The Painwheel Thread: You Spin Me Right Round!

I was messing around with some corner resets, and discovered that MK(1/2) > HK > UF Jump will cross some characters up. If timed correctly, you could probably call an assist to hit as soon as they recover, making it hard to tell which side Painwheel is on.

Up forward grab.
When you know there gonna jump & your flying, fly towards them & grab.
also get as much damage as you can off of combo & play a little defensive so you can make them come to you

If you are talking about what i think you are talking about… I laready mentioned that in one of my walls of reset texts… And yes it works well as a surprise, you can even do double crossups. Also you dont need to do st.mk into hk to do it… A simple close or far st.hk should work on most characters.

I’d look for my exact post but ive been feeling rather lazy of late…

-dime

I got blown up online by a guy using Painwheel’s s.HK assist. I had never seen it used before. I don’t play painwheel but I know some people think her assists are not very good. Maybe you guys can try it out.

hmmmm… i did think about it as an assist… but the range is what killed my theory fighter on it. i assume the guy was using it primarily as an upclose lockdown? or was he comboing with it as well? what character was he using it with? what combo was he doing?

-dime

wooorrd pw vids??MY COLOOORR!!!
[media=youtube]47fPYCyHyZ0[/media]

any painwheels still come here?

holy crap this forum is D.E.A.D.

-dime

Indeed they are, even over on Dustloop as well…

It’s probably the incoming patch even though that’s a slightly shoddy reason.

This is what I plan to start with post-patch, does 8.2K with an unmashed Pinon Dash

2LK 2MK 2HP xx fly > j.9MK j.6MK > land 2MK 2HP xx fly > [9] j.LK j.MK > land 5LK 2MK 2HP xx fly > [9] j.LP j.MK > land 2.MP 5.HP xx LP Gae Bolga > dash 5HK > j.MP jHP(3) j.HK > land 5LP 2MP 5HP xx Pinon Dash xx Death Crawl

i just figured something out, you may know how ive been talking about painwheels extreme lack of air to airs really killing her game and not allowing her to be offensive against those that just want to jump and throw out high priority moves… well, painwheels air super got buffed by doing more damage and having a ground bounce attached, which means that we will be able to blow through those predictable air to airs (and ground to airs) while starting a combo… this seems REALLY GOOD.

i cant wait to bork mofos for flowcharting there offense.

-dime

WAIT! It has a ground bounce? I finally figured out where all my meter is going! Might even make Painwheel a decent anchor haha. That actually sounds kinda crazy, I already thought Painwheel was going to like this new patch, but that sounds lke a massive buff.

If that is true, I wouldn’t be surprised if Painwheel runs post patch SG haha.

Well she already has the ability to groundbounce from air super in her install, and from what i read it was added to her regular moveset pre patch… But whether or not ot gets kept on the final patch is anyones guess.

Frankly i think she needs it, and it actually gives a me a reason to use meter with her as she really had no reason to in this patch since her supers are ass for anything but last hits or transferring to cats or parasouls bike super.

It MAY be to good but with her flight evasiveness getting nerfed it is something she WILL need.

-dime

PW’s air super is definitely not ass. It is crazy invincible and crazy fast. Use it as a punish, a way around supers like Sniper Shot and Fillia’s DP super, and as a better option to DHC out of than death crawl.

In other news, i was rather surprised today to find out how useful painwheels pinion dash is as an assist… Its really good cause it has a ton of priority cause of its huge hitbox… I didnt get it stuffed in the neutral once. Its biggest downside is that it doesnt go fullscreen nor does it cause a great deal of blockstun compared to lockdown assists… However i now think this assist can be a substitution for a gtfo assist cause of its huge hitbox… Which might make painwheel a better character overall in the second or third slot… Or atleast make those spots anviable choice… Cause right now, her best assist cr.mp isnt good enough to warrant having her at any place other than first.

Which of course means that we can have an actual viable 2 point team with an anchor at 3rd or have pw as the anchor on a duo.

At duo anchor she might be pretty good cause of her lvl 3 flight speed, this was obvious from the start but she didnt have a good enough assist… Now that i see how much priority pinion dash has, she may be viable at othwr positions, perhaps even anchor on a trio with her playing the role of gtfo assist/ meter user.

