After playing Painwheel all weekend at SCR (I skimmed the thread, sorry if anything is a repost):
-2 Flights per jump
-There IS NO UNFLY. Must attack to cancel flight, so be careful!
-Besides floating, when an attack is pressed you will launch in the direction held
-Super armor
1 hit SA on s/cr. jab (cr. jab unconfirmed, can’t remember)
2 hit SA on cr.mid, cr strong (maybe), j. fierce
3 hit SA on st. fierce, cr roundhouse
-SA is not for the duration of the attack, it is only when you charge the move and Painwheel glows with electricity
-Any amount of damage taken during SA is inflicted to your opponent on hit! (I believe it was called “Revenge”)
-Very effective to parry jump-ins with st.Fierce, or to parry with the super armor then super cancel to invulnerable super
-Pseudo-Triangle jump mix up is amazingly strong, using flight to set it up
-Flight removes all push on pushblock, so reading pushblock with flight is strong
-Pressure into grabs works wonders, apparently throw tech is very tight in this game
-Air resets into flight > grab is very strong
-j.strong is an incredible falling hitbox
-j.roundhouse is amazingly active
-j.fierce covers a lot of ground and can be used for parrying air attacks into a claw special
-j.mid is useful for confirming a high air hit to full combo (j. mid > j.roundhouse > etc)
BnB I was using (Barely passable, will develop deeper)
jab short cr.mid cr.fierce flight upfwd mid jab cr.short strong j.jab j.short j.mid j.fierce > reset
When I caught an assist, to make sure no one fell out, I abbreviated to:
jab short cr. mid cr.fierce flight upfwd mid jab cr.short cr.mid st.fierce super
Let me know if you guys have any questions
~Dacid