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Painwheel Compendium Discussion - Working Thread

This was posted by Mike_Z on the painwheel general thread AKA GET OUTTA MY THREAD, page 16

Pre-armor frames
s.LP 3
s.MP 5
s.MK 7
s.HP 7
c.LP 3
c.MP 7
c.HP 9
c.HK 4
j.HP 2
 
I'll start writing up Specials and Supers now that I have some more free time

@Spencer @Dime_x - just PM me your sections whenever they're complete and i'll add them to the first post
 
I was hoping to get some actual frame data for dashes, but it looks like that is a lost cause.

It looks like it will be sooner rather than later because of that.
 
@dMags


Feel free to edit this to make it easier to read/more concise if thats what you want.

Overview:


Painwheel is a highly mobile, high corner damage character that hitconfirms exceptionally well and gets great damage by baiting pushblocks with fly attacks. She can reset and do mixups from just about anywhere in her combo strings that she wants and she has high priority long ranged neutral game tools such as her j.mp aerial normal and her projectile stingers that she can use to battle other non zoning characters with from afar. Her st.mk is a very high priority tool to use on the ground as a far anti air or as an attack directly after a dash to get in.
 
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Weaknesses:


Painwheels ability to confirm off of regular dp assists such as updo and pillar and mk bomber, is weak when outside the corner. And most first hits, will be outside the corner... So the most powerful assists in the game arent something that pw can use "well" with regard to confirming.

Painwheel has no great midrange air to air, shes all j.mp which is a slow long ranged attack, or shes j.hk/j.lk/j.lp which are all short ranged and kinda slow and bad hitboxes. Her j.mk is the closest attack she has to really be a mid ranged air to air, but it loses to basically everything else that opposing characters would do at the same range, case in point it loses to bellas j.mp because of bellas disjointed hitboxes and it loses to parasouls j.lp because of the speed difference, and loses to most other midrange air to airs because of one of those things.

She has probably the bar none worst reversal in the game, but since its still a reversal it is still good in the right situations, but still, in most situations it is pretty bad... And for meter, no less.

Painwheel is slow in ability to move just about anywhere quickly. Her dash has tremendous startup (though visually it doesnt telegraph itself so there's always that) and her flight also has lots of startup.

Painwheels rote flight overheads are react blockable rather easily, making her mixup game lack fear factor and strong starters without mucho conditioning of the opponent.

Painwheels starters in general suffer horrible scaling, her j.hk hits 6 times, whereas her j.mp hits 4 times, her other prime combo starters are her throws, which scale damage by 50%. So you can crossup with j.hk into a scaled combo, or you can throw into a scaled combo. Her standard unscaled optimal starters are j.mk and cr.lk or cr.mk. But with her flight overheads being react blockable it is unlikely that you will be opening the opponent up with either of these as a form of high/low mixup. Moral of the story being that strong starters are hard to come by, and the scaling can be horrendous, some combos drop 1500-2000 damage just for starting them with j.hk.

Painwheels grounded normals are very short range and stubby in general.


Painwheel has no exceptionally powerful assist because her most powerful moves arent allowed to be assists (armor attacks and nail charges)


More weakness will be added but thats enough for now, tomorrow will be strengths :)
 
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Before i go into strengths id like to mention one of painwheels prime strengths when considering her in relation to her peers. Its been observed, for good reason that pw doesnt really standout in any category as being the best in it, and she isnt really an all around character either... Which is how i used to think until i realized that there is a category where she is "more than likely" the best in the game:

Hitconfirming. Its a hard category to acknowledge pw as best in when so many characters in sg excel at it or at the very least cant really be considered "weak" at it. But pw takes things a step further. She can meterlessly confirm all of her throws (front back and air) she has easy j.mp air to air confirms. She has j.lp,j.lk,j.mk air to air confirms. She has j.hp air to air confirms (not easy but doable with practice and spacing/character dependent) and she has easy ground confirms, she has armor confirms off of cr.hp, st.hp, cr.mp and sweep. Painwheel is a hitconfirm beast. If there is anything that can be said that she really excels at... Its hitconfirms.
Oh and the reason for learning that pw has better hitconfirms than most other characters, is to learn how to pick better assists for her. Because with her having such good hitconfirms, there becomes less reason to be able to confirm from dp assists and the like (unless going for stacking synergy which is to stack strengths on top of each other in order to change the strengths from strong to near op, like giving bella a command grab assist, or giving peacock a projectile assist) for painwheel a stacking synergy would be something like beat extend L since it offers a hitconfirm from a place that pw doesnt easily get them, invincible ground moves.

