The Painwheel Thread: You Spin Me Right Round!

Yeah, what Dime said as well. You aren’t going to land the hit confirm every time, but it’s good to practice it in game to get used to it. Your hitconfirm right now is odd for a few reasons:

-c.HP has less range than s.HP
-c.HP has a strange cancel point into flight, it feels very delayed by comparison
-It would be much easier and more powerfl to confirm s.HP xx LK Buer anyway. LK Buer is then much easier to flight cancel into the rest of the combo.
-The links you are doing after c.HP are a little more difficult than what you would see that early in most combos, because you have to rely on your reaction time there and not everyone has good reaction time (like my abysmal reflexes)

Learn Dime’s reset, it is a true 50/50 and will serve you well. No matter how good a player is, you can mind game them with resets like that, even though they know it’s coming. Just be aware of reversals, obviously.

You don’t have to use Double, but if you feel like using her, MK Bomber is great as Dime said, but there are other assists that are amazing if you want to use different characters. You do pretty much need an invincible assist though (which you have with Fillia and a good one at that)

the power of qcf+lp into st.lp into reset mixups really cant be underestimated… my current mixups after st.lp makes contact…

st.lp then

throw (full combo)
cr.lk (full combo)
st.mp xx fly, uf throw (full combo)
st.mp xx fly df lk wiff (land) cr.lk (wiff punishes air throw techs, full combo)
cr.mk,st.hp xx fly uf jhk crossup (full combo)
call double or reversal assist jump forward (when expecting a reversal, beats many mashed super attempts pre patch… havent tested post patch, puts opponent into blockstun if they sat in crouch or jumped, allowing another low throw mixup on block, beats throw tech and goes into easy otg into full combo, beats many mashed tags… is basically a mash beater)

those are the primary options that i always use. they make painwheel pretty ridiculous.

Pasted from my post in the combo thread.

Thank you all for commenting. I never realized that j.mp was a terrible choice, how was I supposed to know that?

Also I have been using double and she makes things a bit easier.

And about the Pali thing, I wasn’t mad that I lost to him, I KNOW that he is one of the best players. I just wish I didn’t do an abysmal job against most of the people I played. As nice as some people are, I always get the impression that sometimes behind the screen, they are making fun of me for being a shitty player.

I just never really understood how Painwheel is supposed to be used and her high execution just kept frustrating me. I have shitty combos with fillia, they barely do any damage, but at least I could hit people with her. Painwheel was hard because I didn’t know what moves were good to get in with…

EDIT: I seem to have a problem with that combo you gave me dime, every time I try to flight cancel from lk. buer reaper into flight d/f lp, It keeps dropping because it doesn’t hit them. Is there a specific timing or am I doing it wrong?

Press lp quicker… I dont know if that lp is character specific, but the only thing thatwould make lp miss would be pressing itto slow or it missing… If it misses its character specific… I think you are just pressing lp to slow… Just keep practicing and youll get it.

Well alright then, thanks dude.

I was mostly trying this combo on fillia and it hadn’t seemed to be working. I’ll try another character to see if I get different results.

It hits filia i guarantee, yu just have to input the j.lp quickly.

As always if the jlp doesnt come out, then you did to fast. If it comes out but hits to late to combo or misses, you are doing it to slow.

You do the j.LP early, if your momentum starts already, you will hit the ground before it actually becomes active.

Also j.MP isn’t bad at all, it’s just not all purpose. You don’t throw out j.MP when your opponent can approach quickly because it is SLOW, but it is great for spacing your opponents out and can be used as an awkwardly slow overhead in setups to mind game people.

So, after having played in non patched version of this game, in lag, against a CHEAP ASS TEAM (pcock,filia,val with throw assist)

Ive decided my team just isnt cheap enough… After some soul searching ive come up with some team alternatives but i wanted to see what anyone thought.

My old secondary team:

Pw/pcock/double

Pcock has boxcar which is a GREAT assist for double.

The problem with the team in general is handling pcock with filia assist and handling keepaway in general. Hornet bomber is good but my opponents have adjusted to it.

Now, correct me if im wrong but to me, synergy is all about using one characters strengths to bolster another characters strengths or weaknesses.

