The Painwheel Thread: You Spin Me Right Round!

Painwheel has a really nasty fuzzy guard on Parasol because she is so damn tall… I assume it work with double too but I havent tried it yet. It works on Valentine too but it is much much tighter to pull off. I am assuming the smaller characters dont really work or dont work at all.

Basically what I do is make them block high with jumping whatever, land, j. lp, (slight delay) j. lk, j. Hk

The great thing about it is that the j. HK ends up crossing them up if they block the initial j. lp and j. lk so it makes the whole sequence annoying as hell to block.

The only thing now is to find specific set ups for the FG (especially midscreen). The corner is obviously much easier.
:rock: Painwheel :rock:

What kind of damage should I be getting with painwheel midscreen with 1 meter? I’m getting 6460 off of a lk mk starter and 1.00 damage ratio.

Alright, I improved upon my last combo and found a variation that not only does more damage, but it works on everyone (Aside from Double), builds more meter, and is much easier to do.

Corner only, tested 1v1 (1.00 Multiplier): j.MK > cr.LK > cr.MK > HP > Fly > DF+j.LK > cr.MK > HP > Fly > F+j.MK > MK(3) > HK(3) > j.MP(4) > Fly > F+j.LP > j.MK > LP > cr.MK > cr.HP > Fly > j.HP(4) > cr.LP > MK(3) > HK(3) > UB+j.QCF+LK > cr.LK > cr.MK > cr.HP > Fly > UF+j.HK(5) > cr.MP(4) > HP > QCF+LP > LK > cr.MK > F+HKx4 > DD+K (No mash) > QCF+PP= 9153 DMG

The jump-in and first ground chain can be replaced by anything, such as j.MK > Fly > F+j.MK double overhead starter, or LP > LK > cr.MK, etc.

It doesn’t work on Double because the j.HP after cr.HP OTG’s on her, so you can’t do it later in the combo.

The combo I posted earlier does more with the assistless version. Over 1K more with the Cereecopter

Incredible… Incredible. Very, very nice work. It’s amazing how quickly Painwheel has evolved, isn’t it?

On a side note, I’ve yet to test but that should OHK in 1v3’s!

Kind of a minor thing, but Painwheel’s cr.MP makes a pretty good lockdown assist. It’s not quite Cerecopter, but it’s pretty good.

Ok seriouslly how the the fuck do you charge up Pinion Dash ( dwn dwn K)

The SGs wiki says (rapid) so tried to mash it pretty much anyway you can and I still can’t get more then the 1st lv of this move ? How does it work ?

This was kind of bitch to master because it was so long with every hit being unique.

Anyways, after getting the combo consistently and understanding the IPS a bit more I have to say this was a beautifully developed combo. Just one of the things that make me appreciate the game a lot more.

It’s down down (hold the last down) then mash K.

http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm17534286

JP painwheel and cerebella combos by Fujii,

does anyone know how to get out instant fully charged DD+K? i sometimes can get the 2nd to last version out on 2 button presses (same button) but i cant do it consistently at all, just wondering if some of you execution monsters have some tips…

-dime

Would I be wasting my time posting the 100% I found for a 1v3 situation? Haven’t looked through the thread honestly and don’t know if someone has a combo that does more damage than mine.

I think she has a lot of 100% 1v3 combos, but post it with a 1.00 modifier anyway. It’s getting really confusing seeing combos with all different modifiers XD My first were 3v3 but I’m fixing that haha.

Okay, well if it’s an unoptimal combo I apologize, just the best combo I’ve done. From what I’ve glanced over I think everyone is having the same ideas about combos.

cr.LK cr.MK st.HP xx QCB+K~df j.LK cr.MK st. HP xx QCB+K~f j.MK st.MK (3 hit) st.HP xx QCF+LP cr.LP cr.LK st.MP j.LP j.LK j.MK st.LP cr.LK st.MP j.HP (3 hit) j.HK cr.MP st.HK j.MP (4 hit) j.HP (3 hit) j.HK st.LK st.HP xx QCF+LK ( LATE LATE LATE cancel) f.HK (3 hit) xx QCF+PP

Corner only and in 1v1 it does 8323. To my knowledge it should be universal.

Edit: So someone just told me a 1.00 damage ratio was 2v2, so I just did that and it does 8290.

Already theorized that before the game came out too. I’m so smert.

Worked out nearly as well as I planned. I think I’ll stick with it. Just like any low attack it turns on the unblockable protection system but the fact that it hits low and keeps them locked means you always have a quick low or a way to keep them locked down. Probably extends some combos nicely as well.

Played a fair few games today with Painwheel on point. This character is strong no doubt about it.

Some of the things I had trouble today with were:

Fillia IAD j.HP
Double HK Hornet Bomber assist (oh god this, you need to fly to the very top of the screen to not get drawn fullscreen and hit by an Argus Agony with a point Peacock)
point Peacock’s George at the Airshow (this wasn’t too bad, it isn’t too difficult to dodge when you expect it is coming and if she guesses wrong and does a horizontal projectile instead you can almost get in for free)
point Peacock’s item drop, probably speaks for itself
Parasoul’s c.HP - amazing normal, can’t be at all predictable with flight around her, be careful

For Filia I just call Napalm Pillar assist all day erry day. What I probably should be doing also is learning to use hatred guard to absorb shit from her. I would just stay up in the air with a good AA assist against her. If you’re on the ground you gotta guess air throw or charge hatred guard from my initial trials.

I don’t know enough about Painwheel’s neutral game to know how she would get through peacock stuff. I’m sure it’s not easy.

For Parasoul…I would just stay up in the sky and call napalm pillar and then charge hatred guard on the ground as I move in.

Stuck at work so I figured I’d ask-
Can you DHC into Painwheels lvl 3 and then continue a combo? Kinda like doubles head super or MvC dante’s devil trigger?

I was using hatred guard but it’s kinda hard to actually hit her with something while she’s jumping around everywhere. I don’t have Napalm Pillar haha, I do have Cerecopter which is pretty good, but my main problem was the horizontal hitbox on the thing. You sort of have to anticipate it and hit with a j.HP, but j.HP is very slow to start up. j.MP and j.HK tend to lose to it unless you are above her.

Item drop is a pain, the tracking one makes flying always risky, but you can avoid the vast majority of her stuff with careful flight patterns other than HP item drop.

Parasoul I was sort of forced to play footsies with and that is something I think she is superior to Painwheel at. Her Napalm Pillar actually wasn’t too much trouble, it was just that c.HP I kept getting tagged by haha. Hatred Guard is quite a good option against Parasoul I believe, better than against Fillia bcause those j.MPs from Fillia just ruin that.

this combo without cerebella does 6828 for me in 2v2.

what am i doing wrong? should i cancel the cr.mp after only 1 hit?

edit and it does about 6596 off of a throw. (with some modifications to avoid inf detection)

hmmm

Did 7K for me, you must be missing something? I did all hits of c.MP