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Painwheel general discussion AKA GET OUT OF MY THREAD

RAT__BABY

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Painwheel Big Band Unknown
The place to whine about how this character is shitty and needs buffs talk about our very own diet Sentinel
So how about that install DHC, guys?
 
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So Painwheel is no longer sad life?

I can't wait for the console patch.
 
I can't wait either. My laptop isn't really meant for Skullgirls.

And @IsaVulpes, whats the difference between 2MP and 5MK as an assist? It seems like they are just about the same, except like the larger hurtbox on 5MK.
 
5MK is larger and locks down in more situations, although it does lock down for less frames so if you really need all those frames 2MP is still the way to go.
 
My laptop is very bad too, which is really dissapointing. However there is a small glimmer of hope that i'll get a new computer for my birthday. And then Skullgirls here i come.
 
s.MK has the trillion times better hitbox compared to c.MP, which makes it actually useful as a neutral game assist
Other than that it deals more damage and puts the opponent in an airborne state (if you reset after, it's harder to reversal)

Only downside is that it's a bit harder to convert off of because it pushes the opponent away

Pretty sure that overall it's the better assist. It actually feels like a *good* one, not like an "oh well I don't have anything else" option.
 
Decided to drop bella, want to start using Painwheel because she looks so stylish when she does stuff.
 
Waiting for the patch to hit so I can run Painwheel second and use Lenny Install combos all the time. It's going to be beautiful.
 
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Did a bit of lab time with 5MK assist. Seems really good. Will probably use. Thanks for the explanations.
 
Double car super DHC to hatred install is too good not to use. There is almost no way to punish even if the car misses and you can do it after a full screen lp gun shot for a free mix up after install or combo if it hits.

I like to use the qsf+ mp assist for Painwheel because a run Filia/Double/Painwheel so I don't really need two lock down assists and its not a bad projectile.

Any thoughts on a Painwheel assist other than her lock down assists?
 
Double car super DHC to hatred install is too good not to use. There is almost no way to punish even if the car misses and you can do it after a full screen lp gun shot for a free mix up after install or combo if it hits.

I like to use the qsf+ mp assist for Painwheel because a run Filia/Double/Painwheel so I don't really need two lock down assists and its not a bad projectile.

Any thoughts on a Painwheel assist other than her lock down assists?


Looks like you and I are running near the same shit :)
I'm running peacock(st.hp) dubs(mk bomber) painwheel (mp stinger)

Mp stinger seriously seems like the best assist I've used for painwheel.

Peacock gets alot of mileage off of st.hp plus assist teleport crossups and double just gets mileage from fireball assist to hit the ground space and j.hp to hit the air. Plus she gets easy crossup setups as well.

After having used this team setup I think I'm locked in for a painwheel/double and peacock team cause this feels kinda like an endgame strength team.
 
After having used this team setup I think I'm locked in for a painwheel/double and peacock team cause this feels kinda like an endgame strength team.

I know exactly how you feel. Painwheel and Double work so well together both having safe dhc setups and amazing assist synergy plus both of there assists work with the whole cast.

I think that Double/Painwheel is one of, if not the best shell for a team in the game.(based off of just how versatile it is)
 
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Right now I'm finding a FUCKLOAD OF SYNERGYwith squigly in place of double... Which funnily enough allows me to use point double which I'm super fond of right now.

My assist are: lk bomber,drag n bite and cr.mp

This team is all offense and all lockdown. Doubles new dash allows her to do straight up craziness... Her movement is so much better... At first I didn't like it... Cause I was to used to doubles old dash and spacing using those ranges... But now... Omg this bitch is an offensive juggernaut.... But I'll post that in the double thread... For now painwheel and squigly:

Squigly at 2nd gives safe dhc for double and also gives easy combo extension into painwheels install... So it gives safe dhc into install as well. Squigly gives a great lockdown assist to painwheel and install gives painwheel a way in.

Painwheel gives squigly a really good confirm in divekick plus cr.mp. So everything synergizes very well with each other. Assist to assist, super to super character to character.

