The Painwheel Thread: You Spin Me Right Round!

So then, painwheel lvl 3. Worth the meter?

well, im getting better at her combos, but still atrocious… anywho, i REALLY think that to maximize the damage with pain wheel its all about starters… then you can continue with whatever bnb of your liking… anywho starters are in my mind are 2 hit combos as those have NO SCALING… this means that no matter what comes afterwards, her combos will be more damage depending on what starter you use.

for instance cr.lp xx cr.lk is a 650 damage starter (all damage is for 1.00 ratio, which is the lowest damage scale)

compare that to hold hp xx hp (2100)
cr.lk xx cr.mk xx st.hp = 1975 but is already in damage scaling… the actual starter here is of course cr.lk xx cr.mk (975)

to me her best ground starter that is both economic and hitconfirmable while being safe is cr.mk xx st.hp xx fly(1650) also instead of doing fly right into DF +LK its probably better to just go for F+mk here, then transition to cr.mk xx st.hp… its an easier link and the cr.mk isnt yet into infinite protection… bla bla bla

-edit her charge lp might be her best charge move for utility upclose as it has the quickest startup, may even be able to beat other characters chains… might be REALLY good.

-dime

what are everyones thoughts on painwheels neutral game? my general thinking about this game is that everything good basically comes from the air which is why custom assists that are only grounded moves arent that great…

my general thoughts:

super jump backwards j.mp seems to be pains best defensive space controller followed somewhat by neutral jump mp.

after superjump mp has 1 or 2 active hitboxes on screen cancel it into flight (using the j.mp as a shield in case anyone was close) then do forward plus mp for immediate offense… but mostly just stay in flight mode afterwards to look for openings (ie correct spacings) for F+mp, wiffed airthrow to ground throw etc etc.

basically i see pains primary neutral offense being superjump back mp xx flight then using flight to position for F+mp or anticipating a run in and canceling flight into B+hk to land safely, the thing is that at super jump height many characters are going to have a hard time easily hitting her cause her flight mode in superjump is so high combined with her speed navigating back and forth across the screen up there is very good.

thats my initial take anyway… most of her normals at superjump height arent very good save for the ones i mentioned, which are great for there respective uses.

-dime

Ok I think we should all post with a Damage Modifier of 1.00 from now on, my earlier combo did not use it, but I can assure this new one does way more.

7678 midscreen off of a super easy hit confirm, uses Cerebella assist but you can do the same combo without the assist, just fly cancel the F+HK into the j.HK, you’ll know which part I mean when I get up to it haha.

c.LK c.MK s.HP xx fly > f+MK > land c.MK s.HP xx fly > j.d/fLK > land c.MP f+HK(4) A1 (Cerecopter) on fourth hit (can be omitted for xx fly) > j. HK > land s.LP s.MP > j.MP j.HP(3) xx j.HK > land s.LK c.MP s.HP xx 236 PP

If anyone knows other ways to optimize this outside the starter, would be appreciated.

I have a question for those who main Painwheel and take her to rank or unranked match in regards to how do you guys deal with Peacock. Not just normal ones but spammy ones. The kind that runs away pelt you with stuff while you struggle to close the distance between you and her, and its even worse when they have that Fillia assist where she does a weird dragon uppercut which knocks you out of flight. I run her on point along with Cerebella as the assist with Cerecopter and I find it really frustrating and annoying to have to deal with that sort of thing, especially if all they do is sit back, spam, and if you get to close you either get hit by the assist or Peacock teleports to the other side of the screen and proceeds to do it all over again.

They don’t even attempt to even try to any combos or anything, just this amazingly stupid, yet simple frustrating tactic. Any and all advice would be greatly appreciated as I feel that she seems to be my crux out of everyone in the cast. Well, her, Fillia and Ms Fortune for some odd reason. Fortune especially, but I can handle with Bella’s and PW command grabs. So far I’m having a ball with the game, except for when I have to fight a Peacock that just proceeds to shouts “Heads Up or Bombs away” every two or so seconds.

You trivialize it a lot, what you see as spamming is probably slightly more thought out than that. Especially if you are getting countered on every approach. With just Painwheel and Cerebella on a team, I can see why you would have a problem with keepaway, honestly I think that will be a pretty tough matchup. If you get in though, you can dish out a lot of pain to Peacock as long as you stay off the ground to avoid being grabbed, just be careful if they have that DP assist, an alpha counter could push you right back again.

Really there is no secret tactic to beat good keepaway players, you just have to be patient and outplay them.

Just to mention it, since I made those Bnb’s I’ve realized that ending with QCF + LP instead of MP does more damage, and ending in D, D + HK does even more.

Does Painwheels Flight end only when she uses a normal attack (LP-HK) or also when she does an air special?

It does end if you do a Buer Reaper, her only other air special.