To that end, especially in sg, much of that could be said as finding a good special with your point and finding an assist that synergises with that special… Like using striders ouroborous and dooms rocks in mvc2… Though that is a super and an assist…

So pw has a fuckton of specials that could theoretically be used to synergise with an assist:

Flight
Pinion dash
All her fireballs are different so thats 3 specials
Her air super
Her ground super
Her buer specials in the ground and air
Her lvl 3…

And then of course she also has some notable normals that she can possibly use to synergise with:

F+hk
J.hp
J.hk

Now, im almost exclusively talking about neutral game synergies… Painwheels on hit abilities far exceed most characters imho so there isnt much need to pump that area up… What is needed imho is a better ability to dominate neutral so she can get in or at least dominate in a way that allows her to pick the opponents lifebar or not get her life bar picked off.

The biggest thing i could come up with was trying to synergise pws flight ability with a long ranged assist.

So im looking at peacocks hp sid as a way to move in/be a pushblock beater… Perhaps even use it as a way to cover for lvl1 pinion… Idk i just need something…

Any other ideas on any assists that may make some of her moves more powerful?

So, after having played in non patched version of this game, in lag, against a CHEAP ASS TEAM (pcock,filia,val with throw assist)

Ive decided my team just isnt cheap enough… After some soul searching ive come up with some team alternatives but i wanted to see what anyone thought.

My old secondary team:

Pw/pcock/double

Pcock has boxcar which is a GREAT assist for double.

The problem with the team in general is handling pcock with filia assist and handling keepaway in general. Hornet bomber is good but my opponents have adjusted to it.

Now, correct me if im wrong but to me, synergy is all about using one characters strengths to bolster another characters strengths or weaknesses.

To that end, especially in sg, much of that could be said as finding a good special with your point and finding an assist that synergises with that special… Like using striders ouroborous and dooms rocks in mvc2… Though that is a super and an assist…

So pw has a fuckton of specials that could theoretically be used to synergise with an assist:

Flight
Pinion dash
All her fireballs are different so thats 3 specials
Her air super
Her ground super
Her buer specials in the ground and air
Her lvl 3…

And then of course she also has some notable normals that she can possibly use to synergise with:

F+hk
J.hp
J.hk

Now, im almost exclusively talking about neutral game synergies… Painwheels on hit abilities far exceed most characters imho so there isnt much need to pump that area up… What is needed imho is a better ability to dominate neutral so she can get in or at least dominate in a way that allows her to pick the opponents lifebar or not get her life bar picked off.

The biggest thing i could come up with was trying to synergise pws flight ability with a long ranged assist.

So im looking at peacocks hp sid as a way to move in/be a pushblock beater… Perhaps even use it as a way to cover for lvl1 pinion… Idk i just need something…

Any other ideas on any assists that may make some of her moves more powerful?

Did pws flight get nerfed? I feel like i could fly over hornet bomber before if i held forward… But just now in a game against val i was getting hit by hornet bombers all day while trying to fly into them at max jump height… Could thos be another stealth nerf/buff? Either pws flight hitbox got bigger or double bomber hitbox did…

From the patch thread: “Flying upward is slower if the opponent’s point character is also rising. Her rise speed is unaffected if the opponent is standing or falling. This allows everyone’s jump to have a chance to catch her when she’s at the top of the screen, and allows one flying Painwheel to catch another, but doesn’t affect her gameplay much otherwise. Does not affect first-frame momentum for normals at all.”

So…sort of.

Also. I have no idea how to get in against Peacock spamming bomb bomb bomb.

Lately I’ve been trying to use armor a lot more. Anyone else? Most of what I use it for currently is to get through/around assist. If I’m in the middle of a block string and see it coming I’ll armor through it/call assist>keep pressuring. Once you train your reactions to do that with the different normals you can really stay in.

Armor jab is also another thing I try to use, mostly as a poke. It can be awkward to confirm, but it’s a great way to make them stop pressing buttons when you start catching their footsie normals.

Armor has alot of uses… None particularly strong that ive seen… But most strong situationally.

Armoring while calling an assist seems nice.

