has more potential than the combo you do here.

Great! But I still want to work on my own combo. It’s sooo fun to keep changing it around and improving it!

Updated the mid-screen combo, and re-recorded the corner one in 1v1 for consistency’s sake. Also added the corner-throw combo for Bruce_Deluxe c:

Spoiler

mid-screen
[media=youtube]C5tw3UcwVe4[/media]

corner
[media=youtube]qHdG1yFjVHw[/media]

throw
[media=youtube]3ADwNtIaCEg[/media]

Sorry for the awful quality guys; a friend of mine has my recording stuff. ):

I made a video showing some potential resets that painwheel has in her arsenal. The most interesting to me was the last one. Hope someone can put it to use. I’ve been ravaging people online with it lol

[media=youtube]nICBC1DfHOs[/media]