Painwheel - Combo Guide and Discussion

I was going to make a better video but with the patch changes coming up everything will be different and I’m going on vacation soon so I probably won’t bother.

I originally recorded this video just to test my capture device but it more or less demonstrates what I wanted anyway so I’ll just put it here. These combos aren’t amazing but they are decent enough and most of all easy and reliable to execute and work on all characters, with stricter timing on some but not too bad overall. The combo paths are also very similar so its pretty easy to remember what to do off any kind of hit. They can easily do a little bit more damage by adding on various hits here and there but this is what I have drilled into my muscle memory and its not worth trying to change it at this point just for a few hundred more damage

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Notations (I tried to divide them into logical sections for ease of reading):

First combo, off a normal hit:
cr.LK cr.MK cr.HP fly up-forward j.MK fly j.MK land
cr.MK st.HP fly down-forward j.LK land
cr.LK cr.MK cr.HP fly up-forward j.LP j.MK land
cr.LP cr.LK cr.MK cr.HP fly up-forward j.MP land
st.LP cr.MK cr.HP fly forward j.HK land
st.LK cr.MK st.HP 236LP dash cr.MP 6HK 236HK
otg st.MP st.HP 22K death crawl

-in the corner you can replace j.HK with j.HP for more damage, except against double, for her you always need j.HK
-if the combo somehow doesn’t corner carry you obviously can’t do otg after the 236HK so just end with cr.MP st.HP 22K death crawl if you want to end in super or avoid using your otg
-vs heavy characters like cerebella and double you have to be more accurate with the fly up-froward j.MP or they will drop too low and hit the ground, and you will use up your otg (if you still have it).
-full combo using j.HP and OTG followup into super does like 9300, other variations are slightly less

Second combo off throw:

throw fly forward j.MP (whiff) land
otg st.MK st.HP fly up-forward j.MK land
[from here it is the same as the other combo, except you already used your OTG.]
cr.MK st.HP fly down-forward j.LK land
cr.LK cr.MK cr.HP fly up-forward j.LP j.MK land
cr.LP cr.LK cr.MK cr.HP fly up-forward j.MP land
st.LP cr.MK cr.HP fly forward j.HK land
st.LK cr.MK st.HP 236LP dash cr.MP st.HP 22K death crawl

-the throw combo can be used for combos off of assists too or any situation where you jump to later stages of IPS, and if you stick with st.MK as your OTG attack you don’t really have to worry about changing up combos based on the starter too much
-same things apply here as in the combo listed above, and with no OTG you have to be a bit more careful vs heavy characters
-does like 8000+ with full combo into super

sorry if I messed up the notation somewhere, I haven’t really played in like a week or more

I found two anti-burst setups.

  1. HK(3) > Jump Back > j.MP > Fly - This setup doesn’t work on every character, but is insanely good. If they burst, it will whiff, and you can followup with a full combo. You can let j.MP go for a bit so if they don’t burst the first hit, you have time to hitconfirm.
  2. j.LP/LK > j.HP > Fly > DF+Air Throw - In this setup, you absorb the burst with j.HP, and then fly cancel into an air throw. Since they can block, it’s the only reset possible.

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Experimenting to improve my painwheel’s damage. I don’t think this works post patch, but it looks cool.

Yeah, it will drop right from that raw c.HP. Pretty interesting, surprised that it didn’t do that much damage with how front loaded it was though.

The early lp stagger scales it bad, thats why the damage is lower… We only get unscaled ones when shes inatalled…

-dime

Oh of course, haven’t used LP stinger in a BnB for so long, forgot how bad that thing hurt damage >.<

It’s not the LP stinger that resulted in the overall damage being low. The combo is loaded with light attacks, and is pretty much just the grounded string into additional air light attacks before ending. I’ve noticed that you get maximum damage output when you perform single, solid hits early in the combo, then perform all the multi-hit attacks later. There are damaging options that lead from LP Stinger, especially in the corner.

So what are you guys using for combo paths now?

There’s the incredibly obvious LK Buer xx Fly loops now, which are pretty great, but you can’t do many per combo.

It is WAY easier to connect a fully mashed Pinon Dash off a s.HP now. Going to test how much damage that adds.

[media=youtube]I-VDABvNx2c[/media]

Back in the game!

[media=youtube]qig05hvB9QM[/media]

That’s fucking dope. Hit me with a midscreen BnB.

That was pretty stylish haha. Mine is actually almost the same damage and similar meter build though oddly, without all the fanciness towards the end.

inputs please?

hey guys, just wondering if those post patch combos can be practiced on a pre patch version? 360 player here :frowning:

also inputs would be greatly appreciated!

Combos with the Scythe grab (Which I believe these two are) have had their properties significantly changed in the patch. I don’t believe these work on pre-patched versions.

I’ll get you guys inputs in a little while, all I have is a phone to type on right now.

I’m also out of town, so no more videos until Monday, sorry guys.

Pardon me if this is off, I picked the game up two days ago but needed something to work on in training mode! This is what I think the inputs are (fc being flight cancel):

Corner double super:
fc.mk fc.mk c.lk s.hk jump 3x fc.lk.buer mk
c.mk c.hp hk.buer
fc.lk fc.mk s.lk c.mk c.hp hk.buer
fc.lp fc.mk c.lp c.mk s.hk jump j.hp lk.buer fc.mp
c.mp c.hp lk.buer 2x fc.thresher

Corner BNB:
c.lk c.mk c.hp hk.buer fc.mk
c.mk c.hp hk.buer fc.lk fc.mk
s.lk c.mk c.hp hk.buer fc.lk fc.mk
s.hk jump lk.buer fc.hk c.lp c.mk s.hk
jump j.hp lk.buer fc.mp c.mp s.hp pinon (charge during s.hp) deathcrawl

Corner Combo:

cr.LK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.MK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.LK > j.MK > LK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.LP > j.MK > HK(3) > UB+j.QCF+LK > Fly > DF+j.HK(xN) > st./cr.LP > cr.MK > HK(3) > UB+j.HP(3) > j.QCF+LK > Fly > UF+j.MP(4) > cr.MP(4) > HP > Pinon (Lvl.1) > Death Crawl

Corner Double Super:

j.MK > Fly > j.MK > cr.MK > HK(3) > UB+j.QCF+LK > Fly > B/UB+j.LP(Whiff) > j.QCF+LK > Fly > B/UB+j.LP(Whiff) > j.QCF+LK > Falling j.MK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.LK > j.MK > LK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.LP > j.MK > st./cr.LP > cr.MK > HK(3) > UB+j.HP(3) > j.QCF+LK > Fly > UF+j.MP (4) > cr.MP(4) > HP > QCF+LK > Fly > Thresher > Fly > Thresher

I’ve found a way to extend these combos, and I’ve also found a corner to corner combo from cr.LK. For the corner to corner combo, I found a Double variant as well. I need to do a lot more testing on all these before I post all of the new versions.

I might wait until Monday and record it all for you guys to see, and give you inputs with it, or I might post them out tomorrow or Saturday in text form, then get the videos after that.

If I’m lucky, and get home early enough on Sunday, I might be able to record everything Sunday night.

Also, I found a Parasoul specific 11K corner combo, solo, for one bar. It doesn’t use an OTG either!

How much damage does the corner to corner do?

Mine is really close to corner to corner and is doing 9.2K with Cerecopter assist right now.