The Painwheel Thread: You Spin Me Right Round!

Ok here are my BnB’s so far. For most of them the only thing that is different is the ending. These combos all work anywhere except for ones ending in qcf lk or mk (air or ground) or air super which only work midscreen (qcf lk and mk and air super will whiff in the corner)

  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.

  1. 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

  1. 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

  1. 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

  1. 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)

Note: neutral jump mp/mk to land in front or jump forward mk/hk to cross
up.

  1. Corner combo 1 meter (ground finish, 12533 @ 1.75)

cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, st. lp, st. mk (1 hit), f. hk (3 hits) x super, cr. lk, cr, mk, cr, hp x qcf hk

  1. Corner combo 2 meters (ground finish, 14299 @ 1.75) more damaging modified version of Dilapidated Town’s combo

cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, st. lp, st. mk (1 hit), f. hk (4 hits) x super, cr. lk, cr, mk, cr, hp, delayed qcf mp x super 7514

  1. Corner combo no meter (ground finish, 10706 @ 1.75)
    Same as # 6 and # 7 but cancel 2nd f. hk (4 hits) into qcf hk, land, cr. lk, cr. mk, cr. hp, qcf hk

  2. Midscreen 1 meter throw combo (air finish, 7172 @ 1.75)

f/b throw, dash forward, cr. lk, st. mp, jp. mk x fly, d/f lp, j. mk, land, st. hk (3 hits), j. mp, j. hp (1-2 hits) x super

Note: canceling j. hp (1-2 hits) into qcf lk gets you 7063. After landing if you do f. hk (4 hits) x qcf mp x super you get 8472. If you throw the opponent towards the corner but are too far at the beginning for combo #7 you will have to use your otg at the beginning of the combo and must cancel f.hk (4 hits) into qcf hk for the meterless ender.

  1. Corner combo throw

throw, st. lp, st. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, cr. lp, st. mk (1 hit), f. hk (4 hits)x qcf hk, land, cr. lp, cr. mk, cr. hp x qcf hk

Note: in the corner you can do combo #’s 6, 7, and 8, but in order for them to work you MUST start the combo after the throw by holding forward and juggling the opponent before they hit the ground with ST. LP and ST. LK in order to preserve your otg for the rest of the combo.

Final Note: on combos that contain f. hk. Cancel f. hk on 3rd hit for snap back in corner or midscreen. Hope this helps

the two super combo does not work on cerebella or ms. fortune

Just curious, I’ve been looking into doing Painwheel/Valentine team. The question is what would be the best assist to use for Painwheel?

Off of a jump-in or cr.LK use this:

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

Off of a throw, use:

Throw > Fly > F+j.LK > cr.MK > cr.HP > Fly > UF+j.MK > 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 > QCF+PP (Super doesn’t work on Double since it’s an OTG)

If you’re close enough by the end of each combo you can follow them up with an OTG cr.LK > cr.MK > cr.HP > DD+K > QCF+PP instead. But that part doesn’t work on Double, however, the rest does.

Hey guys, if you feel like this thread is getting too cluttered with combos + gameplay advice + whatever else, feel free to make another thread for that topic if you’re willing to maintain it.

Please put the character name first then the subtitle if you do.

I’ll happily add it to the character directory thread for easy finding.

After hours upon hours of practice I was able to land Urichinan’s 10k Painwheel combo. Of course there was no video for me to go by so I had to figure out a good deal by myself. I believe the planning was the hardest part in it all. Thankfully I was streaming while I was doing the combo so it was able to record. Here’s a link to it:

http://www.twitch.tv/toptiergaming/b/315067386

I’ll record a better version in HD tomorrow.

-Tha Hindu

Yeah I managed to land it, but it is FREAKING HARD haha. I do a slightly easier version for a few less hundred damage.

EDIT: More than slightly easier for me actually haha.

Ugh. That was sex.

Glad you guys are enjoying my combo, but hopefully the new variations with assists I’m working will interest you even more. =3

there was a blue spark after qcf+lk. they could tech. maybe need to do it faster

There’s always a spark after the QCF + LK, but from my understanding of the mechanics, that’s allowed to happen once before they can tech. I could be very wrong, but nobody has teched it so far against me.

Also, for those of you who aren’t sure how IPS works, check this out.

theres always a spark but there were 2 in the video, a purple (can’t tech) and then a small bounce and then a blue spark (you can tech that one).

I reckon the super works but maybe in the video it was done a split second too slow?

Oh, my bad. I didn’t actually check because I’m on iPod at the moment and I know twitch doesn’t work.

What’s the timing on a cr.hp flight cancel j.mk j.mk? Are you supposed to hit the j.mk’s as soon as you use the flight cancel or wait until they’re on the ground?

There’s no timing just hit UF+j.MK as soon as you fly and it’ll connect, fly again and just do a falling j.MK without holding any directions. (You can hold F or DF if you want though)

so whats your guys impression on solo painwheel?

I think she’s capable as Solo as one solid hit should kill a character but she’ll have rough match ups against characters and teams that can keep her out. I much prefer her with at least 1 assist to help cover her approach, as well as create openings.

I need to find a teammate. I was looking at double but I dunno I don’t really want to play her as everyone is allready on that.

Ugh, I’m soooo close to coming up with an 8k midscreen combo for 1v1. I’m only 53 point away only using 1 meter! I know it’s possible, I just need to find a way to front load the damage more.

EDIT:
MISSION ACCOMPLISHED

j.MK xx QCB+K~f j.MK cr.MK cr.HP xx QCB+K~uf j.MK xx QCB+K~f j.MK cr.MK cr.HP xx QCB+K~uf j.HK (5 hits) cr.LK cr.MK st.HK j.MP (4 hits) xx QCB+K~f j.LK j.MK st.MP j.HP (3 hits) j.HK cr.MP (3 hits) st.HK j.LP j.LK j.MK st.LP cr.MK st.HP xx QCF+LP dash st.LK cr.MP f.HK (4 hits) xx dd+K (don’t mash) xx QCF+PP

8777(!) damage in 1v1, should be a midscreen kill in 1v3, fairly certain it should work on everyone. If I’m wrong on that someone correct me.

You should be able to swap the c.LK and s.LK for a tiny bit more damage. It’s not great to have. j.HK early but I don’t know if you can avoid it with your combo. Apart from the impractical starter it looks pretty solid. I do something slightly different though.

I like ending with LP nail > walk forward s.MK(2) s.HP xx dd+K(not mashed) xx DEATH CRAWL!!1! because I never seem to use that s.MK in midscreen combos.