Painwheel - Combo Guide and Discussion

I have read, that you can circumvent the Invinity prevention system by using the same buttons with other joystick directions:

s.:lp: - c.:lk: - c.:mk: - c.:hp: xx fly - fj.:mk: - c.:lk: - c.:mk: - c.:hp: xx ufj.:mk:

but that doesn’t work for me, the IPS always engages with the second j.mk, so I guess it doesn’t work, would be too cool.

Ah ok, and Im beginner only playing for fun in training mode (not a single online play lol), and have not studied the combos listed here, they are all to long and complicated to wright down lol.

Got a view things which are easy to do and do ok damage, everything else with more damage would need a lot of more attacks due to damage scaling, so I got these simple bnbs out of any light attack, the important steps are fat (after that you can play with your creativity):

  1. s.lp - c.lk - c.mk - c.hp xx fly - j.mk - c.lk - c.mk - c.hp - qcf.hk (you can directly add a super afterwards, the qcf 2k).
  2. s.lp - c.lk - c.mk - c.hp xx fly - j.mk - c.lk - c.mk - c.hp - j.hk - s.lp - c.lk - s.mk - s.hp - qcf.lp - f.hk(4x) - qcf.hk (it’s possible to cancel the s.hp into fly and possible increase the combos with some j.lp, s.lk perhaps I dont know, dont understand the IPS fully, i think any s.lp or c.lk would start it).

I think this is listed before and even implemented in much more complicated combos, but it’s hard to understand these long combos as a beginner. So for beginners, I like to suggest and practice these and suggest to vary them by yourself for fun and understanding.

Finally got youtube uploading working.

[media=youtube]yyQxHLIWjPY[/media]

I tested this on most characters except Double (ugh) so I know it works on fillia, valentine, ms fortune as well. Be sure to check the description on the video. The only tricky part to the combo is the timing between the j.mp, and the j.hk. You have to allow the opponent to fall JUST slightly before you hit it.

The video is “two” combos, but really the second is just a different variation for the ending if you have the opponent in the corner. The other great thing about this combo though is that if you start it in the center of the stage, you will push them all the way to the corner.

8525 and 8900+ damage on the combos respectively.

Whoever told you that is misinformed, it only reads the actual move not the direction.

It’s amazing how some days in the lab, you can spend hours and come up with nothing. Other days, you can spend 45 minutes and discover/fine tune several resets, and improve the combo off any grab. First things first, major credits to whoever first discovered some of these. I remember at least reading a couple of them, and although I can’t remember the name of the user, credit goes to them. I just improved their concept.

That being said, Painwheel just got a lot better midscreen. First up, the Launcher Reset!

Opener of choice > s.mp xx superjump forward, j.mp (4) xx Fly, (pause) DF + HK

It may seem insignificant, but depending on how long you delay DF, you can either crossup or fake the crossup. It counts as a jump-in, so follow up with your combo of choice.

Now for a midscreen reset for a bit farther in the combo if you’re still midscreen.

Combo > c.hp xx Fly, UF + HK xx Fly, F/UF, HK

I didn’t mess around with this too much, but basically yeah, you can cross this up too or just fake the crossup and/or go for a throw.

Now if you’re in the corner and you want a mixup outside of QCF + LP, lp > throw, you can select from these three.

**Combo > s.hk (2) xx Fly, UF + HK

Combo > F + HK (3) xx Fly, UF + MK xx Fly, j.MK

Combo > F + HK (3) xx Fly, D + MK (whiff, land), throw**

These are pretty self-explanatory; the first one crosses up and heads midscreen, the second is a double overhead, and the third fakes a combo into a throw.

Finally, here’s an alternative way to combo after a throw. To preserve your OTG, you can do…

Throw xx Fly, UF + MK, land > combo

Yes, that’s a cancel. Basically, I use the s.hp loops over the c.hp loops to start combos, so my combo looks like Throw xx Fly, UF + MK, land, c.mk > s.hp xx Fly, DF + lk > s.mp xx Superjump, and continue as normal.

Overall I think a lot of this more advanced stuff can be worked into Painwheel’s game to turn her into a reset beast, so one landed hit guarantees a kill on any character. I’m very pleased with the character’s development so far!

And for closing comments, I typed this up before I even opened this page, and now I see a full reset video. I’m scared to click… :frowning: EDIT - Good stuff, but yay that I’m safe with this stuff! Also, this was tested on Filia; I’m not sure who else it works on but it doesn’t seem too character-specific.

