The Painwheel Thread: You Spin Me Right Round!

It looks like two sections of the combo start with st.lp. You should be able to replace either one with cr.lp, and that should fix it.

Just cause it was in that game doesn’t mean its the best design decision. But I tire of this pointless discussion, I had already stated how I was gonna work around it, so telling me people learnt to work around it is redundant far as Im concerned.

Trying to play online gives me the “waiting to validate online play” message.
They are working on fixing it i think.
I added you btw.

Now that I tested when it’s not late, yeah, that end part of the combo I put is messed up. Additionally, everything after cr.hp knockdown is subject to IPS.

Man you guys found out her stuff pretty quick. You guys confirmed she can cancel her fly from her normals. For a stupid fun mix and show off moves, you can cancel her first hit of st. HK into fly and create a cross-over with j. HK. This is useful if you have already used up your pink bounce and the opponent is just endlessly mashing. Put in an assist to help guard if they do end up seeing the cross-up.

Careful on doing this all the time, they can mash a super out if they feel it coming.

so it would seem that pain wheel is a reset machine and has a ridiculously good counter to chicken blocking that doubles as a ridiculous reset weapon:

durig flight or any jump she has an airthrow, the thing is that the airthrow can be aimed in flight like all her normals and it has the fastest flight cancel time… simple reset that ive tried in training mode (havent played people yet ) drop the flight combo by doing st.mk instead of cr.mk… chain the st.mk into st.fp xx flight xx d/f+lk for an overhead reset, or instead of doing d/f+lk do wiffed d/f airthrow to get chicken block and mixup on landing between throw and low… assuming there isnt some flip out that i dont now about painwheel seems to be able to cover all options here save for invincible reversals.

need t test versus people as i dont know this games mechanics…

-dime

Oh and her air claw throw has auto-correcting capabilities, so have fun with that one.

A decent corner throw combo:
Throw (corner), cr. LK, cr. MK, cr. HP x MK Claw Throw xx air super (no need to super jump cancel it, you are already in the air) if you want all the hits, you will need to actually delay the air super slightly.

yo I find painwheels combos to be a bitch to do lol.

oh and i think i might have found a better starter for the “standard” bnb being referred to here:

standard starter:

cr.lk,cr.mk,st.fp xx fly (etc etc)

alternate starter:

cr.mk,cr.fp xx flight (cancel with towards airthrow, land) cr.lp,cr.mp (1 hit),st.fp xx flight, j.d/f +lk (go into standard bnb here)

i cant confirm whether or not it works cause my execution is slow to start on new characters, but if im correct, using the ground bounce so early only means no otg super at the end (can probably transition to air super though) this works cause the second st.fp puts the opponent into standing state after the ground bounce.

anywho this starter does about 1000 more damage than the previous one, so if trying to extend this im pretty sure you cant repeat anything… but pain has a bunch of different ways to keep this going without repeating… for at least a couple of loops… anyways could someone test this out and see what the damage on the full bnb is? my muscle memory is totally getting in the way.

tested against valentine.

-dime

painwheel is really interesting, going to be foolish and run painwheel solo. Personally I’ve been working on small combo. But I don’t even know where to begin with her pressure tools. offense isn’t really my thing.

me as well, funny thing is that they are technically easy… no real gymnastics involved, just weird buttons and this damned game has like NO INPUT BUFFER… so you cant cheat by rolling quarter circles during normals and puching the button at the end to cancel… you have to wait until the normal is JUST about to finish and then do the backwards fireball motion in one swoop…

i find it pretty annoying as it goes against very long time established muscle memory for me to do cancels that way… oh well, once its in my head i dont think i will be missing the combos in this thread much at all… but its going to be a bitch learning them, for me atleast.

-dime

yes the lack of input buffer is killing me as well. the rythm needed is just weird

To make up for the fact that my last combo was a failure, I made two more corner Bnb’s that actually work.

c.lk c.mk s.hp xx Fly, DF + lk, land c.mk s.hp xx Fly, F + mk, land s.mk (3) s.hp xx QCF + lp, c.lp s.lk c.mk s.hk (3) xx jump, j.lp j.lk j.mk, land s.lp c.lk c.mk xx QCF + lk, c.mp (4) s.hp xx QCF + lp xx QCF + PP (9729)

c.lk c.mk s.hp xx Fly, DF + lk, land c.mk s.hp xx Fly, F + mk, land s.mk (3) s.hp xx QCF + lp, c.lp s.lk c.mk s.hk (3) xx jump forward, j.lp j.lk j.mk, land s.lp c.lk s.mp xx jump up, j.mp (2) j.mk, land c.mp (4) s.hp xx QCF + mp xx QCF + PP (9377)

That second combo is really tough. Maybe it will be practical if someone can find a way to make the relaunch links more consistent, but the plus is that it saves your OTG. I’ll start testing combos on the previous page to see what I’ll use. :slight_smile:

if a want to do shorther combo first as im not that good with execution cause im little scrubby (started playing around 1 and half ago)
I want to play painwheel anyway so what type of combo should i aim?

Man, those combos sound sick. I would love to see how they look. It will make my wait for the PC version a little easier.

There are some videos up on youtube, but oddly not much posted here. I don’t know how good these are, but here’s one Painwheel vid I found.

[media=youtube]bfmkCdtP_mo[/media]

how are these combos doing 7000+ for you? they are doing about 5600+ for me

edit

never mind. ratios lol.

so i’ve just been going around hitting LP LK HP cancel into fly on block then going for a crossup or a grab or a Grab flight cancel into a ground grab or something,but what are you guys doing on block?
My way is probably not the safest,but it’s been working for me.

Yeah, forgot to clarify they were done in 3v3. Sorry.

Would be best if ppl posted combos in 1v1/2v2 from now on (if they dont already).

Cougar try after s.hk j.lp j.mkxx fly j.lp j.mk land
And after s.mp j.lp j.lk.j.mkxx fly j.lp j.mk land
I’ve been getting consistent relaunches after doing those. You might get less damage though.