But in pws case i feel like it might be better to go for opposite synergies, aka synergies that seek to diminish faults rather than synergies that seek to pump up strengths.

Here again beat extend L makes its presence known by shoring up painwheels weaker reversal options, so it gives her Both a stacking (attacking in this case) synergy and a defensive synergy... So obviously its super good for pw... HOWEVER:

H brass assist also stacks with certain painwheel strengths and weaknesses, it doesnt stack with her hitconfirm strength though (outside the corner) but it makes up for one of her biggest weaknesses... Ability to get in, and ability to deal with peacock. After that its still good as a damage assist in both highly scaled hitconfirm combos, and combos that start with optimal moves. And its also a great counter assist that does ridiculous damage to the opponents assist when painwheel baits one out on wiff. For this reason i believe brass to be the better overall choice for pw. Though i also believe that beat extend is godlike. Personally my preference is to use brass against any team with peacock on it, and beat extend against teams without it.

So on to the rest of the strengths:

Hitconfirms from basically anything and damn near anywhere.

On the higher end of the damage spectrum with her corner combos.

Can vary her reset points greatly because of flight, she can basically go for a reset just about anywhere.

Her flight movement allows her to evade most ground pressure that other characters have to deal with.

She controls huge amounts of screen with fully charged hp stingers and can easily set up her own offense with them if she finds places to put them in her game.

She can charge her stingers and flight cancel them before they come out, as a fake, allowing her to go offensive against people that try to rush her down before she gets a max charge.

She has a plethora of ways to use unfly to bait disadvantage on block anti air things and to go offensive relatively safely via calling an assist

Buer thresher is one of the best aerial reversals in the game.

Can air armor through obvious one hit reversal attacks such as pillar or updo.

If pw is in armor, she can reversal most supers after they recover from superfreeze because armor doesnt get affected by superfreeze hitstop.

She can very easily bait pushblock with her flight cancels, which can give her opportunities for strong starters as opposed to scaled ones.

She is great at baiting wiffed assists.
 
@dMags

Are you still working on this? Is my section bad? Wondering why nothing has been said as of yet on this.
 
Yeah I'm still doing some work, just hasn't been very high priority for me at all lately, but thanks for the poke I'll do some updates and refresh the OP

As far as your section goes, I've only read through it once. My initial thoughts were that it may be a touch too specific, but that's just my opinion. Otherwise it could use some formatting touch-ups, but I haven't done any of that yet. I'll add it to the top, I'd like to get some feedback from other players before I make any changes to it
 
I don't really have time right now to write an entire book on this, but I 100% disagree with @Dime_x on Painwheel not being able to convert from assists well. I think she's one of the best characters for that, actually
 
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She has j.mp but no quick dash. She can easily convert off some while struggling with some others.
 
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she also had j.mk, which is pretty quick and can have some nice range if you do it from flight
 
I don't really have time right now to write an entire book on this, but I 100% disagree with @Dime_x on Painwheel not being able to convert from assists well. I think she's one of the best characters for that, actually

As a former/pocket PW that switched to Val, can confirm. Painwheel's able to convert from some things via air normals and fly cancels that other characters have really janky conversions for if they have them at all.

For example, jMP jMK jMK cMK from fiber is so flexible and nice compared to a lot of other character's options.

if you call a horizontal assist and have to fly/dash in and buer that kinda sucks for scaling, but it's a cleaner conversion than other characters in a similar situation and you're probably going to reset anyways.
 
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She can easily convert off some while struggling with some others.

I think this is it completely.