For instance when double is dead, and there is no way to car xx install... Squigly can just lk mk sob into install and now pw can literally fly the opponent to the corner where they are open to drag and bite assist lockdown or they can stay midscreen and deal with sob lockdown... So either way painwheel has great ways in.

Double doesn't use cat heads with this build... Seriously there is little reason to at point since she gets lockdown from d and b as well as from pw cr.mp. the only matchup that double should have major problems with is peacock... And once double gets 2 levels that matchup is no longer a huge problem since car xx sbo or install solves that problem.
 
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Drag n bite? Why use that when you already have lk bomber and cr.mp? I would suggest using center stage for fully screen j.hp/j.mp lockdown and pressure
 
MP.nail is really good, but I think both Painwheel and Squigly work way better with mk.bomber than lk.bomber.
I would probably use mk.bomber/center stage/ cr.mp
 
Drag n bite? Why use that when you already have lk bomber and cr.mp? I would suggest using center stage for fully screen j.hp/j.mp lockdown and pressure


I also believe like you that if you have "one type" of assist, that should be good enough...BUT... there is this thing called experimentation. And I was surprised to find that 3 lockdowns works pretty well and here's why:

You never know who will be alive on the team and who will be dead. Especially with this team since it has easy ways to safe dhc out from every character to every character. So say my double dies. Ok now it's squigly plus lockdown. Or what if my squigly dies? Ok now it's double with lockdown or painwheel with lockdown. This team no matter what composition always has lockdown. It doesn't lose that kind of resource. It also doesn't lose safe on block dhc and finally... I've simply never been great with gtfo assists and lockdown allows me to play heavy pressure and mass mixup rather than bait all day.


Also, this team does some really tricky and cool shit with these assists like:

Double:

Cr.lk,cr.hp,mp fireball plus dragon bite assist.

This is an UNPUSHBLOCKABLE string. And a hitconfirm. If its blocked double gets an easy attempt at a dash in low throw mixup for basically free. If it hits, drag and bite combos for so long that double can dash up chain into launcher xx hp shot, dash cr.mp,st.hk into full combo for seriously stupid damage.

...and that's from a non pushblockable string.

Then when squigly comes in, I've got divekick plus cr.mp assist confirm or simple sbo to install cheese. And when painwheel comes in if there are any characters left she has install plus sbo plus lockdown assist to help her out.

The team ain't perfect. But it's pretty good from where I'm sitting. Cause even with gtfo assists once I get hit I usually die... The gtfo means alot more in neutral than during resets. And these lockdowns are good for neutral as well.

I've also been doing double slide plus pw cr.mp assist. If it hits, pw wiffs and double gets full combo, if it gets blocked, pw locks down during double recovery and allows for further pressure.
 
One thing I like about drag n bite is that it's good oki. Sweep > fly > call assist when they tech and dnb will auto correct and chase them down, then you can go for another mixup.

I've been using Silver Chord lately, and it's nifty. Nail + chord is a decent projectile pair, if they get hit by the nail they get dragged in. Just as well, it functions similar to lock n' load insomuch that it has a huge startup, so it can cover getting pushblocked mid string, or setup resets and mixups that are a little awkward to block.
 
One thing I like about drag n bite is that it's good oki. Sweep > fly > call assist when they tech and dnb will auto correct and chase them down, then you can go for another mixup.

I've been using Silver Chord lately, and it's nifty. Nail + chord is a decent projectile pair, if they get hit by the nail they get dragged in. Just as well, it functions similar to lock n' load insomuch that it has a huge startup, so it can cover getting pushblocked mid string, or setup resets and mixups that are a little awkward to block.


From what I know now dnb seems to be one of if not the games best lockdown assists. It moves forward unlike cerecopter or pw cr.mp, and doesn't knock down unlike hairball and copter... Plus it doesn't push as far away on block as hairball and seems to lockdown even longer... It's a top assist in my book, though most of squiglys assists are really good, but this one seems the easiest to use by far.
 
Yeah it's pretty ridiculous. I've been experimenting with her other assists since I want more than just lockdown on my team, but you can't go wrong with it.
 