-dime

I mentioned that in week 1 XD I find c.MP much more useful for Parasoul and Double though so I’ve been using that with my team.

As did i… I just didnt know of its high priority against grounded attacks as an assist.

How are using cr.mp for double? Ive been using it but honestly i found much more use from painwheels pinion than from her cr.mp for double if for no other reason than it has mucho range, hits higher against airborn opponents than cr.mp and gives a ton of hitstun for converting off of double dash crossups. The only real way i see to use cr.mp as an assist is after i already get in, in an anti pushblock string.

Also, im highly disappointed with this forums deadness… Like for real.

-dime

I run the team Painwheel Parasoul Double, it’s not overly common to get Double with Painwheel assist but mostly just use it to stay in, I don’t like being pushblocked as Double haha.

I was using Pinon Dash early on for it’s ridiculous priority, but I find it rather weak once you have actually made it in, I needed something to really hod them in place for Parasoul.

I see, well in this game i see there being 2 basic problems… Getting in in the first place, and combatting pushblock once we do get in. Problem is that we cant afaik combat both of these at once with use of assists. We either use our assist to get in and then have to deal with pushblock, or we save our assist for when we get in and then use it to combat pushblock.

Both strategies have there weaknesses especially if we only use one or the other, never using assists to get in means that we … Will have an extra hard time getting in and may never achieve the position, while always using them to get in means that we may call them at bad times in neutral, while also being much more easily pushblocked.

Its a conundrum which style to use, i see the bets players using assists more to negate pushblock than to get in so thats probably the bet overall strat… But when trying to get in against a doule assist shit is hella difficult especially when playing against like a parasoul,val,bella or peacock… Those characters all have either ridiculous movement or jumping normals that cant really be fucked with… Or both.

This is my primary problem with assist based games… I want to use my assist to get in and then to lockdown… Lol
But of cpursei cant cause that would be broken.

I guess the reason why i like pinion better is cause i more use my assists to get in rather than lockdown, and just try to run a non hitconfirm mixup like st.lp xx throw or st.lp xx delay cr.lk

Unfortunately not every character can easily capitilize off of throw or cant chain from st.lp into cr.lk

Infact i think painwheel is one of the only characters that can easily convert throws and chain from st.lp… Besides val.

-dime

new very awesome painwheel tech:

painwheels 5mk is a ridiculously good move. its damn near an anti everything move without actually being anti everything.

basically it stops ground and air approaches cold, i was using it to stop filias airdash bs and to stop valentines jump in stuff. i really cant say enough of how much this is a game changer. my opponents went from always tryimg to press the advantage to playing a more streetfighter wait and see game. which is awesome cause it allows painwheel to go to the air WHEN SHE WANTS TO versus when she feels she needs to.

now it doesnt do much damage at all and i havent found a way to follow it up for damage… but that is immaterial, it STOPS LINEAR APPROACH PLAY and allows actual neutral game mindgames besides will i empty jump with assist or will i attack with my assist, or will i fly and try to make them miss or will i use charged j.hp to try for the armor… blows all that nooby obvious bs out the water and allows us to be comfortable on the ground. on the ground its also a great move as its extended hitbox can make dash in 2lk wiff and get hit and it also tends to hit non invulnerable assists well… but of course what makes it so good is that even though it does all that… it isnt really a guess. pw can call an assist while she does it to cover herself and she can cancel it into flight to make its wiff much safer.
so basically what was happening is that i would use it as an aa and it would hit and would cancel it into fly,f+MK for pressure… really good. basically its a short range cancelable shield that on hit gives pw free pressure.

my game has skyrocketed since learning this as its a real threat… spammable safe AA that also happens to own up many grounded moves as well… and also remember that it can be charged for even more uses.

-dime

Yeah I like using 5MK as an anti air, it’s difficult to get anything off it in some situations but it pretty damn good at out prioritizing air to ground moves.
One of my most used moves for sure, depending on range you can can 2HP into a combo but it wont always work, really I usually just call Double and fly to begin my own rushdown.

That’s definitely the button I need to press more. How often do you get the multiple hits? Does it combo into qcf k?