Painwheel - Combo Guide and Discussion

Both the regular and the Double version did 9K solo, if I remember correctly. Give me just a bit and I’ll edit this post with them.

Nice, I think mine only does about 8.7 or 8.8k or so solo and it has to be hit confirmed haha.

Corner-to-corner vs. Filia, Ms. Fortune, Peacock, Valentine:

cr.LK > MP > j.MK > Fly > DF+j.MK > HK(3) > j.HP(3) > j.HK(xN) > cr.MP(3) > HK(3) > j.LK > j.MK > j.HP(3) > j.HK(xN) > cr.MK > HK(3) > j.LP > j.MK > j.HP(3) > j.HK(xN) > LK > cr.MK > HK(3) > j.MP(4) > j.HP(3) > j.HK(xN) > Dash > LP > cr.MK > F+HK(3) > QCF+LP > Dash > cr.HP > QCF+HK > Fly >j.QCF+LK > Thresher= 8.8K-9K. The damage will alter depending on how many hits you get from the multi-hit moves. The first HK is difficult to do on Ms. Fortune.

Corner-to-corner vs. Parasoul, Cerebella:

cr.LK > MP > j.MK > Fly > DF+j.MK > HK(3) > j.HP(3) > j.HK(xN) > cr.MP(3) > HK(3) > j.LK > j.MK > j.HP(4) > cr.MK > HK(3) > j.LP > j.MK > j.HP(4) > LK > cr.MK > HK(3) > j.MP(4) > j.HP(3) > j.HK(xN) > Dash > LP > cr.MK > F+HK(3) > QCF+LP > Dash > cr.HP > QCF+HK > Fly >j.QCF+LK > Thresher= 8.8K-9K. It does the same amount as the one above, but is a little bit easier.

Corner-to-corner vs. Double:

cr.LK > MP > j.MK > Fly > DF+j.MK > HK(3) > j.HP(3) > j.HK(xN) > cr.MP(4) > HK(3) > j.LK > j.MK > j.HP(4) > cr.MK > HK(3) > j.LP > j.LK > j.MK > j.HP(4) > LK > cr.MK > HK(3) > j.MP(1) > j.MK > j.HP(4) > LP > cr.MK > F+HK(4) > QCF+LP > Dash > cr.HP > QCF+HK > Fly >j.QCF+LK > Thresher= 9K. This one has the highest damage average, since Double is so heavy you won’t be prorating the combo as much with j.HK. This one is also the easiest of all three.

None of these work on Painwheel herself, since MP/HK(3) > j.MK > Fly > DF+j.MK > HK(3) doesn’t work on her mid-screen.

EDIT: 11K Corner Combo:

j.MK > Fly > j.MK > MP > UB+j.QCF+LK > Fly > j.QCF+LK > Fly > j.QCF+LK > j.MK > cr.MK > cr.HP > QCF+HK > Fly > UF+j.LK > j.MK > LK > cr.MK > cr.HP > QCF+HK > Fly > j.LP > j.MK > HK(3) > UB+j.HP(3) > j.QCF+LK > Fly > F/DF+j.HK(xN) > cr.MP(4) > HK(3) > j.MP(2) > j.MK > j.HP(4) > LP > cr.MK > HP > Pinon Dash (Lvl. 1) > Death Crawl

It works on Parasoul, Valentine and Filia. I haven’t tried it on anyone else yet.

to make it more confirmable, can you just add a st.lp in at the very beginning?

Yup, you can. But you can never do this combo with a HK launcher unless HK is also the starter.

er

:wtf:

whats the longest combo you guys can come up with starts with cr.lk,cr.mk,st.hp xx lk buer flight cancel and ends in a stagger with a st.lp available…?

im ass at coming up with m own combos, the best i can get is 4100…

BOOM SON!!! found it:

4900 damage before imba reset:

cr.lk,cr.mk,st.hp xx lk buer xx flight cancel df jlk,cr.mk,st.hk, j.mk xx fly, f+jlp,jmk (land) cr.lk,cr.mk,st.hp xx qcf+lp (4890)

so thats about 400 more damage than my previous reset combo…

aaaaannnnnd to keep things simple the same combo can probably be used after ground and airthrow by doing lk ground buer and going from there (though to be sure it wont be fully optimized)…. so back to resets into the same resets. DELICIOUS!

the power of qcf+lp into st.lp into reset mixups really cant be underestimated… my current mixups after st.lp makes contact…

st.lp then

throw (full combo)
cr.lk (full combo)
st.mp xx fly, uf throw (full combo)
st.mp xx fly df lk wiff (land) cr.lk (wiff punishes air throw techs, full combo)
cr.mk,st.hp xx fly uf jhk crossup (full combo)
call double or reversal assist jump forward (when expecting a reversal, beats many mashed super attempts pre patch… havent tested post patch, puts opponent into blockstun if they sat in crouch or jumped, allowing another low throw mixup on block, beats throw tech and goes into easy otg into full combo, beats many mashed tags… is basically a mash beater)

those are the primary options that i always use. they make painwheel pretty ridiculous.

-edit doesnt work on bella meaning it may be highly character specific… Back to the drawing board…sigh.

