Dime
The power of BEAT EXTEND
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If you still want to try the pw/squigs/para team, comsider putting squigly first.
Also, squigly with pw cr.mp is actually good stuff. Its a bit situational, but the pattern of squigly divekick while calling pw lockdown assist is quite good. If the divekick hits then the cr.mp assist will combo and confirm, but of its blocked, then squigly can take the time to go for a high/low mixup. Not the easiest pattern to go for, but a VERY solid pattern to go for when you also have a decent neutral game assist like pillar to keep people honest.
As far as pw/squigs as a duo...it will be hard. All of squigs assist options can come in handy.., but all are situational and leave much to be desired outside of those individual situations. Her cr.hp is probably the best overall since it performs 2 functions.... A lockdown assist, and a low hitting assist. It is functionally the same as pw cr.mp assist except it hits low. This is actually a not to bad in theory thing:
Getting used to using pw cr.mp assist for squigly should give you some ability to use squigly cr.hp assist for pw. Kinda like using pillar assist teaches you to use updo assist and vice versa.
Anywho if it was me heres how i would run the teams as 3:
Pw cr.mp/squigly cr.hp/para hk pillar
Or
Squigly cr.hp/pw cr.mp/para hk pillar.
You also hit the nail on the head as far as pw meter gain goes. Painwheel uses 2 specials a lot in her combos... Buer, which mike gimped terribly cause of its combo friendliness in the corner, and flight which gets all of 0 meter for doing. Combine the 2 and its pretty obvious why pw meter gain is bad.
There are things you can do try and offset this a bit though:
Use other characters high meter gain specials in your combos (hello cerecopter/bomber) use pws fully charged nails in a combo where all the nails hit (pw gets maaaaaad meter for hitting with all 5 stingers)
Also, squigly with pw cr.mp is actually good stuff. Its a bit situational, but the pattern of squigly divekick while calling pw lockdown assist is quite good. If the divekick hits then the cr.mp assist will combo and confirm, but of its blocked, then squigly can take the time to go for a high/low mixup. Not the easiest pattern to go for, but a VERY solid pattern to go for when you also have a decent neutral game assist like pillar to keep people honest.
As far as pw/squigs as a duo...it will be hard. All of squigs assist options can come in handy.., but all are situational and leave much to be desired outside of those individual situations. Her cr.hp is probably the best overall since it performs 2 functions.... A lockdown assist, and a low hitting assist. It is functionally the same as pw cr.mp assist except it hits low. This is actually a not to bad in theory thing:
Getting used to using pw cr.mp assist for squigly should give you some ability to use squigly cr.hp assist for pw. Kinda like using pillar assist teaches you to use updo assist and vice versa.
Anywho if it was me heres how i would run the teams as 3:
Pw cr.mp/squigly cr.hp/para hk pillar
Or
Squigly cr.hp/pw cr.mp/para hk pillar.
You also hit the nail on the head as far as pw meter gain goes. Painwheel uses 2 specials a lot in her combos... Buer, which mike gimped terribly cause of its combo friendliness in the corner, and flight which gets all of 0 meter for doing. Combine the 2 and its pretty obvious why pw meter gain is bad.
There are things you can do try and offset this a bit though:
Use other characters high meter gain specials in your combos (hello cerecopter/bomber) use pws fully charged nails in a combo where all the nails hit (pw gets maaaaaad meter for hitting with all 5 stingers)