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Painwheel MDE Combo Thread (Page 3 Onwards)

Krackatoa

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Painwheel Beowulf Double
HEY THERE. COMBO SYSTEM UPDATED. COMBOS BELOW ARE OLD NEWS! CHECK PAGES 5 ONWARDS FOR NEW PW COMBOS.

Recent Changes:
  • You cannot Fly cancel after Fly Cancelling Ground Buer (QCF+K). This drastically effects Painwheel's previous "Max Damage" combo routes and limits Corner Damage. Her midscreen is mostly unaffected.
 
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Having been on the receiving end of these notations would be appreciated.
 
Excuse me, where can I find the notation of those combos?
 

Mine in the Video Description

E: Quickly skimming over the vids, it seems like if you need notation to understand what's going on, you won't be able to do these combos anyways :~
 
A lot of them have notation in the youtube description as well.
 

I guess I'll just put this here for funsies. This works on almost all lights and mediums. Generally anyone you can connect j.MP(4) xx Air.LK.Buer xx Fly > j.HP(4) xx Air.LK.Buer on.

11088 Damage in Ratio 1.00

j.MK >
cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly >
9j.MK xx Air.LK.Buer xx Fly >
9j.MK xx Air.LK.Buer xx Fly >
OTG s.MK(4),s.HP xx LK.Buer xx Fly >
2j.LP >
s.HK >
j.MP(4) xx Air.LK.Buer xx Fly >
j.HP(4) xx Air.LK.Buer xx Fly >
j.HK >
**s.LK,cr.MP,f.HK(x4) xx *HK.Buer xx Fly >
8~6j.LK >
s.LP,s.LK,cr.MP,f.HK(x4) xx Delayed LK.Buer xx Deathcrawl

THROW VARIATION, 9300 in Ratio 1.00:

Throw xx Air.LK.Buer (Buer Cancel) >
cr.MK,cr.HP xx HK.Buer xx Fly >
9j.MK xx Air.LK.Buer xx Fly >
9j.MK xx Air.LK.Buer xx Fly >
OTG s.MK(4),s.HP xx LK.Buer xx Fly >
2j.LP >
s.HK >
j.MP(4) xx Air.LK.Buer xx Fly >
j.HP(4) xx Air.LK.Buer xx Fly >
j.HK >
s.LK,cr.MP,f.HK(x4) xx *HK.Buer xx Fly >
8~6j.LK >
s.LP,s.LK,cr.MP,f.HK(x4) xx Delayed LK.Buer xx Deathcrawl

NOTES
* Can also just do Delayed LK.Buer xx Fly > 6j.LK if that's easier for you.
** You can start from cr.LK and do:

s.LK,s.MK,s.HP xx LK.Buer xx Fly >
6j.LK >
s.LP,s.LK,s.MK,s.HP xx LK.Buer xx Deathcrawl

For an easier time, it will do around 10.5k

The neat thing is, if you do the easy variation above, and DHC into Double's Level 3, you'll kill a character in 2v2 from cr.LK starter.
 
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So I remember watching a combo video where Peacock cuts the combo short and does lenny super, dhcs to pain install, absorbs the lenny damage and continues the combo. But I can't for the life of me find that video, anyone know what I'm talking about?
 
So I've been playing Peacock/Double/Painwheel lately. In theory, off of a raw Argus Agony from full screen, I should be able to DHC to car then DHC again to Hatred Install. However, because Argus pushes the opponent so high up, I'm finding it difficult to combo after the car. Stuff like c.MP and s.HP whiffs. I've been able to do j.LP xx H Buer, but I'm not sure how to best continue the combo after that since I'm blowing one of my jumping lights so early. Any suggestions?
 