[LEFT]can you post a video or something? i dont see how this cross-ups, cuz i pause and it just the front every single time. am i not pausing long enough then?[/LEFT]

I’ll try and get a video demonstration of some of the resets I posted soon. Remember that it’s midscreen only. If it doesn’t cross up, you probably aren’t waiting long enough. :wink:

any double combos nothing works on her

Combos that work on double have already been found. they should be located in both this thread and the other combo thread as well. most of the combos in here list if you need to adjust timing for her or not.

also while i’m at it gonna throw out this new combo I have after combining my own with some of the other stuff I’ve seen people do. I think its a pretty good one.

[media=youtube]TZB5DrxANUw[/media]

[media=youtube]Dlgdh8eflXw[/media]
My attempt on two corner combos that I been working on for a while, 8k meterless, 9k 1 meter.

Found a 10K mid-screen combo recently, I’ll add it in my upcoming video for you guys. Notations will be included.

a couple or rather simple resets along with full reset mixups that i like followed by one tricky one:

the ryry:

( i first saw ryry doing this and it was working on everyone, tried it out in training mode and couldnt get it to work the way ryry was using it till i found out the “secret” LOL)

st.hp xx flight, return stick to neutral then press U/F +hk when recovered from flight.

returning the stick to neutral is key here as it allows painwheel to gain just a bit more altitude to allow her to crossup with j.hk. if you were to hold UF while mashing hk during the startup of flight painwheel wont crossup and will hit in front with a funky j.hk. as a mixup do the same thing except press forward +hk after recovering from flight, this wont crossup but looks just like the crossup version. ryry was straight killing people with this reset, doing it 3 and 4 times in a row damn near, and its executionally easy and easy to setup.

my little shitty reset that works wonders:

somewhere near 4000 damage or so after landing a combo’d flight normal:

cr.lp,cr.lk,cr.lp throw

yeah, pretty simple. but theres some hidden power here: the first 2 moves are chained and combo the 3rd move never even comes out, its there for 2 reasons:

  1. it makes timing on the tick throw really easy.
  2. there is no “pause” sound from not hitting buttons to alert a listening opponent to the fact that there is a reset/throw coming. it just seems as if PW is doing a rgeular combo string on the ground and then… BAM!.. thrown. you can mixup this up with many things like cr.lp,cr.lk, cr.lp for timing cr.mp as a late chain to catch the jump in its startup.

and other things can be done here depending on how you think your opponent will respond to the reset.

tricky reset i made up from a hk launcher:

st.hk, immediate superjump forward (you will jump behind the opponent crossing them up) delay j.lk (you dont want it to combo) xx flight, D/F +hk

that is basically a double crossup reset, the first crossup reset is the j.lk, the second crossup is is the D/F +HK

also note that by doing a j.mk instead, the j.hk wont crossup.

this doesnt work on double cause painwheel cant go under her after hk launcher… but basically experiment with going under characters using hk launcher and mixing up different normals and flight cancels… theres some weird stuff that is easy to replicate going on… like hk launcher against cerebella into downward air reaper… shit is fast, doesnt combo but does crossup (in midair off a launcher) and she can be restanded afterward with falling hk… also, switching up the timing that painwheel jumps also wields vast, yet interesting results… i encourage experimentation there.

-dime

Guess I have to start video tutorials like I did with mvc3 with BnB basics and then advanced stuff

Praise thee Urichinan.

Did you ever get the vids up?

What’s the notation?

Time to start making new combos folks. No more bypassing IPS by using different light attacks.

j.MK > Fly > F+j.MK > cr.MK > cr.HP > Fly > UF+j.MK > Fly > F+j.MK > cr.MK > cr.HP >Fly > UF+j.HK > cr.MP(3) > HK(3) > j.HP(3) > j.HK > LK > cr.MK > cr.HP > Fly > UF+j.LK > j.MK > cr.LK > cr.MK > cr.HP > Fly > UF+j.LP > j.MK > cr.LP > cr.MK > HK(3) > j.MP(4) > j.HP(3) > j.HK > LP > cr.MK > cr.HP > QCF+HK > MK(3) > HP > QCF+LP > F+HKx4 > DD+K > QCF+PP= 10.3K

This won’t work after the patch though, so I’ve gotta’ come up with another one. It’ll probably use Pinon Dashes.

And sadly, I didn’t get to do the video because i just moved. So everything has been packed up.

EDIT: Found a 10K combo that should work even after the changes. I want to optimize it a little more before posting it though.

really interested in that, i want to keep atleast some of painwheels damage when this patch hits.

I definitely think Pinon Dash will come into play a lot more after patches. Very interested in Urichinan’s post-patch combo.

Hmm… So, I thought that the patch changes only affected Light attacks. But I keep hearing that it affects all attack buttons. If that’s the case, then the 10K combo won’t work. But, she should still be able to break 8K.

Arigato sir, that’s one long combo, grinding that out later.