Anyone have ideas for converting from air to air hits?

its certainly hard. personally i find my self drooping most damaging combos in exchange for knockdowns and find my self playing tech chase with her. If their better way of dealing with this please let me know,

OI know this game just been release but how people dealing with pressure with Painwheel? I think painwheel can do some decent poke and punishment game.

any thoughts to her best assists? i liked cr.mp… and it is useful for the lockdown, but with a game like this i find it maybe to be not quite as strong as lockdown assists have been in the past… but maybe im using it the wrong way… it just seems easy to open characters up in this game so i dont really see the need for a lockdown.

her mp fireball assist however gives the point character a mvc3 beam style assist (actually its more like a sonic boom) that covers ground approaches and travels slowly so that a runner (not a dasher) can follow it in, and it gives decent stun, seems to be the exact same stun as the average medium punch hit… so it seems like the best of many worlds. unfortunately SG is a very flight based game so the fireball will have many limits no matter how good it is on paper, also it would go well with peacock for nice mvc3 style teleport crossups, and im thinking peacock might have an assist that will help pain in flight mode… if that duo is as good as i think it might be, i hereby dub it: PAINCOCK

painwheels fireball with hp controls a huge amount of valuable skullgirl air space as well so it might be a good tool for peacock or any other character for that matter… also peacock has a run so instead of teleporting with mp fireball, she can simply run after it… damn that seems strong… hmmm… also after having tested peacocks assist with painwheel… it definitely can help cover spots for painwheel while shes flying… and the teleport l/r works and can be combod off of… this might be both painwheels and peacocks ideal partners… hmmm… my current team has a sore spot in val or parasoul… i dont think they work REALLY well together whereas i KNOW peacock and para are exceptional i think ill experiment with peacock pain and para… it has captain corridor for defense and teleport mixups for offense.

so yeah, painwheels fireballs i think are pretty damn good assists.

-dime

cr.LK > cr.MK > st.HP > Fly > DF+j.LK > cr.MK > st.HP > Fly > F+j.MK > st.MK(3) > st.HP > QCF+LP > cr.HP > Fly > j.HP(4) > cr.LP > st.MK(3) > st.HK(3) > j.MP(4) > Fly > F+j.LP > j.MK > st.LP > cr.MK > st.HP > QCF+LK > cr.LK > cr.MK > cr.HP > Fly > U+j.HK > cr.MP(4) > st.HP > DD+K (No mash) > QCF+PP= 11523 DMG, corner only, tested with 3v3, seems to only work on Valentine, Painwheel and Cerebella.

Well, I made this before I saw that GDLK one directly above which I’ll test when I get the chance! Corner only, SHOULD work on everyone but I don’t know. EDIT - updated using some tools Urichinan used in his combo.

c.lk c.mk s.hp xx Fly, DF + lk, land c.mk s.hp xx Fly, F + mk, land c.lp s.lk c.mk s.hk (3) xx jump, j.mp xx Fly, UF + j.lp j.lk j.mk, land, s.lp c.lk c.mk s.hk (3) xx jump back, QCF + lk, land s.mk s.hp xx QCF + lp, c.hp xx Fly, j.hp, land c.mp (4) s.hp xx D, D + hk xx QCF + PP (10,961 3v3)

The italicized part can probably be teched, so you can remove that bit if you want an untechable combo. Props to my boy JayMan for reminding me that QCF + LP adds significant scaling to a combo.

We really all should start testing combos with a 1.00 modifier, that way we have consistency and it is the easiest to compare for obvious reasons

I originally had both 1.3 and 1.0 modifiers, but I didn’t have time to test the 1.0 after I made it more awesome. Should be somewhere around 7-8k though.

I did the most recent one that Cougar posted, got like 7.7 on 1.0, but I did omit the DD+HK at the end.

I haven’t seen any discussion about Painwheels level 3. I feel like it suggests that Painwheel has 2 different playstyles. For most of the game you are going to play as an annoying as hell airborne aggressor. When she reaches sub-50% hp and has level 3 her playstyle emphasizes using charged moves a lot more. Charged St.MP is a pretty great AA. You can cancel charged moves into Fly so you don’t whiff. Also in 1v1 you only get a single level 3 super per round or multiple level one supers (and each round resets meter to lvl1). So be aware that if you play a Solo Painwheel and fight in 1v1 matches, you will very rarely see or make use of lvl 3.

The last combo I posted does 8,410 with a 1.0 ratio, and 7,473 if you leave out the techable part.

I haven’t seen this in the Painwheel thread so far (please correct me if I’m wrong) but from some dicking around in training mode it suggests the game supports Negative Edge, or doing the input on the release of the button rather than on press. I personally find this easier to time as with multiple inputs I’m flighting cancelling too early and missing the attack a lot of the time. If it’s a concept you’re used to, try it for linking things like her j.mk > flight cancel > j.mk > flight cancel > j.mk > c.mk, or whatever is your fancy.