So I've been playing Peacock/Double/Painwheel lately. In theory, off of a raw Argus Agony from full screen, I should be able to DHC to car then DHC again to Hatred Install. However, because Argus pushes the opponent so high up, I'm finding it difficult to combo after the car. Stuff like c.MP and s.HP whiffs. I've been able to do j.LP xx H Buer, but I'm not sure how to best continue the combo after that since I'm blowing one of my jumping lights so early. Any suggestions?

Argus them, Car from the opposite end of the screen, DHC into Install, dash twice, OTG with LK.Buer.

They should be in the corner by then, right? If car puts them in the corner you can OTG.
 
Also, is this viable for optimizing any combos? Or do you need to have an assist that will leave a opponent grounded long enough to charge AND be viable in neutral? I don't like having assists just for combos unless they allow for some absolute OD damage or something like that
 
Argus them, Car from the opposite end of the screen, DHC into Install, dash twice, OTG with LK.Buer.

They should be in the corner by then, right? If car puts them in the corner you can OTG.
Hm, that seems really dependent on where they are when Argus hits them, isn't it? I'll give it a try but I feel like that wouldn't always work from all screen positions.
 
Also, is this viable for optimizing any combos? Or do you need to have an assist that will leave a opponent grounded long enough to charge AND be viable in neutral? I don't like having assists just for combos unless they allow for some absolute OD damage or something like that

Unfortunately, not really. Painwheel's only issue in optimization is that she's run out of extension options post Buer, so you have to burn, at minumum, an extra normal that could have been cancelled into Buer. However, that only puts her damage up by like 300 or so if you'd be able to find the solution.

Assist mid-combo is better spent on a good reset situation.
 
Requires 40% to the corner on lights, less so as the characters get heavier. Not bad, at least.

Oh hey. f.HK post Double Car seems to work. At least it does on PW.

j.MK or j.LK into HK.Buer is more optimal, though. It seems to work well. Just do that.

Argus xx Car xx Install > j.MK xx Air.HK.Buer >
Land > (Charge) cr.HP xx LK.Buer xx Fly >
9j.LK xx Air.HK.Buer >
j.HK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
cr.MP,s.HP xx LK.Buer xx Fly >
6j.LP >
s.LP,s.LK,cr.MP,s.HP xx LK.Buer

About 10500 (1.00)

Can be optimized to push it past 11k
 
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Requires 40% to the corner on lights, less so as the characters get heavier. Not bad, at least.

Oh hey. f.HK post Double Car seems to work. At least it does on PW.

j.MK or j.LK into HK.Buer is more optimal, though. It seems to work well. Just do that.

Argus xx Car xx Install > j.MK xx Air.HK.Buer >
Land > (Charge) cr.HP xx LK.Buer xx Fly >
9j.LK xx Air.HK.Buer >
j.HK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
cr.MP,s.HP xx LK.Buer xx Fly >
6j.LP >
s.LP,s.LK,cr.MP,s.HP xx LK.Buer

About 10500 (1.00)

Can be optimized to push it past 11k
Thanks so much! Just to be clear, you use your OTG on the charged c.HP, right?
 
Thanks so much! Just to be clear, you use your OTG on the charged c.HP, right?

Correctomundo.

Optimized version outside of the corner: 11414 damage. 16369 with Deathcrawl, but it's friggen expensive.

Argus xx Car xx Install > j.MK xx Air.HK.Buer >
Land > cr.MK,s.HP xx LK.Buer xx Fly >
9j.LK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
cr.MP,f.HK(4) xx OTG LK.Buer xx Fly > j.LP >
s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

Updated, also way easier. It's roughly 6.9k for Argus xx Car.

Edit: Notation mistake. First Ground String changed from cr.MK,cr.HP to cr.MK,s.HP
 
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Correctomundo.

Optimized version outside of the corner: 11414 damage. 16369 with Deathcrawl, but it's friggen expensive.

