Just a tip to anyone who was wondering, the inputs for near-instant fully-charged DD + K are as follows: D, D (hold down) + Mash Kicks, release down. If you’re fast enough, you can connect the Wallbounce version after a c.hp. I’d rather get the current corner Bnb down before I work on sorting out the possibilities, but this definitely feels big. It can probably connect from other stuff too.
Good stuff everyone, gonna test quite a few of these today in training, I’ve been neglecting Carol.
Made a few videos of a few combos, 95% of what I learned came from this thread <3
I apologise, this was all done with x1.75 multiplier. It took me about 7 hours to do because of technical issues. When I realised it was on x1.75 I had literally recorded everything, and the thought of trying for another 7 hours nearly made me cry hysterically. So again, apologies!
I’ve made quite a few videos so rather than make a huge post spamming the entire thread up with videos I guess I’ll just link my youtube page.
http://www.youtube.com/user/DilapidatedTown
I tried to use a few scenarios. There are midscreen and corner combos, throw combos and combos with 0/1 and 2 metres/supers used.
Is it just me, or is (solo) Painwheel vs. Cerebella just an absolutely bad matchup for Painwheel?
She really is just about the only character I have trouble fighting because of good antiairs, dat godly throw range, not much to do against jump-ins if they charge clap (they could be baiting a qcf+HK which will most probably whiff from either flight trajectory or falldown speed) and just generally take advantage of Pain’s normals’ ungodly slow startup.
I’m not saying it’s impossible, I mean Painwheel (especially Tier 1) is a monster, but even Tier 2 Cerebella could single-handedly body her only from that latter point. Armor don’t mean a thing if you’re gonna get baited into someone else’s armor into 360. :V
God I love this game. (But we need training dummy options soooo bad)
I was able to push the damage on my corner BnB even further with the help of a player named SiFi who gave me an idea to play with.
Corner only, tested 1v1 (1.00 Multiplier): j.MK > Fly > j.MK > cr.MK > cr.HP > Fly > UF+j.MK > Fly > j.MK > cr.MK > cr.HP > Fly > UF (Wait) DF+LK > MK(3) > HK(3) > j.MP(4) > Fly > F+j.LP > j.MK > cr.LP > cr.MK > cr.HP > Fly > j.HP(4) > 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= 9816 DMG
If you’re looking for an anti air, try st.MK. Check out the hitboxes on it, they go ridiculously high while keeping you relatively low.
Ladies and gentlemen, we have our first 1v3 meterless Touch of Death combo. Somebody needs to get that on YouTube and submit it to the front page (or however you’re supposed to go about it) NOW!
While it’s a great combo, I’m going to have to bypass it and stick with your last one. I can’t consistently get the c.hp xx Fly, UF, DF + LK > MK (3) part to connect. It seems to be really tight, maybe a two-frame window for the transition from UF to DF and another two frame (or so) link in j.lk > s.mk. While it does a tremendous amount more damage, I had the last BnB at nearly 100%, and after a half hour of trying this, I’m still only at 20%. Still, incredible combo!
The full combo also kills 1v2 characters, the only character it won’t kill is 1v1. And since it also builds a full bar, it’s the best combo to use after a j.MK.
Also, the j.LK part is actually a lot less tricky then it appears, you want to make it to where Painwheel is at the exact same height as the opponent, then she’ll land at the same time as them. I had a lot of trouble with it at first too.
cool, one problem is it drops on double when you do j.MP to j.HP. Any suggestions?
A video of this would be cool
@ Urichinan
Nice job man, i’ve been training your first combo and im getting it almost every time , some more training and i will master it.
Anyway, have you guys found some use to the other 2 supers? because every combo here uses Death Crawl. I’ve been messing around trying to use Buer Thresher but the damage is not that good =
but lvl 3 sounds interesting, just have to figure out what it actually does and try some new stuff.
ps: sorry for bad english.
rather than talking about combos what are you guys doing for resets and other strategies?
how are you ending combos if you want to continue the pressure?
What are you doing against a zoning heavy team. my old st sparring partner shari is makin me want to kills myself with painwheel with double buttslam assist. shit is ridic. What type of assist would help here?
Everything Painwheel hits with when airborn Restand if you manage your air normals and fly cancels properly, from there, you do drop your ground combos and go for throw or crossup.
Buer thresher is good for certain juggle enders and Hatred install has it’s uses besides status effect and combo extend, for starter Buer thresher gains addiitioonal damage with install and cause a hard bounce with followup potential (how ever if use after two loops or more the opponent can tech the bounce). Regual throws are also buffed in damage as well.
What’s this? More damage!!!
Corner only, tested 1v1 (1.00 Multiplier): j.MK > Fly > j.MK > cr.MK > cr.HP > Fly > UF+j.MK > Fly > j.MK > cr.MK > cr.HP > Fly > j.HP(4) > MK(3) > HK(3) > j.MP(4) > Fly > F+j.LP > j.MK > cr.MP(4) > HK(3) > UB+QCF+LK > cr.LK > cr.MK > cr.HP > Fly > UF+j.HK(5) > LK > cr.MK > cr.HP > Fly > F (Hold until they get close to the ground) DF+j.LK > cr.LP > cr.MK > cr.HP > Fly > DF+j.MK (Whiff) > LP > MK(3) > HP > QCF+LP > F+HKx4 > DD+K > QCF+PP= 10076 DMG
Again doesn’t work on Double, it seems to be somewhat character specific, but I’m positive it’ll work on everyone. It’s only 4234 damage away from killing a single character. =/ I wish there was more to add so they’d die, but at that point, you just can’t do anything else to extend it, with out using resets or her Level 3.
can’t they tech after the second Cr.hp?I keep getting a blue bounce which is techable right?
You hit them before they touch the ground.
No because it’s not a OTG, it’s just a ground bounce, which is always untechable.
I usually just drop the combo by accident and go for a throw. but really, if I don’t drop the combo, I do a tick throw in the middle of the combo, or I cancel the third hit of F+HK into Fly and (if applicable) call an assist while going for the double overhead in j.mk xx Fly j.mk.
How would I start off with a more BnBish type starter without triggering infinite prevention?
Any BnB starter except for throws work because the beginning of the combo doesn’t count towards infinite detection.