Oh I do, and I’m not THAT concerned, it’s just one of those things that until I either try to fly away or see someone get blown up doing it, it will niggle in my mind. Not being able to chase down a character is just one of things I find really irritating in any fighting game.
IIRC both characters have to be on screen at all times outside of certain situations (wall bounces), so if you jump and then come back down, Painwheel has to as well.
Considering she can’t unfly without attacking (and thus can’t block immediately), I don’t think there’s reason to worry. Peacock has item drop, parasoul has the angled napalm shot and captain corridor, fillia would probably have to use meter for dp super, cerebella has the metal horns dp as well as glide, fortune has fiber uppercut that she can follow up after…
After watching all this recent Painwheel footage, I have now become inspired to play the character. Everybody says that this character will be the most difficult to learn, and perhaps that will be so, but I believe that she won’t be quite as difficult as everyone’s making her out to be.
Anyway, I plan on running a team of Cerebella/Painwheel. I don’t think this has been discussed much yet, but how’s Painwheel looking assist-wise? Does anything of hers stand out as being a good assist?
I think that might be one of the weaker points of Painwheel’s game. I’m not sure she has anything that’s a great assist. LP nail projectile could be decent for combo extending, but they scale damage really hard. HP nail projectile could be an ok anti-air or add to zoning obnoxiousness. I was hoping HK Buer Reaper would be a good assist, but I’m not too sure it is. The range isn’t great, there isn’t any invincibility or super armor on it, and it does nothing to standing opponents. Level 1 pinion dash sucks, and you can’t get a level 5 version assist, which would probably be way too crazy good if you could. Ratchet Poppy (f+HK) is nice, but sucks you don’t get all 4 hits with that nice ground bounce.
It’s quite possible that her best assist might be cr.MP, as it’s active for a long time and has a fair amount of block/hit stun. I think that’s what DacidBro uses with Painwheel, though he never really calls it.
Painwheel is probably better overall on point. You might be able to get some nasty resets with a Diamond Drop assist, since you can call an assist while flying, even if you were super jumping before flight.
I like Painwheel s gameplay, but i ve like it even more if she has a better projectile. Looks like she will lose in a zoning game fairly easy, guess the dive kick and her ability to play makes for it. Her set ups also seems interested, well we will know more until when the game comes out.
I think there will be different ways to play her depending on where you put her. If she’s point she will need assists in certain matchups. If she’s anchor make sure you have meter so you can bust out this and get options against those issues.
http://wiki.shoryuken.com/images/0/00/Qcb.png + http://wiki.shoryuken.com/images/3/36/P.png + http://wiki.shoryuken.com/images/3/36/P.pngHatred Install ** N/A[SIZE=5] Uses 3 levels of super meter.**[/SIZE] http://wiki.shoryuken.com/images/3/33/Startupinv.png
[LIST]
[]Hatred Install (↓↙← + PP): While active Hatred Install gives Painwheel the following enhancements:
[/LIST]
[LIST]
[]Painwheel’s normal throws and her tag in attack become Hatred Piston, a throw with an extended animation and more damage.
[]All Hatred Guard moves have one additional hit of armor.
[]Damage absorbed by Hatred Guard gets reduced with a 75% multiplier, and the returned damage gets increased with a 110% multiplier.
[]Damage absorbed by Hatred Guard cannot kill Painwheel.
[]Increased movement speed during Flight.
[]LP version of Gae Bolga Stinger does not have any additional damage scaling.
[]MP and HP versions of Gae Bolga Stinger get a reduced charge time, less recovery, and travel across the screen faster.
[]All versions of Buer Reaper have an increased hitstop effect, allowing ground LK and MK version to combo into Death Crawl at midscreen.
[]Air MK version of Buer Reaper causes a http://wiki.shoryuken.com/images/9/95/Slide.png.
[]Air HK version of Buer Reaper causes http://wiki.shoryuken.com/images/1/18/Groundbounce.png .
[]Death Crawl travels across the screen faster.
[*]Buer Thresher has more hits and increased total damage.
[/LIST]
This is considering Dacidbro did a reverse OCV against Mike Z with Painwheel anchor without using that super once. He just abused her air pressure and her invincible death crawl super. http://www.facebook.com/l.php?u=http://www.twitch.tv/finestko/b/312121218&h=DAQFDxNyCAQEbVC9WDje35lkLR1mZZZuuOeEBGMoWZx4UhQ(3 hours, 46 minutes in).
This will be like her meter required XF and give her the boost she needs to really take control of a match and run a comeback. Sounds like you get a more fair version of XF3 Sentinel for 3 meters. Especially with the hatred guard absorption that improves the damage she dishes back.
All of her supers are invincible also which makes it really tough for people to just push buttons on her as an anchor.
So if i want to start getting use to this character play style I should play sentinel? ( i know I’m late since this is about to go gold in few days) One of the things I like her for her amour and air dominance. (plays I-no)
in either mvc2 or 3, having an unfly->block at any given situation might translate horribly to painwheel, where you have to do an air action (normal,special,throw,etc) to end flight. keep this in mind. there’s also the really low max height you can fly to, that’s significantly different.
also, her armor is only while you hold the button down and it ends when the normal is in startup, so don’t expect to blow through someone who’s mashing lights.
You should play Painwheel to get used to Painwheel. Yet…if you want to get used to a character with flight pressure that doesn’t utilize air dashes…Sentinel is a good way to get the basic idea down. You just have two flight activations instead of being able to cancel your flight.
Hatred guard is definitely going to be best used for longer ranged moves that don’t hit a bunch of times. If you couldn’t get your L’s in she would just dominate footsies once she got in.
Considering how passive I am, i wonder if I really can use Painwheel effectively. Having poor pressure and hit confirm with character that slow may be harder than I thought.
Does anyone who will be maining Painwheel know who will their team consists of? or you guys planning only to use painwheel on point? I m planning to play a two member team with Painwheel at point and Double as back up.
Painwheel on point ATM because I forgot that this game has MVC2 DHC switching where your point character always becomes the anchor if you DHC. Since I want Painwheel around with meter for comebacks any ways I’ll just throw her up front to start and have her stocked with assists to build meter for Valentine who’s also great with meter.
That kinda sucks, especially if we find amazing assists that you just want in the back for both your point characters. Oh well, was planning on running a 2 girl team anyway so thats not a big deal truth be told.
After playing around in training mode she seems pretty fun so far. Flight seems to last a long ass time compared to Marvel 3 and being able to go into her command throw on an air series is pretty nifty. You can also do a super when you land if timed properly, I’ve barely touched the game though so far. st.MP seems like the most reliable launcher since st.HK has a weird hit box, but that kinda sucks since it’ll cut chains really short. Damage looks good though, Sentinel comparisons are obvious except rocket punch has become a command throw. I haven’t really paid attention to this game until today though so I’m sure what’s new to me is hella old to anyone else.