Argus xx Car xx Install > j.MK xx Air.HK.Buer >
Land > cr.MK,cr.HP xx LK.Buer xx Fly >
9j.LK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
cr.MP,f.HK(4) xx OTG LK.Buer xx Fly > j.LP >
s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

Updated, also way easier. It's roughly 6.9k for Argus xx Car.
Damn. Just started trying this out, and in 3v3 if you spend the 4th bar this damn near kills a character from full health 0_0

The only problem is that j.MK xx H Buer is inconsistent on Cerebella. It can work but it has a tendency to whiff and in a tournament match I'm not sure I'd want to risk that. j.LK xx H Buer seems consistent from all heights, so for Cerebella I think what I'm going to do is j.LK xx H Buer, land, otg s.HP xx L Buer, and from there just go into my normal BnB. This is like 1000 less damage but I'm not sure how much effort I want to put into a situational Cerebella-only combo. Maybe I should considering I play a Cerebella like every tournament but whatever.
 
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Fairly Simplified Combo Guide in the Spoiler Tags below:

Alright, so Painwheel has some pretty nice damage options. Optimizing her damage requires you, during hit-confirm, to identify where she's at relative to the corner, and doing the respective combo (There's 3 main combos). They're mostly universal, save for the heavier characters, but once you've got a handle on these, they're not that hard to alter, and usually a quick assist call will allow you to extend the combo without losing damage or deviating that much.


CORNER (10k to 11k for 1 Meter)

So if you're very close to the corner, you should be going for:

cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly >

Now, on most characters, you can do 9j.MK xx Air.LK.Buer xx Fly > 9j.MK xx Air.LK.Buer, land, and OTG with s.MK,s.HP xx LK.Buer. The best part is, you don't start generating stun until the OTG.


That combo is almost entirely universal. The second j.MK string works because you haven't left Stage 5 IPS yet. On some characters during the second major air series, however, it requires a 1j.HP after j.MP(4) xx Air.LK.Buer in order to connect properly. On Double, you'll have to try a different route, as on characters where you can't land the double j.MK xx Air.LK.Buer, you can omit the second j.MK, and on Double, the j.HP won't connect.

Important Note for ease of use:
All s.LK,cr.MP,f.HK xx HK/LK.Buer strings can be made much simpler by doing s.LK,s.MK,s.HP xx LK.Buer. They are interchangeable in the corner, but the f.HK string does something like 100 more damage at minimum scaling.


CORNER CARRY (9k to 10k for 1 Meter)

If you're halfway to the stage limit, or closer, you can do a modified fullscreen BnB that will preserve most of your damage, allowing you to do about 10k for 1 Meter:

cr.LK,cr.MK,s.HP xx Fly > 3j.LK > s.HP xx LK.Buer xx Fly > 3j.LP > s.MP > Air.LK.Buer xx Fly > 9j.MK xx Air.LK.Buer xx Fly > j.MP (Or a variation from j.MP depending on weight)

(Lights): http://youtu.be/crZb26Vtgik
(Heavy variations): http://youtu.be/MHjPusxQor8

(Ignore the assist extension towards the end, but you can play around with your own ender for max damage)

This is the most optimal starter if you're near enough to the corner that you can land the Air.LK.Buer xx Fly j.MK series. The reason why it starts the air series with raw Buer is that Stun vs. Damage, Buers win out over every other attack, so not burning a starter to connect Air Buer is a good deal.


FULLSCREEN (7.4k for 1 Meter)

Now, if you're over halfway from the stage edge, you're damage options become significantly less potent. You can't connect Air Buers because they send the opponent too far away (and the corner won't be there to keep them close enough for follow ups). That means your best option is a bunch of j.HP(4)s, which is one of PW's top damaging normals.


Should work on mostly everyone but Double, who requires a different air series.

Sometimes, it's smarter to reset the opponent back towards the corner, then go for PW's more damaging options.


THROW FULLSCREEN (Sad Damage)

Why'd you throw them away from the corner? You mook. Go reset them back in the proper direction.