Using j.hp armor on reaction to an assist call seems really good but for me is only possible offline prepatch… Havent played post patch offline yet, but seems harder cause post patch is faster.

There are LOTS of j.hp armor variants as well… For instance flying then doing down/forward plus j.hp hold

That gets painwheel safely to the ground with armor protecting her… Not fool proof by any means and very situational as well… But allows painwheel to call out AA assists while also protecting herslef with armor.

Lots of stuff like that… You just have to find them and learn where they can be applied. :slight_smile:

ooo momentum j.hp armor, never thought of that. While you’ll take plenty of damage that might be really useful against peacock. Just flat out using it to get around an assist is just going to get you air thrown though.

I really don’t use it outside of j.HP, it is just too difficult to find places to use it and it really isn’t the greatest armour anyway. The moves I would like to use it on, take way too long to charge and then activate before even hitting.

s.LP is pretty much the only one I see use in, maybe s.MP as an anti air but I don’t know the frames, I prefer to just anti air with uncharged s.MK when I have the angle anyway.

Hey guys, I played the game at launch but sadly had to let go of my xbox for financial reasons. Im getting a 360 again on sunday, and im curious about Painwheel. I messed with her a little bit when the game launched, but ended up using Val / Filia. Could someone help me out a bit regarding her pros and cons? I know she is a rushdown oriented character (right?), but does she have a good neutral? good damage output? strong reset capabilites? meter building? team player / assist? point / meter user / anchor ?

Also, if someone could list her optimal combos that would be amazing. The combos im looking for are:

Hit confirm
Punish (meter/no meter)
A2A conversion

I have a history with CvS2 and Marvel, so i can footsie well and ive got the mixup knowledge from marvel. I hope that stuff helps regarding Painwheel.

Thank you to anyone who takes the time to respond <3

Refer to the combo thread about your first two bullet point q’s. For a2a, most likely you’ll be hitting with j.mp. From that the easiest conversion would be j.mp xx fly, (uf) j.lp, j.mk, land, whatever. For a little more damage you can do …xx fly (uf) j.mk xx fly, (df) j.mk) land, whatever. Depending on height you will have to use different directions with the unfly normals.

Some random things:
Air super beats armor on cerebella’s level 3.
If you do it fast enough, you can do air super xx fly xx air super without using the otg.

<blockquote class=“Quote” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/62095/A%20Member%20of%20STARS">A Member of STARS</a> said:</div>
<div class=“QuoteText”>Hey guys, I played the game at launch but sadly had to let go of my xbox for financial reasons. Im getting a 360 again on sunday, and im curious about Painwheel. I messed with her a little bit when the game launched, but ended up using Val / Filia. Could someone help me out a bit regarding her pros and cons? I know she is a rushdown oriented character (right?), but does she have a good neutral? good damage output? strong reset capabilites? meter building? team player / assist? point / meter user / anchor ?<br>
<br>
Also, if someone could list her optimal combos that would be amazing. The combos im looking for are:<br>
<br>
Hit confirm<br>
Punish (meter/no meter)<br>
A2A conversion<br>
<br>
I have a history with CvS2 and Marvel, so i can footsie well and ive got the mixup knowledge from marvel. I hope that stuff helps regarding Painwheel.<br>
<br>
Thank you to anyone who takes the time to respond <3</div>
</blockquote>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://skullheart.com/forums/index.php?threads/getting-into-painwheels-head-the-painwheel-guide.164/</span></font><br><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>/shamelessplug</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>To answer you questions in short,</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-point almost all the time, not a team player, but kind of needs assists backing her up (incincible assist and some kind of “help me get in” assist)</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-meter builder, doesn’t often need to use it herself</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-stuggle to call her pure rushdown, I describe her style as active defense. Playing her well is about dodging and bullying opponents into whiffing, then going to town with Painwheel’s powerful combos/dangerous reset game</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-her neutral is wonky as hell, she struggles if she doesn’t have momentum</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-absolutely freaking amazing resets</span></font></div>

Painwheel has stolen my heart. What a cutie! Just got skullgirls and trying to learn her. Greetings!

OMFG I didn’t even know PW had a Vega palette!!!