The problem is you can't always land slower normals depending on how j.HP lands.
Well, not getting high damage from high damaging characters is kinda dumb, look how far taluda takes his combos, he mostly does like 6k before resetting with Painwheel.
I have been working on a basic combo for Painwheel mid screen using
cr. lk cr. mk s.hp L buer fly lk
cr. lk cr.mk s.hp L buer fly 9 lp ->lk
ground string but I don't know how to end it. I have seen s.mp into a air series and i have seen cr.mp s.hp L nails but I don't know the best ending for this ground string. Can anyone fill me in?
This is kinda similar to my BnB PW combo:That is similar to mine (well... Elda's which I stole fair and square):
1. c.lk > c.mk > s.hp x fly > 3.lk >
2. c.mk > s.hp lk.buer x fly > j.lp > j.lk >
3. c.mp > s.hp > lk.nails >
4. j.mp > j.hp >
5. s.lp > s.lk > s.hp > Deathcrawl
Notes:
vs Bella and PW, you have to do x fly > j.mp instead of the 4th string above or the combo will drop.
You may have to feel out how many hits you use for the j.mp and j.hp on the 4th string above depending on the character.
Damage is around 7300 (I think).
It has sexy resets all over it.
As a fellow trainee, this was also what gave me the most trouble while trying to perform PW combos. Try to connect your LK as close to the ground as possible. If you can, you may wanna practice excluding c.LK from that last ground string. It will be easier on your damage 'cause of scaling and it will allow you to start another string with c.LK in the future (once you move on to those bigger combos). Also, adding in a L Buer after the first s.HP is another nice thing to practice. It pretty much always tacks on a good bit of damage onto your combo but fly-cancelling and attacking out of it immediately always gave me a lot of trouble at first because the timing is somewhat different (you have to kinda buffer the fly and hold forwards during the end of the Buer animation to get the earliest possible fly cancel). Maybe try adding those things in steps?So this probably comes up in this thread a lot, but I've been digging around for a few combos, and I really appreciate all the help so far (largely from Krackatoa), but I've hit a bit of a roadblock, and I could really use a bit of advice, if that's not too much trouble.
I'm currently practicing the following combo:
cr.LP, cr.LK, cr.MK, s.HP xx Fly > 3j.LK > cr.LK, cr.MK, s.HP xx LK Buer xx Death Crawl
Just as something small before I tackle the more dauntingly enormous combos around these parts. I just have one problem, though: The 3j.LK > cr.LK, cr. MK bit seems plainly impossible to me. The dummy is always blocking again by cr.LK most of the time, and cr.MK at best. What am I missing?
Thanks in advance!
If ya'll want a slight variation on the assist combo with H Brass:
cr.lk cr.mk assist cr.hp xx hk buer xx fly 9.air.lk buer j.mk
cr.mk s.hp xx lk buer xx fly
3j.lk cr.lk cr.mk s.hp xx lk buer xx fly
3j.lp cr.lp cr.lk cr.mk s.hp xx lk buer Deathcrawl
9.3k - If you miss the clean j.mk out of the air lk buer and get an otg instead delay the buer after the cr.mk s.hp rep so they have time to fall back into lk buer's hitbox.
Standing mk works fine as fine as u delay stand hp and buer to let the opponent fall. Plus, buer scales down your combo a lot to the point where standing mk is better after you've done two of then.The first two c.MKs are probably better because of damage scaling, but you'd have to check to be sure. Also, it tends to combo better. s.MK messes up my combos sometimes because it sends the opponent away and airborne unless I cancel it early...which defeats the purpose of using it in the first place.
3 is generally better because it lets you use your ground moves faster, so more things will combo better. I put only 6 in my summary of my combo, but upon further inspection, I actually use 6 for j.LK and 3 for j.LP; I think j.LP may have less stun or something...