imo not hard at all. especially if you’re familiar w/ mvc2 sent.
I would say it’s a little more challenging if you’re not familiar with Sent or even MVC3’s Morrigan flight cancel loops. That being said, nothing a little grinding out won’t cure!
Now, in the interest of not appearing like a complete scrub, I’ve been avoiding posting any combos of my own, as most of them are much simpler/lower damage, but I’ve started working on one to utilize her aerial super (because I don’t know, I want to). So far I’ve yet to crack 6k, but I’m close. I’m wondering if you Painwheel pros can stifle your girly giggles long enough to help me add some SCIENCE to this piece of work?
It’s a corner combo (even more embarassing), but I can confirm it works on errebody for bout 5726!
j.mk > s.hp xx Fly > F + j.mk > cr.mk > F + hk(4) > qcf + hk > cr.lp > s.lk > s,mp > UB > qcf + lk > qcf +kk
Which amounts to one line in the forum box ;_;. It’s definitely WIP but I’ve just got an invite to play Mass Effect 3 with the guy who will be interviewing me for a potential job next week (Crazy) and priorities! Any help is appreciated you sexy people you.
To blatantly (and shamelessly) “take inspiration from” and probably botch one of Urichinan’s beast combos, the following should work if you want to incorporate the air super, and it will break 6k (I think…? Heh…sorry, not at home to test right now):
cr.lk > cr.mk > cr.hp > fly > j.UF.mk > fly > j.mk > cr.mk > cr.hp > fly > wait > j.lk > st.lp > st.mp > j.mp > fly > j.FWD.lp > j.mk > land > cr.lp > cr.mk > cr.HP > fly > Air Super
A more damaging variant (though still less damaging than any of Urichinan’s combos, but I’ve found my variant very slightly easier for me personally) that you can do using the ground super is as follows:
cr.lk > cr.mk > cr.hp > fly > j.UF.mk > fly > j.mk > cr.mk > cr.hp > fly > wait > j.lk > st.lp > st.mp > j.mp > fly > j.FWD.lp > j.mk > land > cr.lp > cr.mk > cr.HP > fly > j.hk > cr.mp > st.hp > QCF LP > dash fwd > st.lk > st.mk > st.hp > QCF LP > Death CRRAAAAWWWWWLLLL
Does 7.8k at 1.00x multiplier IIRC (again, sorry, not at home to test atm).
Hey man, thanks for the prompt assist! I’m not really worried about anything over a 7.5k combo right now as my execution with these marvel-esque is ass (Coming from a background of pretty Exclusively Vega/Juri) so my game is more reset heavy and not as much the “Fear if I ever get you into a corner”, but we’re working on it!
Looks like these will be my go to combo.
No clue how all that j.mk doesn’t trigger the IPS, guess I’ll see.
Really not hard at all. Out of all the characters I’ve tried so far, I believe her execution is probably the second easiest next to Peacock. The flight stuff really isn’t hard and the timing on most parts are much more lenient than say Parasoul or Valentine. She also really gets a lot out of her combos, my midscreen BnB does about 8K from a c.LK but it really is not that difficult at all. Haven’t tested the last ground series on every character though.
I believe there is room to grow however, I’m currently working on getting midscreen Pinon Dash combos to work, they do ridiculous damage, I think I might be able to break 10K for 1 meter, but they are HARD.
That’s a relief, since I struggle with Valentine midscreen combos.
Here a midscreen BnB for painwheel getting you 9k-10k requiring 1.5 meter
(optional jump in) - cr.lk - cr.mk - cr.hp - fly - j.mk - j.mk - cr.mk - cr.hp - fly - j.hk - cr.lk - cr.mk - cr.hp - fly - j.mp - s.lp - cr.mk - cr.hp - fly - j.lp - j.lk - cr.lp - cr.mp - s.hp - qcf+lp - f+hk(4) - dd+k(lvl 1) - qcf+pp - s.lk - cr.mk - cr.hp - qcf+pp
Works on everyone from any spot on the screen and is relatively easy to do. you should gain about .75 meter doing the combo and the final damage depends on how many hits Death Crawl does both times and your optional jump in starter. Minimal damage though is 9k and i was able to get it to 10041 dmg with j.mk-j.mk as the jump in starter.
