I really think Painwheel is GDLK with a good assist, but every time I try to learn a new character, I end up messing around with more Painwheel stuff. I don’t think I’ve ever been so addicted to a character in my life. I haven’t even tried Ms Fortune, Parasoul, Cerebella, or Valentine yet because I can’t stop playing Painwheel. I need help… This game is too epic.
I believe you have to skip the j.MP and go straight into j.HP(3) xx j.HK on Double
Is Hornet Bomber (Double) the go to assist to use with Painwheel? You can call it in the air, while flying, wait to see if it hits or they block it then fly in for wtf ever you want to do. If they try to punish your assist with a super, you are in the air and can punish them right back. You can call it during your multi-hitting moves to make your block strings safer and set up the next mixup. You can call it as you jump over them for a cross up and if it hits on the first hit, you will cancel it with your attacks into a combo. It just seems to do everything you want and covers PW’s holes (the ground). Seemingly …
I love it when smartasses like Fortune/Para/Valentine say something witty at the start of the match and PW’s response is an indecipherable moan.
Hornet Bomber is the go-to assist for everyone. It might as well be called Tatsumaki Zankukyaku. I’d learn Double just for the assist, except I hate her mobility options, or lack thereof.
It being so good for everyone is an indicator of potential problems…
Double can just inch her way closer and if that’s not working, stay back, build meter and spam projectile into super.
I just read through the thread and saw some awesome and damaging corner combos which I’m really going to be working on getting down. As for midscreen, here’s a combo I developed with the intention of getting as much screen carry as I could muster:
c.LK c.MK s.HP XX fly, f j.MK s.LK s.MP sjc j.HP(3) j.HK, s.LP s.MP sjc j.MP(4) j.HP(3) j.HK, c.LK s.MP sjc j.LK j.MK XX fly, d/f j.LP j.LK, c.LP c.LK c.MP(4) s.HP XX qcf+LP, f+HK-HK-HK-HK XX qcf+HK, land, super (if close enough to corner, else skip qcf+HK, does 7378ish)
This combo works on everyone except Double in its current form and is almost a complete corner-to-corner carry into the ender. Against Double, the j.MP(4) j.HP(3) j.HK portion can be changed to j.MP(3) j.HK to make the combo work.
Now, as far as the beginning of the combo goes, I left out the s.HP XX fly, d/f j.LK thing because I was concerned this would trigger the IPS later on in the third jump combo portion. I also opted not to do qcf+LP early in the combo because of reading that that move scales hard (is it just that move or that move plus everything after it in the combo?). I’m open to suggestions on how to improve this combo, especially if they improve the amount of screen real estate traveled, because the goal here is to get the opponent cornered so we can utilize Painwheel’s crazy corner damage.
^ I like that combo for the air reset possibilities.
Need a simple bnb that works on EVERYONE the same way and does 4000-4500-5000 damage with a super if someone can help me out.
I really suck at these marvel/guilty gear type of combos so yeah a simple one… None of that s.hp fly df j.lp stuff please.
I’ve been using c.lp c.lk c.mp s.hk j.lk j.mk j.hp j.hk land c.lp c.mp s.hp super but the air juggle part works differently on everyone in the cast and on few chars is quite hard to even connect at all.
Wow, that is an awesome combo.
I suck at execution though and found it REALLY difficult, so I spent the last few hours making an easier version haha.
c.LK c.MK c.HP xx Fly UF+j.MK xx Fly j.MK > land c.MK c.HP xx Fly j.HP > land s.LK c.MK s.HK > j.MP j.HP(3) xx j.HK > land s.LP c.MK s.HK > jump back j.QCF+LK > land cr.MP(3) s.HP xx Fly DF+j.LK > land c.LK c.MP F+HK HK HK HK xx Fly DF+j.LP > land c.LP c.MP s.HP xx QCF LP > s.MK s.HP xx D,DK xx QCF PP
Does 8045 before the super off a c.LK. Haven’t tested it off your odd double j.MK starter (how are you going to land that anyway? haha) but I would imagine it only does slightly less damage. About to test the damage with the super, you’ll know how much I suck by how much later my edit is.
EDIT1: Just did 8157 that time, must have missed a hit somewhere last time. Messed up the duper input though… somehow.
EDIT2: WOO finally landed it. 9304, probably could do more if you got every single hit. If I was a masochist I would test it with your opener… I’ll be back.
FINAL EDIT: Did 9667, so it is worth it to go for yours. But I suck and have to use mine, might try and sneak a Cerecopter in to up the damage.
Probably not going to happen because of Double’s weight.