THROW CORNER CARRY (Roughly 8k for 1 Meter)

I haven't made a video of this, but you can modify the combo from CORNER CARRY by inputting the combo like so:

Throw xx Air.LK.Buer (This causes you to land-cancel the Buer animation and reset to neutral) >
Walk Forward > cr.MK,s.HP xx LK.Buer xx Fly >
3j.LP >
s.HP xx LK.Buer xx Fly >
6j.LK >
s.MP >
Air.LK.Buer > Rest of the CORNER CARRY combo.

Again, doesn't work on Double. :| Oooops.


THROW IN THE CORNER (9k to 9.3k for 1 Meter)

So, now that you know how to Buer Cancel your Throw back to Neutral, this opens up a lot of damage potential for PW, because she doesn't hit Stage 5 until her ground string and her first air series is over. This means you can do the CORNER combo listed at the top of this post off of a throw, with a small variation in the starter. It looks completely identical to the CORNER combo.


Throw xx Air.LK.Buer Cancel >
cr.MK,cr.HP xx HK.Buer xx Fly >
9j.MK xx Air.LK.Buer > xx Fly >
9j.MK xx Air.LK.Buer > xx Fly >
Combo combo combo combo.

Reset at the end instead of going into Deathcrawl, and you can get another 5 to 7k for 1 Meter before ever hitting Undizzy Burst, depending on your starter.

So there you have it, that's what a Painwheel Combo Flowchart looks like. Learn these, and you'll be doing obscene amounts of damage, and always skirting the edges of Undizzy.
 
Damn. Just started trying this out, and in 3v3 if you spend the 4th bar this damn near kills a character from full health 0_0

The only problem is that j.MK xx H Buer is inconsistent on Cerebella. It can work but it has a tendency to whiff and in a tournament match I'm not sure I'd want to risk that. j.LK xx H Buer seems consistent from all heights, so for Cerebella I think what I'm going to do is j.LK xx H Buer, land, otg s.HP xx L Buer, and from there just go into my normal BnB. This is like 1000 less damage but I'm not sure how much effort I want to put into a situational Cerebella-only combo. Maybe I should considering I play a Cerebella like every tournament but whatever.

Nononono. Maaaaan. Why you gotta be like that.

Argus xx Car xx Install > j.LK xx Air.HK.Buer >
Land > cr.MK,s.HP xx LK.Buer xx Fly >
9j.LP xx Air.HK.Buer >
j.MK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
f.HK(4) xx OTG LP.Stinger >
Dash Forward > s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

11089 Damage.

It's mad easy, and this one uses the j.LK starter, which is even easier timing than the j.MK one. I would honestly just do this one on everyone.
 
Nononono. Maaaaan. Why you gotta be like that.

Argus xx Car xx Install > j.LK xx Air.HK.Buer >
Land > cr.MK,s.HP xx LK.Buer xx Fly >
9j.LP xx Air.HK.Buer >
j.MK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
f.HK(4) xx OTG LP.Stinger >
Dash Forward > s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

11089 Damage.

It's mad easy, and this one uses the j.LK starter, which is even easier timing than the j.MK one. I would honestly just do this one on everyone.


The biggest problem I find with this one is it uses otg... Peacock usually confirms into argus from an otg either from assist hitting or from standard bnb into st.hk xx argus. It's doable to change up the bnb to st.hp xx argus, but still fucked over on assist confirms.
 
The biggest problem I find with this one is it uses otg... Peacock usually confirms into argus from an otg either from assist hitting or from standard bnb into st.hk xx argus. It's doable to change up the bnb to st.hp xx argus, but still fucked over on assist confirms.

:|

Argus xx Car xx Install > j.LK xx Air.HK.Buer >
Land > s.HP xx LK.Buer xx Fly >
9j.LP xx Air.HK.Buer >
j.MK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
cr.MP,s.HP xx LP.Stinger >
Dash Forward > s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

10950.

