You know that j.MK > Fly > j.MK is a INCREDIBLY easy thing to hit with, right? Combined with an assist, using empty jumps and that double overhead mixup is very hard to predict and block correctly. It gets worse when you mix in throws and cross-ups as well.
Parasoul with Napalm Pillar assist, Fillia with Uppdo assist, or Ms.Fortune with Fiber Uppercut assists go pretty well with Painwheel. Essentially, you’re looking at controlling the air space so the opponent can’t attack Painwheel freely in flight mode.
Fillia’s Uppdo assist controls the vertical space all the way up, so depending on what strength you use you can control more vertical space and it carries a ton of invincibility frames; however, she’s vulnerable all the way down so her Fierce version leaves her susceptible for easy punishment if you don’t cover her appropriately. I think all versions have approximately the same start-up but the weaker versions recover quicker (less height to fall from), but their active frames are shorter. All versions don’t control the space in front of her that well, so it has some appropriate draw backs. I equate this to a DP-esque assist from MvC2 where they were only vulnerable on the way down.
Parasoul’s Napalm Pillar assist is the equivalent of CapCorridor assist as it controls a lot of horizontal and vertical space. It’s invincible until she does the move and it causes a knockdown allowing you to relaunch off of it. The main draw back to this assist is that it’s really slow on recovery, allowing Parasoul to get punished easily if you don’t cover her appropriately. Due to the high invincibility of this move, it’s great for winning in assist wars unless your against Double’s Hornet Bomber assist.
Ms.Fortune’s Fiber Uppercut assist is a bit weird as it’s multi-hitting depending on which strength you used. The Short version hits once, the Forward version hits twice, and the Roundhouse version hits three times. None of them cause a knockdown, and how high they get launched into the air is dependent on the strength. The hitboxes are at a 45 degree angle so it’s applications as an anti-air is based on your spacing, probably more useful in the neutral game at far-to-mid range. There’s a lot more time to hit confirm into something off of the Roundhouse version but it also leaves Ms.Fortune exposed to punishment. I like this assist in the corner for pressure, as it reminds me of Cyclop’s assist.
Could you please post the damage on this, with and without a Death Crawl ender? If it’s significantly better than my other combo, then I’ll definitely want to learn this.
The LK swap is negligible damage I think. The 50 damage difference not counting scaling would in no way seriously affect the overall damage of the combo, it would maybe be 30-40 more damage at best and I even doubt that. Also, the j.HK was to get in another cr.HP, which I felt was a necessary evil if you will. As for the starter, even when you start with a cr.LK you still get 8279 damage, which if it’s not a 1v3 100% it’s maybe a hundred damage off.
When I did it the way it’s listed I got just under 7k meterless. No idea what it does with a super.
Aloha good Painwheel players. I’m trying this character out, and she seems wicked. I was wondering, what Parasoul assist do you think would benefit Painwheel the most? I’ve been switching between L Napalm Shot and H Soldier Call. Do you guys have any suggestions? Thanks!
It’s not that it is hard to hit with, it is that it is kind of risky if you aren’t already on top of them. Where I can see the starter as really useful is when you get them to block an assist and you can fly cancel into instant overhead j.MK Fly j.MK. I don’t trust its hitbox as a jump in. It can be used to open them up when you are already in though, but I think you shouldn’t really count BnBs as starting from a jump in anyway…
Napalm Pillar. Fly, Napalm Pillar, kill things.
I use Double’s h.Hornet Bomber as my assist. However I’m thinking about having a team of three with Filia/Double/Painwheel. I’ve come to realize that as long as you can get a little bit of block off a normal on somebody you can just fly cancel and keep the pressure going. Marvel 2 shit.
Edit: Also I have Painwheel’s assist set to cr.mp. Good amount of blockstun.
not sure if this is mention but i think its easy to get instant level 3 D,D kick if negative edge techniue.
Care to explain? I’m trying to use it in combos but I can’t always get the full mash fast enough. When I negative edge I’m only getting level 1 >.<
I’ve been trying two methods. Pianoing and sliding. Pianoing I get higher levels of charge more consistently, but sliding I get faster results. With only 5 kicks press you can definitely get a level 5 if you hit and release fast enough, but it’s hard. With that in mind, sliding seems like the go to answer for speed, but it doesn’t seem to be consistent enough to be worth doing.
admittedly i only just notice this but it seems easy if use more than one kick but one till needs to time mashing afterwards.
How I do it is D+(K),D, K release and mash K. The (K) mean held down.
With sliding I can get it quickly raw, but it doesn’t seem to work so well cancelled off a s.HP
Oh wow, this works, nice! I’m not negative edging, but pressing 3 buttons as I press down the second time then basically a quick mash and get almost instant level 5, need to practice this haha.
Does anyone have a combo that uses Hatred Install and actually does worth while damage for a lvl 3? I cant seem to push anything with it because of the IDS system
Hit-confirm into s.HP xx L.Gae Bolga Stinger xx Install and start from there. If you do that, you have time to charge a full cr.HP or s.HP, and likely some 22K shenanigans from Stinger. That’s good damage. Pair this with a high-damage assist and you can string a lot of initial heavy normals without even leaving the ground. I was messing around with it earlier, but I’m a total fraud, so I haven’t completed any big combos yet to check damage. It seems like that should be a way to go around doing a big Install combo.
Imma go check.
Won’t the stinger increase scaling to 50% if you use it before the install? Making whatever you do pretty irrelevant anyway? I really don’t think Hatred Install is going to be all that great for combos. It is really helpful in the neutral, I’ve used it a couple of times so far and it really makes your opponent afraid to do anything, even Double Butt Slam cannot stop you haha.
Stinger causes extra scaling? Learn something new e’erday.
Ive yet to play a good keep away player but I suspect it’ll be difficult. Luckily any opening can spell doomed for the opponent and having above average health lets solo teams make a lot of mistakes.
It really is tough, Painwheel’s aerial attacks only have 2 hits of armour, so Peacock’s flip the bird in particular is very frustrating, you sort of have to approach from the air but land when you are near her. Add to that she can just teleport away if you get close and/or call Double Butt Slam (which hits like 3/4 the height of the screen, you have to hug the top of the screen to not get swept up while flying) to completely reset the situation. At least you can put the damage on when you get in, potentially kill, but I really don’t think a solo Painwheel should be winning against a competent 'cock/double.
Parasoul really isn’t that bad, her tears don’t have the greatest angles to keep out Painwheel with her air mobility and you can bait out a Napalm Pillar to get a free in.
Other than that solo Painwheel shouldn’t have too many unique problems I imagine. Probably a workable solo, but I don’t think Solo will be all that optimal for anyone, especially with that damn Peacock with Butt Slam combination.
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what if it was double/cock? like getting snapback hit? how does assist handle being snapback?