OKITWASN’TTHEFINALEDITWhEREISEVERYBODY?: Started messing around with Pinon Dash in BnBs, I think we could push damage pretty high with this, trying to make midscreen combo right now.
Honestly, any combo where you can do the double middle kick in the air and keep your chain going on the ground seems to be one of the best air to ground openings Pain can get (BnB!). It has the best range/speed ratio out of any of her air moves. I am glad Urichinan found something. A variation of this mid screen and further back would be great.
Double j.MK certainly works midscreen, I’m not sure you should start a combo with it though, j.MK doesn’t have the best hitbox of her air normals and could be anti aired quite easily. It is quick however.
Starting a midscreen combo with c.LK c.MK c.HP xx Fly j.MK xx Fly j.MK >land c.MK s.HP xx Fully charged Pinon Dash could probably lead to massive damage.
Yeah if you can start near the person with a LK into all the various combos, sure that’s great and big damage. Here, I am basically talking about her overall air approach. Alot of her air normals have either small hitboxes (LK/LP) or have long start up (all the others), whereas MK looks to be a go to normal (happy median between range and speed). Once this game gets figured out Pain (especially solo Pain) is going to really have to learn to hit confirm in the air and MK looks to be her go to normal (happy median between range and speed). All the blade moves will be getting major pushblocked and are easy to see without set ups and assists. Being able to poke with MK it and cancel into flight and approach again, looks to be very very potent, it just set off the infin protection in most of the prior combos, but variations (non-corner) of the one above might be worth looking into.
Really? I would pick j.LK over j.MK just because it reaches further downwards and is far harder to anti air because Painwhel’s hurtbox isn’t literally inside the hitbox like with j.MK. I’ve been using j.HK in actual games though, it scales damage but the hitbox is absolutely amazing and you could always fly cancel it into a MK for trickiness and better scaling.
The comment about the hitconfirm into Pinon Dash was more a combo idea, the c.LK starter didn’t really have anything to do with it haha.
EDIT: Currently a theory combo because I am too tired to play right now, but I think midscreen BnBs could head towards something like:
c.LK c.MK c.HP xx Fly j.MK xx Fly j.MK >land c.MK s.HP xx d,d K (mash) > s.HK > j.MP j.HP(3) xx j.HK >s.LK c.MP f+HK HK HK HK (either Fly or Cerecopter) j.HK > s.LP c.MP s.HP xx QCF LP > walk forward slightly s.MK s.HP xx d,d K (don’t mash) xx QCF PP
I think it should work and should do some pretty good damage
I don’t think jLK reaches as far my friend. jMK reaches far enough more that I see it being more useful in an approach. You are right about the hurtbox, but I don’t think that will be a big enough factor. If it trades so be it.
I was briefly looking at doing any combo into sHP, hornet bomber, charge pinion and release/hit before the red indicator pops off. Seems to work.
Fuck yea I need this too. My execution is terrrrrrible. I’m sure I have the worst combo execution of anyone in this thread. I’ve been looking for combos without using so much flight stuff and I’m running into the same problem. A lot of her simple combos work differently on a bunch of characters.
Has anyone made good use of the hatred install yet?
Turn on hitboxes in training mode. j.LK goes further vertically, j.MK goes further horizontally BUT the hurtbox on j.MK seems to go LOWER than the hitbox which I think is risky for a jump-in.
You can charge a full Pinon after just a s.HP by the way. Don’t need an assist.
Go to BnB should be LP/LK/cr.LP/cr.LK > cr.MK > cr.HP > Fly > UF+j.MK > Fly > F+j.MK > cr.MK > cr.HP > Fly > UF/F (Wait) DF+j.LK > LP > MP > j.MP(4) > Fly > F+j.LP > j.MK > cr.LP > cr.MK > cr.HP > Fly > UF+j.HK(5) > cr.MP(4) > HP > QCF+LP > Dash > LK > cr.MK > cr.HP > Fly > j.HP(4) > Land > QCF+MK
This works on every character, including Double, and it carries from corner to corner
What’s the damage? That’s quite different to what I’m doing right now.
holy shit… thats awesome, how much damage does it do? (my execution will probably mean it will take me a week to be able to pull that off and 2-3 weeks to do it consistently.
also, im in no way trying to down this combo, but it doesnt stand up to general bnb standards at the end… qcf+lp is a stagger and all staggers are shakeable (sucks, i know) this means that if you do this combo to much you can expect it to be broke out of at the qcf+lp everytime… however, that actually might be good cause we can maybe use it as a 50/50 reset situation.
-dime