Also, remember, you can use assists during this. So I'm sure you can set up all kinds of crap with George's Day Out and stuff during Install's Air.HK.Buer loops.
 
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Nononono. Maaaaan. Why you gotta be like that.

Argus xx Car xx Install > j.LK xx Air.HK.Buer >
Land > cr.MK,s.HP xx LK.Buer xx Fly >
9j.LP xx Air.HK.Buer >
j.MK xx Air.HK.Buer xx Fly >
9j.HP(3) xx Air.HK.Buer >
j.HK xx Air.HK.Buer >
f.HK(4) xx OTG LP.Stinger >
Dash Forward > s.LP,s.LK,cr.MP,f.HK(4) xx HK.Buer

11089 Damage.

It's mad easy, and this one uses the j.LK starter, which is even easier timing than the j.MK one. I would honestly just do this one on everyone.
What would I do without you, Krack. Thank you!
 

Mine in the Video Description

E: Quickly skimming over the vids, it seems like if you need notation to understand what's going on, you won't be able to do these combos anyways :~
....not everyone knows painwheel so well. some are just literally picking her up. notation is good for everyone. Everyone asks for it. Don't get on other people for that :/ some people are pretty high level but just want the writing. especially if the videos going too fast. Just saying.
 
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So I figured out that against squigly, if you s hk launcher while you're in the corner (or near it), you can recorner your opponent by doing jhk (right away) xx j lk buer to get better corner combos and/or pressure afterwards. idk if this is useful, but I sure as hell know that I'd rather leave my opponent in the corner at the end of a combo
 
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Yo, I've been told that Painwheel during her combos shouldn't be using buers, yet it looks like that's the best way for her to get good damage. Should I be using buers in combos? Thoughts?
 
Yo, I've been told that Painwheel during her combos shouldn't be using buers, yet it looks like that's the best way for her to get good damage. Should I be using buers in combos? Thoughts?
who told you that? Buer it up my friend, just make sure you can combo after.

I've got a new midscreen grab combo, I really like it, but if someone could help me optimize that would be great (uses double m buttz). works corner to almost corner

Grab xx Fly jmk >
st hp xx lk buer xx fly jlk>
cr mk cr hp assist xx hp nails (full charge otgs, semi charge against some other cast members for this to work, need to test more) xx fly way forward jmp >
cr lk crmk st hp xx lk buer xx fly j lp jlk >
cr mp f hk (3) xx lp nails dash st lp st lk crmp f hk (4) hk buer

roughly 5900 damage, can air hk buer xx super for burst bait at the end. I like to use the assist early to get them to the corner/closer to the corner

bella and double need the semi charge, but you can still connect it, and it doesn't even use your otg
 
How do you pronounce "buer"?


Buh,you,ur

And put them all together phonetically except its a one syllable word instead of my phonetic 3 syllable representation up above.


It's an American game, so it follows that it would be pronounced the general American way.
 
Yo, I've been told that Painwheel during her combos shouldn't be using buers, yet it looks like that's the best way for her to get good damage. Should I be using buers in combos? Thoughts?

Buer is only bad on the opening string when starting from cr.LK,cr.MK,s.HP. No place else due to math.
 
It's either pronounced the way I said it, or like "Pure" with a B. Hmpf.
That's how I pronounce it... That is how it's pronounced as far as English goes. But since it's some kinda German word I guess that should work as well.
 
Yo, I've been told that Painwheel during her combos shouldn't be using buers, yet it looks like that's the best way for her to get good damage. Should I be using buers in combos? Thoughts?
Buers scale damage down to 50% and are 2 hits, so if done early they hit quite hard on your damage. However, Buer also deals 1400 Damage.
I'm not sure whether any combo actually deals less damage with a [c.LK c.MK s.HP xx Buer xx Fly j.LK] than [c.LK c.MK s.HP xx Fly j.LK] starter, my combos always dealt more with the Buer.
Outside of starters, DEFINITELY use them.