The Painwheel Thread: You Spin Me Right Round!

Trying to figure her out. What are her OTG options? One thing I figured out is: LP+LK grab, QCF+LP, QCF MK. Decent damage.

Gotta’ figure out her fly combos.

Well, everything that physically touches a downed opponent that can be OTG’d is an OTG in this game, so…

Only been in training mode for maybe 15 minutes, but so far my OTG after cr.FP is cr.MP(2) > st.FP xx fly j.mk (blah blah launcher air combo). With two hits on cr.mp, the st.FP forces stand instead of making them float, so you essentially get another ground combo. It’s really cool.

Did you check it in practice mode? Is it really that weird?

Doesn’t seem too weird, just have to be close. I’ve had the first hit connect and then the other two whiff.

Okay asshole, what are some GOOD OTG options? That’s what I was implying with my post but I have to spell it out for people like you.

This is basically why it felt weird, or it would send them in a strange angle because of it . I’m sure it’s just something to adjust to and even then it’s not super weird it just felt weird the first few times using it.

Easy there, pilgrim. How was I supposed to know what you already knew? I don’t even have the game yet (no PS3), I was just trying to be helpful since a lot of people don’t know all the system rules for this game, especially those coming from UMvC3.

Anyone got some decent combos? I really suck at creating combos. All im doing now is like, ground string -> j.MP, j.HP xx qcf.KK

Super simple BnB is LP > LK > MP > j.LP > j.LK > Fly > DF+j.LP > j.LK > LP > LK > cr.MP > F+HPx4 > Fly > UF+j.MK > cr.LP > LK > MP > j.MP > j.HP > j.QCF+LK

theres prolly way better and I dont have the game but last I played;

c.lk c.mk s.fp xx qcf lp c.mk f+fk x4 xx fly j.fk v s.lp s.mp j.lp j.lk j.mk v s.lk s.mp jump back qcf lk (instead of relaunch you can just combo super somehow)
c.lk c.mk s.fp xx qcf lp c.mk s.fp xx super c.lk s.fk(x2 hits) xx fly (reset)
corner c.lk c.mk s.fp xx qcf lp c.mk s.fp xx qcf lk c.mp s.fp xx qcf fk

After a HP do QCF-LP. The opponent stands there and vibrates for a good 1/3 of a second, giving you CRAZY time to do anything you want. It may be a bug, not sure.

Not a bug. It was featured in the first Painwheel demonstration.

The main issue with the QCF-LP is that it scales your combo a LOT unless you have Hatred Guard on.

Haha, I’m dumb, it puts you in that stun if it hits in general.

So it scales terribad? I’m failing at doing long enough combos to notice.

So i’ve noticed that sometimes in the air if you get an infinite and they break you can go into her air super which is invulnerable startup and punish it.Not that great,but it gets you some nice unscaled supers.Haven’t had much time with the game because i don’t have a PS3 but i can’t wait to use Painwheel tomorrow.

what kinda dmg are ppl getting?

atm I have (tested in 3v3)

corner: c.lk c.mk s.hp xx fly df+lk c.mk s.hp fly j.mk s.mk(3) s.hp xx qcf+pp (7460)

midscreen: c.lk c.mk s.hp xx fly df+lk c.mk s.hp fly df+lp s.lk s.mk(3) s.hp xx qcf+pp (7290)

Check out the Wiki. Maybe it has some information on it.

My corner Bnb is currently (I stole your opener):

c.lk c.mk s.hp xx fly, df+lk, land c.mk s.hp xx fly, j.mk, land s.mk (3) s.hp xx QCF + lp, s.lp s.lk s.mp xx jump, j.lp j.lk j.mk, land st.lp c.lk c.mk c.hp, c.mk s.hp xx QCF + lp xx QCF + pp (9321)

Wow my corner combos are ass after reading the last few posts >__>, should really start experimenting with fly a lot more

I think thats a good bnb cougar but ending in super after using an otg gives you crappy oki compared to saving the otg for s.fk reset. So for damage that one sounds like the best atm, otherwise just cut to super earlier for better set ups.