We occupy weird places on the screen compared to the rest of the cast which can make some confirms really super awkward. But we can easily confirm off of some stuff that others can't... FU comes to mind.
 
People need to understand the difference between converting and confirming. Painwheel can convert most assists well. Confirming however, is not so easy, she can do it, but she isn't great at it.


Confirming is seeing hit, and then doing something to convert on reaction. Converting is just assuming hit and going for it.

To this day, the only painwheels I've seen confirm well are taluda with fiber upper, and even he guesses sometimes, and the other one is konkrete who was actually able to confirm parasouls pillar fairly well.


Also, this isn't to say that painwheel CAN'T confirm from like updo/pillar/mk bomber... She can, she just isn't great at it at all. She confirms L beat extend easily though.
 
I don't really have time right now to write an entire book on this, but I 100% disagree with @Dime_x on Painwheel not being able to convert from assists well. I think she's one of the best characters for that, actually

If you precommit, you can convert off of anything. However, painwheel struggles to confirm off of assists in the same way that Big Band struggles to confirm off of assists - their reactionary forward movement is pretty ass so you can't do what Val, Filia, Parasoul, or Double do and run forward & otg easily after an updo or MK bomber or pillar or whatever. L Extend fixes everything though. L Extend is love. L Extend is life.

Val can also do jumpback call assist, see the assist hit, land, then run forward and OTG. Painwheel can't do that shit due to her sluggish forward dash, and her forward fly speed isn't so hot. Big band at least can go into something like H brass from far away to get a knockdown at least.

...Holy shit I just had an epiphany. Level 3 Pinion dash to confirm off of far away assist hits could improve Painwheel's assist confirming ability drastically, just with actual effort and prep involved.
 
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sorry guys, been on a serious hiatus lately, I've barely touched the game and have spent even less time on this. if anybody else wants to take the reigns, please feel free, otherwise if people are in no rush ( it's been long enough, right? ) then I'll try and put some more stuff together when I have some time. just wanted to give a heads up <3
 
i actually have been doing some work on it recently believe it or not, was hoping nobody would say anything so I could make a massive update out of nowhere lol I'll try and have some updates for the weekend though
 
I'd rather wait for the compendium to be finished before sticking it, for the time being there's this thread.
 
Is this still a thing that is going on? If it's not, can we pick it back up? I've got some stuff to contribute if it is. It'd be a shame if it was never completed
Doing a buer cancel(buffer L buer) and then walking up with s.hp or c.mk c.hp without burning otg allows you to do most
combos without worrying about specific conversions. Alternatively, do fly j.mk without burning otg, but start after the first chain.
Example
Throw xx L Buer (Land Cancels)
Walk Forward c.mk,s.hp xx L Buer xx Fly
3j.lp
c.mk xx L Buer xx fly
6j.lk
s.mp
(air)L Buer xx fly
9j.mp(4) xx (air)L Buer
otg s.lk,s.mk xx H Buer xx fly
j.hp(4)*
s.lp,s.lk,s.mk,s.hp xx L Buer xx Deathcrawl