What I would do Dime,

c.LK c.MK c.HP (s.HP for range) xx LK Buer xx fly > 6j.LK > land c.MK c.HP xx LK Buer xx fly > 6j.LP > land c.LK c.MK c.HP xx fly > 6j.HK > land s.HK > j.MP (omit on double) j.HP j.HK > land c.MP s.HP xx LP Stinger > dash s.LP xx dirtiness

EDIT: Does 6.4K before reset

i like it, very sexy. very very sexy :slight_smile:

thanks man!

Hey guys, would all of you mind posting your full solo BnB’s?

I’m working on a combo listing and I want to know as many combo routes as possible so I can add them to the list. All I have is corner combos and such, and am lacking in mid-screen stuff. So that would be greatly appreciated.

I think it’s too hard for beginners to find combos for this game, so let’s try and find the most optimized ones that we can and release them!

Ok, nothing special, but these are my combos without assists.

NOTE: You can use c.HP against most characters in the midscreen combo, just s.HP requires no timing and you can reset off of any s.HP easier than a c.HP, so I tend to use it now.

Midscreen Full:

c.LK c.MK s.HP xx LK Buer xx Fly > 6j.LK > land c.MK s.HP xx LK Buer xx Fly > 6j.LP > land s.LP c.MK c.HP xx fly > 6j.HK > land s.HK > j.MP(omit if needed) j.HP(3) j.HK > land c.MP s.HP xx LP Stinger > c.LK c.MK c.HP xx Pinon Dash xx Death Crawl

Midscreen low/throw ender:

c.LK c.MK s.HP xx LK Buer xx Fly > 6j.LK > land c.MK s.HP xx LK Buer xx Fly > 6j.LP > land c.LK c.MK c.HP xx fly > 6j.HK > land s.HK > j.MP(omit if needed) j.HP(3) j.HK > land c.MP s.HP xx LP Stinger > s.LP > reset

The assisted versions are slightly different obviously.

Corner Full:

c.LK c.MK c.HP xx HK Buer xx Fly > 9j.MK xx LK Buer xx fly > 8j.MP > land c.MK c.HP xx HK Buer xx Fly > 9j.LK j.MK > land s.LK c.MK c.HP xx HK Buer xx Fly > 9j.LP j.MK > land s.LP c.MP c.HP xx HK Buer xx Fly > 6j.HK > land s.HK > j.HP(3) j.HK > land c.MP s.HP xx Pinon Dash xx Death Crawl

Corner low/throw ender:

c.LK c.MK c.HP xx HK Buer xx Fly > 9j.MK xx LK Buer xx fly > 8j.MP > land c.MK c.HP xx HK Buer xx Fly > 9j.LK j.MK > land s.LK c.MK c.HP xx HK Buer xx Fly > 6j.HK > land s.HK > j.HP(3) j.HK > land c.MP s.HP xx LP Stinger > reset

What I was gonna do once the patch came out on xbl was make a series of single combos in videos like tragic did for early mvc3

I think they are all going to look pretty similar honestly, I think the Buer path is the best thing right now. I throw a Pinon at the start if I use an assist, but other than that it’s not that different from pre-patch just with less loops.

WOOOOOHOOOOO!!!

Ive finally found it: an easy mode, anywhere combo that will work against any character with any starter with no super hard links nor any need to change the combo to go for a reset or to go for full combo and optimized pretty decently… This combo is basically the same combo concept strategically as my old combo plus does about 1k more damage pre reset to boot and needs no real changes when doing it from a throw:

Cr.lk,cr.mk,st.hp xx lk buer cancel flight d/f, j.lp, (land) st.mp j.mp, j.hp, j.hk, (land) st.lk,st.hp xx lk buer flight cancel, j.lk (land) cr.mk,st.hp xx lp stinger, dash, st.lp (5500 at the st.lp) reset or cr.mk,St.hp xx lp stinger xx death crawl (7736)

Throw:

Flight cancel, (land) st.hp xx lk buer otg xx flight cancel d/f j.lp (continue into top combo)

Full = 6503
Stinger reset = 4265

6 hit J.hk starter full combo = 7051, at stinger reset = 4813

Damage wise this is a big buff to my painwheel over pre patch…

The only place im losing damage is with throw starter and then its negligible as its only 500 damage full and 250 damage loss reset.

The jhk starter got a SERIOUS BUFF… 3500 damage prepatch at the reset… And is now getting 1300 more…

Overall full combo from cr.lk got a 200-700 damage buff whereas the reset got a 1000 damage buff…

cr.LK > cr.MK > st.HP > LK Buer > Fly > F+j.LP > st.MP > j.HP(3) > j.HK(xN) > st.HP > LK Buer > Fly > F+j.LK > cr.MK > st.HP > LP Stinger > Dash > st.HK(3) > j.MP(3) > j.HP(4) > Fly > F+j.MK > j.HP(3) > j.HK(xN) > st.LP > Reset should work as well, and also do way more damage. I’m not home to test it right now though. I’ll try it out tonight and post back.

I’m iffy on whether or not the HK after LP Stinger will work on every character mid-screen, and I don’t know if the j.MP > j.HP > Fly > j.MK > j.HP string works on everyone as well.

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.