Quick question regarding viable links:

Does st.HP xx Flight j.MK still work in the current version? I saw some old evo 2012 videos of Rylander using this, and haven't been able to get it. I don't know if I need to git gud or if it's just not possible.

I'm also curious about j.MP (jump/fly in) xx Flight j.MK linking, but I think I can test this one once I get home.

both are demonstrated here:
 
St.HP fly j.mk: no. You can with charged St.HP, even if you've already used stagger, though.

J.MP fly j.mk: yes.
 
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Thanks for the confirmation. <3
 
I posted this in the Bugs section too, but I found something odd with PDubs in training mode. If you do f.HK once and then late cancel it into grounded HK Reaper, the CPU always dashes forward in training mode. This works anywhere on-screen and with any character. Not exactly game-breaking, but it still seems to be a bug.

UPDATE: This works with any move (air included), as long as you late cancel the move after a hit and they're on the ground. I believe the timing is right after their hitstun/blockstun ends.
 
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Oh... well... nothing wrong with a refresher around here haha My bad.
 
I have problems with dudes that actually know how to block.
 
I have problems with dudes that actually know how to block.
import Skullgirls.Assists.Cerebella.*;
 
I have problems with dudes that actually know how to block.

Fly a lot, fish for j.MP and airthrows.
 
What are they blocking? Are you resetting in a particular part of your strings every time? Are you using the same sorts of mixups? Switch it up. Throws are the immediate answer, yes, but I'd wager that it would help to vary your stuff up.
 
I've been using lvl 1 hp stinger xx fly alot more. It's really good, covers those good angles for painwheels flight and even when people run under it, painwheel can fly cancel it and be in the air versus ground, which is a good position for her.

I'm finding it to be a very solid neutral game strat versus defensive updo assist turtles.


-edit

And it synergizes REALLY well with the dash j.mp defensive strat:


Run away/make space then do hp stinger xx fly
Or
Run away/make space then do dash jump j.mp to counter their attempt to run in after painwheel.


Once they get used to this, painwheel can start to charge to lvl 2 hp stinger which is better cause one of the stinger goes full screen. Also, the occasional lvl1 mp stinger xx fly is decent if they start to predictably go for dash or run unders.

But this makes painwheels fireball game actually something decent... Not good enough to spam fireballs, but good enough to use them very strategically. The spacial option select of lvl 1 hp stinger covering air, while the fly covers ground, can't be understated though, its pretty good.
 
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So.... One of the guys I play against regularly has a novel opening strat that I don't know how to get around:


Val point with hk hairball assist


Immediate scalpel super at round start combined with hk hairball.... What happens is if I jump, I block scalpels and hairball puts me in blockstun with Val running behind with a free mixup. if I stay there, the same things happens. And I can't outprioritize it at all with my own mashed super. I don't think armor will work with hairball following it... So I'm kinda out of ideas on how to deal with this.... Pushblocking the scalpels air or ground doesn't do anything either iirc


What do? Besides picking peacock or double or.... Something other than painwheel at round start?
 
So.... One of the guys I play against regularly has a novel opening strat that I don't know how to get around:


Val point with hk hairball assist


Immediate scalpel super at round start combined with hk hairball.... What happens is if I jump, I block scalpels and hairball puts me in blockstun with Val running behind with a free mixup. if I stay there, the same things happens. And I can't outprioritize it at all with my own mashed super. I don't think armor will work with hairball following it... So I'm kinda out of ideas on how to deal with this.... Pushblocking the scalpels air or ground doesn't do anything either iirc


What do? Besides picking peacock or double or.... Something other than painwheel at round start?

Tiger knee buer at round start or jump block and wait for val to run/IAD behind the hairball and buer her then.

You'll be amazed at what buers will actually cut through, super or not.
 
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that's a good idea, I don't think it will work cause of super freeze... but its worth going for.
 
that's a good idea, I don't think it will work cause of super freeze... but its worth going for.

It may not work, but it's worth a few tries at least. I have feeling if you airblock "surf" the hairball and air LK-buer, you'll catch her trying to follow it up.

Otherwise, you may just have to block judiciously or have an assist eat something for you.
 
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