*j.hk on Heavies
You can still buer cancel and fly into j.mk, but buer cancel conversions midscreen while in HI require otg.
Most midscreen combos can be started with fly(s.hp xx fly) or buer(s.hp xx L buer) without much trouble
fly(use 6j.lk for max range) has longer range, better meter, and slightly more damage in midscreen combos
buer is better when the combo is scaled, has better carry, and can let you frontload your damage for high damage low undizzy reset strings
c.lk, c.mk, s.hp xx (L buer, xx fly
6j.lk)*
c.mk, s.hp xx L buer xx fly
9j.lp, j.lk
c.mp(4hits), s.hp, xx L nail
dash, s.lp, s.lk, c.mp, s.hp xx L buer xx Deathcrawl
*Can be replaced with fly 3j.lk
c.lk, c.mk, s.hp xx fly
3j.lk (6j.lk if too far away)
c.mk, s.hp xx L buer xx fly
6j.lp, j.lk(This can be just 3j.lp if needed)
s.lk*, s.mp
j.mp (3 hits on lights, 4 on heavies), j.hp (3 hits), j.hk
s.lp, s.lk, c.mp, s.hp xx L buer xx death crawl
*This can be ommitted if you want
c.lk, c.mk, s.hp xx L Buer xx fly
6j.lk, c.mk, s.hk neutral jump
j.mp, j.hp(4) xx fly
6j.mk, j.hp(3), j.hk
L Buer xx fly
3j.lp
c.lp, c.lk, c.mp, f.hk(4) xx L buer xx Deathcrawl
c.lk, c.mk, s.hp xx fly
3j.lk
c.mk, s.hp xx L buer xx fly
3j.lp
s.mp,
j.mk xx M buer xx thresher xx fly
j.mp,
c.lk c.mk xx L stinger
dash s.lp, c.lk ,c.mp, s.hp xx L buer xx Deathcrawl
c.lk, c.mk, s.hp xx fly
3j.lk, c.mk, s.hp xx L buer xx fly
3jlp
s.mp, j.mk xx H buer, xx fly
8j.mp otg,
c.lk, c.mk xx L stinger,
s.lp, c.lk, c.mp, s.hp xx L buer xx Deathcrawl
c.lk, c.mk, s.hp xx fly
3j.lk(6 if too far)
c.mk, s.hp xx L buer xx fly
3j.lp
c.lk, c.mk, c.hp xx L stingers
jump forward j.mp(4) j.hp(4)
s.lp, s.lk, s.mk(4), f.hk(4) xx L buer xx deathcrawl
charged CH s.hp xx fly
3j.mk(whiffed)
charged c.hp xx fly
j.mk
c.mk, s.hp xx L Buer xx fly
6j.lk
s.lk, s.hp xx L Buer xx fly
3j.lp
c.mp, s.hp xx L stingers
jump forward j.mp(4), j.hp(4)
s.lp, s.lk, s.mk, f.hk(4) xx L buer xx Deathcrawl
CH j.mk
s.lp, c.lk, c.mk, s.hp xx L buer xx fly
6j.lk
c.mk, s.hp xx L buer xx fly
9j.lp, j.lk
c.mp, s.hp xx L stinger
jump forward (j.mp, j.hp xx fly j.mk)*
s.lp, s.lk, s.mk, f.hk(4) xx L Buer xx Deathcrawl
*Vs Val and Peacock after LP stingers
j.MP, fly, 9j.MK, j.HP, final chain (it also should work vs everyone else except Bella)
s.mp is a launcher unlike the rest of her armored moves
CH s.mp,
j.mk xx fly
3j.mk
s.hp xx L buer xx fly,
6j.lk
c.mk, s.hp xx L buer xx fly
9j.lp, j.lk
c.mp, s.hp xx L nails
dash up s.lp, s.lk, c.mp, s.hp xx L buer xx Deathcrawl
-Important for getting into the corner
-These CAN function like your corner if you want, but there are more damaging ones for that.
-Most carry combos use L buer in rapid succession, so using it in the start usually yields the best damage. It also gives better carry.
-Use fly 6j.lk for when you need the range
c.lk,c.mk,s.hp xx L Buer xx fly
6j.lk
c.mk xx L Buer xx fly
3j.lp
s.mp
(air)L Buer xx fly
9j.mp(4) xx (Air)L Buer
OTG s.lk ,s.mk xx H Buer xx Fly
j.hp(4)
s.lp, s.lk, s.mk, s.hp xx L Buer xx Deathcrawl

