Painwheel combos/bnb’s
I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.
Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)
FULAANI’s MID SCREEN GROUNDED BNB’s (said to work on all characters)
Spoiler
anywhere
any light > cr.mk > st.hp xx fly > f+j.mk > cr.mk > st.hp xx fly > df+j.lk > cr.lk > cr.mp > f+hk (4 hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > st.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7,5 k)
PHILOSOPHY123’s MID SCREEN GROUNDED COMBOS
Spoiler
NOTE: These combos may start with something that is suboptimal for your tastes so if you prefer starting with a c.LK or something that hits low or whatever than do so. I will find out later how character specific these combos are.
1. Midscreen 1 meter (air super finish, 9516 @ 1.75) impractical/waste of meter
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, cr. lp, st. hk (3 hits), j. mp, j. hp (1-2 hits) x super
Note: impractical since the next combo does nearly the same amount of damage with no meter. Only useful when you have done combo 2 and need the tiny bit of extra damage to kill.
2. Midscreen no meter (air finish w/ knockdown, 9407 @ 1.75) same as previous except finish
Same as #1 but cancel j. hp (1-2 hits) into qcf lk. If you cancel j. hp into fly and link qcf lk for ender you can get somewhere around 85 points of extra damage but it has character specific timing (hard on Cerebella)
Note: this combo will knock opponent full screen
3. Midscreen 1 meter (ground super finish, 10800 @ 1.75, optimal midscreen combo)
**cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, st. lp, st. mk (1-2 hits), st. hp x **
**qcf lp x super **
4. Midscreen no meter (ground finish w/knockdown and reset option, 9405 @ 1.75)
Same as #3 but after qcf lp link qcf mk for the ender. It again knocks the opponent far away. If you want the opponent closer, link sweep. After sweep if you wait a bit you can charge a full qcf mp for a meaty projectile to force the opponent to block
Note: this combo works on everyone. After flying over to the opponent for the j. hk you can instead do st. lp, cr. mk, cr. hp x fly, u/f mp. This will leave the opponent standing if you cancel u/f mp into fly you will remain in the air if not you will land on the ground. This reset ends at 8708 @ 1.75
If you are going to end in a reset however there is optimal version (left/right and high/low) of the meterless combo that only works on Peacock and Double (actually it works on everyone except Cerebella, but the timing of the qcf lp after f. HK is character specific with varying levels of difficulty. On Valentine, Painwheel and Filia it is not too difficult, just delay the qcf lp slightly). Instead of canceling f. Hk into fly on the 4th hit, cancel it into qcf lp, then walk forward slightly and then cr. hp into qcf hp. This combo does 8534 @1.75 and resets the opponent within dash distance. If you end at the qcf lp, then dashing forward will leave you on the other side of the opponent, but canceling your dash with a normal will leave you in front
5. Midscreen no meter reset (ground finish with left/right reset, 7546 @1.75)
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, st. hk (3 hits)
Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)
Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)
Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)
Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)
Alzarath’s air to air combo (not confirmed if works on all characters):
(writing this from memory, also not optimized. you get the idea though)
air to air j.mp > fly > j.mk > land c.lk > c.mk > s.hp > fly > f+j.lk > s.lk > c.mk > s.hp > fly > f+j.lp > c.lp > c.mk > s.hp > qcf+lp > dash c.mp > f+hk(4) > dd+k > qcf+pp
Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)
Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)
FULAANI’s THROW/AIR THROW BNB
Spoiler
from normal throw and airthrow
throw xx fly > f+j.lp > st.lp > cr.mk > st.hp xx fly > f+j.mk > cr.lk > cr.mk > st.hp xx fly > df+j.lk > cr.mp > st.hk (4hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > cr.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7.3 k)
**on double you omit the j.mp and go straight into j.hp. or you can do j.mp xx fly > f+j.lp > j.mk **