The Painwheel Thread: You Spin Me Right Round!

**Alright I need people to post down the agreed upon bnb’s for these situations so I can get it posted in my strats/assists thread. **

Painwheel bnb’s

Grounded Mid Screen:

Grounded Near Corner:

Anti Air Mid Screen:

Anti Air Near Corner:

Air to Air Mid Screen:

Air to Air Near Corner:

Off regular throw or assist or other situations that make the IPS kick in faster:

If they have any meter, extremely well, you don’t want to to let double get catellites out and Double’s rushdown is pretty scary even for Painwheel. Her j.HP is basically a better version of your j.MP and with her fall speed converts easily enough into a combo. She can always just DHC into Bomb if she wants to get out anyway.

Remember that you would have had to land a hit on Peacock to get that snapback, I would strongly recommend you just do a strong reset into kill to get rid of the problem. Double assistless with low meter is far less scary. You still have to watch out for her normals and butt slam though. Also her gun if she is far away.

I’m sick and lazy so I don’t want to type out combo notations but I will talk about what I learned at Powerup.

-People are already good? daaaanng.

-PW/para is so fucking cheap and I can’t wait to get good with it. As you guys know confirming off of a random j.mp ain’t easy, but with pillar that shit is. And since PW doesn’t really need an otg for her combos it’s allgood to pick them up, just as long as you know that you’ll already been in IPS stage 3 when you start your ground series. Maybe fillia updo has the same sort of power, but i just don’t know.

-Let’s all agree to not jump forward and charge j.hp. j.mp as well but that’s not as bad. I got airthrown so many times it’s ridiculous, and you can bet good money that as PW loses her wtf factor that people will be real happy to see you charge that in front of them. Those two moves are imo her best defensive options, and great when applied to the up-back. Also, calling pillar while charging is awesome.

-When alpha countering her in with a chargeable normal, you can charge it on entry. Probably common knowledge, but awesome.

-The more I played the more I thought about how unsafe flying in someones face is going to be. I feel like unlike the other rushdown characters in this game, PW seems to be more of a hit and run type of characters. Maybe it’s just with my team. At any rate I plan on doing a lot of xx fly, db.lk to make strings safe because if I try to to a left right game off of a blocked hit, so many characters can shut you up, and more or less everyone can just super on reactions. If you don’t believe me, things like Cerebella air throw and st.fierce, Parasoul pillar, val cr.mp will make you stop flying around like an idiot like it did to me.

-Combos are hard.

I think it’s pretty easy. All you have to do is flight cancel f+j.LK j.MK into restand whatever the hell you want.

I learned this as well, flying in your opponents face isn’t all that great raw. I got destroyed by Parasoul’s Napalm Pillar a lot. My response, pick up Parasoul. Now I can call pillar, fly in their face and if they try to do anything they explode into a combo, woo!

Fair enough. Ain’t easy for week one lol. But still, with j.mp > pillar, this will work regardless of height, hitbox, weight, and will easily pick up 2 characters if you catch the assist.

Do you know the character/hit box specifics for these combos? These tested to work on all characters? I’ll put this up in my bnb thread for now and edit as things come in.

deviljin I have some BnBs that I feel are pretty fit to be BnBs for people checking out the character as they work consistently on everyone with a minor adjustment for double. The combo is also pretty much the same for throws/airthrows/corner/midscreen.

They all do in the range of 7.3k-7.5 k without jumpins with one bar. From what I’ve read here they are not the most optimized but they are consistent and and pretty standardized for every situation.

Or do you want the optimized dmg combos?

I just want the simple stuff for now. You can post optimized stuff on top of it if you want but I want whatever you can just put together off a majority of situations with respectable damage (without having to do a backflip off your stick n shit).

If you could get it similar to the format I have above where you explain how to start from when opponent is on ground, in air and when you are both in the air, off throws and assists starting etc. that would be great.

so what are times hatred edge is really good? I’ve been trying to use it to snuff approaches but it seems hatred edge is really easy to snuff out.

I’ve mostly been using it on top of an invincible assist like Napalm Pillar to bully people in some situations. I like combining j.HP hatred guard with napalm pillar to get in.

anywhere

any light > cr.mk > st.hp xx fly > f+j.mk > cr.mk > st.hp xx fly > df+j.lk > cr.lk > cr.mp > f+hk (4 hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > st.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7,5 k)

from normal throw and airthrow

throw xx fly > f+j.lp > st.lp > cr.mk > st.hp xx fly > f+j.mk > cr.lk > cr.mk > st.hp xx fly > df+j.lk > cr.mp > st.hk (4hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > cr.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7.3 k)

on double you omit the j.mp and go straight into j.hp. or you can do j.mp xx fly > f+j.lp > j.mk

this is pretty much my go to BnB.

You got anti air or air to air starting stuff?

Me personally, when I do air to air I start with j.LP, which seems like her fastest jumping normal. With that I do j.LP j.LK j.MK into restand and then go into whatever BnB. works pretty well. Or there’s j.MP into fly cancel for when you have a little more space between you and your opponent.

The only reliable anti air I’ve seen with Painwheel is st.MK, so something simple like st.MK st.HP flight cancel is good, I don’t know how well cr.HP works.

I have some improv air to airs but I cant really test cause of training mode. and my online is SHIT atm moment so I often drop em. but those two are really really reliable.

also, you can combo into painwheels raw tag from parasoul mid screen. hp hp xx mp shot xx qcf+pp > raw tag xx fly into air throw combo. shit is toooooooo sick. not I reckon pretty worth it in dmg too, painwheel can do much more realiable dmg midscreen I think. it uses up an otg it seems tho so keep that in mind.

(writing this from memory, also not optimized. you get the idea though)

air to air j.mp > fly > j.mk > land c.lk > c.mk > s.hp > fly > f+j.lk > s.lk > c.mk > s.hp > fly > f+j.lp > c.lp > c.mk > s.hp > qcf+lp > dash c.mp > f+hk(4) > dd+k > qcf+pp

Guys

Painwheel’s raw tag attack throw is throw techable, but she can refly f+mk and catch for full combo

reeeeeeeeeseeeeeeeeeeeets

Edit: Whoops! Forgot to mention. Do a decent combo and cancel into raw tag, and keep an eye on the combo stage!

The one I did was with Filia: c.lk mk (wait) s.hp sj.lp lk mk (2 hit) adc lk mk (2 hits) H Hairball xx Gregor Samson, s.mp c.hp hardtag Painwheel xx fly, f+mk, painwheel stuff!

the combo count keeps going though, is it techable still?

Yeah, ofc. I meant the Combo Stage-- it resets and junk (only the first time you use it in the combo!) so that the combo gets recognized as if you just started. You can start a full combo, and do cool stuff like reuse your first starter and all that…

It’s a reset. Painwheel comes in super fast. It’s kind of gimmicky, though, because you can’t really mix up what you’ll do-- it’s either finish the combo, do this, or do the basic fly lk resets.

EDIT: Also, this is now officially the “Forti-Taggy Glitch” and will accept no other names.

Well I think I’ve learned enough about Valentine to move on for now, time to grind out Painwheel stuff.

This is going to be difficult, I’d like to ask how the Painwheel mains feel about her execution wise?