Also here is a video of the combo being performed on double.
[media=youtube]QHQxKEKiWnc[/media]
Edit: looking back at the video I see there is a blue bounce after the first death crawl that i hadn’t noticed… without the stuff after that death crawl the combo should do about 7.5-8k dmg.
Why is this in the Ms. Fortune subthread?
This is sort of more of a general gameplay question than a Painwheel question…but do throws make good alpha counters in this game? For example, if I set Painwheel’s assist to just her basic throw, would it be a reliable alpha counter?
against single hits it would be pretty good I imagine. She can easily combo off of her throw.
Mother of god…some bad ass painwheel play in the K.O. cast
Nearly everything works on everyone. Cr. Lk will not otg on Cerebella or Ms. Fortune which means # 7 (and any otg combo) must use cr. mk into qcf k for maximum damage. everything else works on everyone.
I don’t know how many of you have been exploring but the DHC glitch works really well with Painwheel. I can make a video if someone wants to see. But for those of you who don’t know DHC glitch exists in Skull girls. Though it is not as powerful as it was in Vanilla marvel 3, it still works with damage being scaled to 80% at the start of the combo and resetting IPS (Infinite prevention system). So for example, I run Painwheel/Double. My bnb for this team in the corner is as follows;
(starting Double). Cr. Mk, st. hk (launch), j.lp, j.hp x qcb mk, land, cr. lp, st. mk, st. hk (launch), j. lk, j. mp, j. hp, land, st. mp, cr. hp x srk hk x bionic car, dhc into Death Crawl, cr. lk, cr. mk, cr. hp x fly, j. mk, st. mp (launch), j. lp, j. lk, j. mk, land, cr. mp, st. hp x qcf lp, f. hk (4 hits) x fly, j. u/f hk, st. lk, cr. mk, cr. hp x fly, j. u/f mp, land, st. lp, st. mk, st. hp x qcf p. If i finish with another death crawl it does 15622 for 3 meters. And the dhc glitch can continue back and forth as long as you have meter.
and this combo is a more damaging version of #3; cr. lp, cr. lk, st. hp x fly, j. f/d lk, cr. lk, cr. mk, cr. hp x fly, j.f. mp, st. mp, j. lp, j. lk, j. mk, land, cr. mp, f. hk (4 hits) x fly over to opponent, j. hk, st.lp, cr. mp, cr. hp x fly, j. u/f mp, land, st. lk, st. hp x qcf lp x super.
Note: This combo does 6884 @ 1.00 (11910 @ 1.75) and is more damaging (and fittingly more difficult) than #3 in my list.
I like to use j. mp air to air. You can jump back mp and if it hits, just cancel into fly and then do, j.d/f lk, land etc… For anti air, i use st. mp or st. hk and just go into a launch combo or I use hatred guard normals (st. hp or cr. hp) as a sort of anti air focus attack. Since you can fly cancel these they can always be made safe
I put it in the combo guide thread, but seems that’s not where most combos go…
[media=youtube]FpFJC5DRyD8[/media]
Definitely not optimal, since its really easy to get death crawl in at the end for over 8k. Also needs adjustment per character since the 1st claw grab will miss otherwise.
It isn’t really a glitch if it is intentional… of course unless you’re just messing around.
It doesn’t reset IPS either, it just seems that way because the incoming character has no inputs yet so they can’t activate IPS until they loop something. If you switch back and do a chain you already have with your first character IPS will kick in.
THE DHC IS NOT A GLITCH. IT IS INTENTIONAL!!! MIKE POSTED ABOUT THIS WAY BACK WHEN!!!
Yes, the properties of the IPS do not transfer over from character to character on DHC. Mike showed this off in a very early alpha version of the game when he was debuting it to some people. He had a team of 3 and did a combo so long that it killed the opponents character. This is the reason I pick Cerebella MP assist since I can stagger them during combos.
-Tha Hindu
Whoops, sorry! Accidentally deleted this while I was moving other threads.