Painwheel - Combo Guide and Discussion

I can’t believe how stupid I’ve been, should be able to make the last chain in my combos easier now and uniformly increase damage a little while making my combos not need one normal changed for Double anymore. Corner combo now does 11007 with meter, 8601 at LP stinger reset.

@Dime_x if you find the j.HK s.HK finnicky, fair enough. I did for quite a time as well, seem to pretty much have it now. it’s not tight, it’s just about how you hit with the j.HK. Don’t need to adjust my combos at all for resets though, in fact I can reset at pretty much any point on the fly, that’s the beauty of Painwheel’s loops in general imo. Pretty much doesn’t matter what your combo is, the resets fall in place.

For those of you who don’t know this already, Painwheel CAN OTG off of Death Crawl in the corner, solo.

It’s a tight link, but it’s doable. Only st.LP will OTG, and it works on everyone but Parasoul, Double and Cerebella. Painwheel can break 13K on her own for 2 bars in the corner using this.

My previous combo has issues against certain characters…
It works against the whole cast, but its timing can get wonky cause of how far away the st.mp hits from.

So… I invented a new combo that does about 50 less damage pre reset, but is even easier than my previous combo and has no character specific juggles in it so it works on the while cast… Plus it has more range than the cr.lk,cr.mk,st.hp xx lk buer reset… PLUS one of the things i hated about the other starter besides its shit range is that it drops happy birthdays since buer only picks up the pount character… My new combo also only has 1 semi tough link as well… I really think this is the new “bnb”… It still has a buer in it but its 5 hits in after a flight cancel so it gives mucho time to confirm happy birthday and change the combo to a snap before the buer (just change the buer into a lp stagger then snap them out)

Reset version:

Cr.lk,cr.mk,st.hp xx fly xx D/F+j.lk,cr.mk,st.hp xx lk buer, fly, D/F+j.lp,cr.lk,cr.mk,st.hp xx lp stinger, dash st.lp (5140)

If not going for the reset, continue the combo after the stagger with either st.lp,cr.mk,st.hp xx thresher

Or

St.lp,cr.mk,st.hk, j.mp,j.hp,j.hk xx reaper

Probably not fully optimized… Lol, but is simple with good damage and hits on All bases afaik.

This is the best combo that ive yet seen… Pretty sure that it can easily be transitioned into corner combo buer stupidity fairly easily as well if substituting the second st.hp into a cr.hp.

If you have peacock on your team and want corner push… You can change the ender into cr.hp xx hk buer xx fly (wait) call item drop assist and fly over… Item drop will meaty them whether they tech forward or backward if you time it right… Giving painwheel corner push with initiative for low execution.

Hit confirming with s.HP xx j.LK is probably a good idea after playing against your Peacock. Stupid that s.HP xx LK Buer whiffs her crouching.

I still like going for the longer combo though. It may build the opponent more meter but the resets are more erratic for them as well and you get a lot more guaranteed damage when you want it.

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.