Krackatoa's harder variation 8.45k
c.lk, c.mk, s.hp xx L buer xx fly
3j.lp
s.hp xx L Buer
6j.lk
s.mp
(air)L Buer xx fly
8j.mp xx (air)L Buer >
OTG s.mk xx H Buer xx fly
j.hp(4)*
Restand s.LP,s.LK,cr.MP,f.HK(x4) xx LK.Buer xx Deathcrawl
*j.hk on heavies
c.lk, c.mk, s.hp xx L buer xx fly
6j.lk
L buer xx fly
3j.lp
s.mp
(air)L buer xx fly
j.mp
s.mk, s.hp xx H buer xx fly,
9j.mk, j.hp*
s.lp, s.lk, s.mk, s.hp xx L buer xx deathcrawl.
*j.hk on heavies
c.lk, c.mk, s.hp xx L buer xx fly
3j.lp
L buer xx fly
6j.lk
s.lk, s.mp
j.mk xx L buer xx fly
6j.mp
s.mk xx H buer xx fly
5j.hp(9j.hk vs heavies) xx L buer
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl
-Doing fly 3/6j.lk will get more damage. This combo is the exception to the rule of giving up damage for the fly starter. You still lose a little carry though.
c.lk, c.mk, s.hp xx L buer xx fly
6j.lk
c.mk, c.hp xx H buer xx fly
(air)L buer
otg c.mp xx H buer xx fly
9j.mk,
s.lk, s.mk xx H buer xx fly
3j.lp
s.lp, s.lk, s.mk, s.hp xx L buer xx deathcrawl
-Stinger cancel is when you fly after M/H stinger to get the faster fly. This combo is tricky.
c.lk, c.mk, s.hp xx M/H stinger xx fly
j.mk xx fly
j.mk
s.hp xx L Buer xx fly
6j.lk
s.mp
(air)L buer xx fly
9j.mp(4)
s.mk xx H Buer xx fly
j.hp*
s.lp, s.lk, s.mk, s.hp xx L Buer xx Deathcrawl
*j.hk on heavies
charged CH s.hp xx fly
3j.mk(whiffed)
charged c.hp xx fly
j.mk
c.mk s.hp xx L Buer xx fly
6j.lk
s.lk s.hp xx L Buer xx fly
3j.lp
s.hk
j.mp xx L Buer xx fly
j.hp xx L Buer
s.lp s.lk s.mk s.hp xx L Buer xx Deathcrawl
3j.hp after j.mp xx L buer
CH j.mk
s.lp, c.lk, c.mk, s.hp xx L Buer xx fly
6j.lk xx L Buer xx fly
3j.lp
s.mp
(air)L Buer xx fly
6j.mp
s.mk xx H Buer xx fly
j.hp* xx L Buer
s.lk xx H Buer xx fly
j.mk, j.hp
s.lp, s.lk, s.mk, s.hp xx L Buer xx Deathcrawl
c.lk, c.mk, c.hp xx H buer xx fly
9j.mk xx (air)L buer
otg s.lk xx L buer xx fly
3j.lp,
s.mp,
j.lk xx L buer xx fly
5j.mp, s.mk xx H buer xx fly
3j.hp (9j.hk vs heavies),
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl
c.lk, c.mk, c.hp xx H buer xx fly
(2j.lk fastfall)
s.hp xx H buer xx fly
9j.mk, j.hp
f.hk(4) xx H buer xx fly
9j.hk
s.mk xx L buer xx fly
6j.lk
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl
c.lk, c.mk c.hp xx H buer
(air)L buer xx fly
(air)L buer*
otg L buer xx fly
6j.lk
s.mk xx H buer xx fly
j.hp
s.mp
j.mp xx (air)L buer xx fly
j.hk
s.lp s.lk c.mp s.hp xx L buer xx Deathcrawl
*Can be replaced with j.mk if it's too hard, but gives up damage
c.lk, c.mk, c.hp xx H buer xx fly
(air)L buer,
otg L buer xx fly
6j.lk, s.mk xx H buer xx fly
j.hp*
s.lk, s.mk xx H buer xx fly
9j.mk, j.hp
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl
*Substitute for j.hk on heavies
c.lk, c.mk, c.hp xx H buer xx fly,
(air) L buer,
OTG L buer xx fly,
6j.lk
s.mp
j.mk xx (air)L buer xx fly
j.mp,
s.mk, s.hp xx H buer xx fly
9j.hk
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl.
c.lk, c.mk, c.hp xx H buer xx fly
fly forward 5j.mk
M buer otg s.HP xx L buer xx fly,
6j.lk
s.mp xx (air) L buer xx fly
9j.mp
s.mk xx H buer xx fly
j.hp (9j.hk vs heavies)
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl

Variation for Squigly and Eliza 8.7k
c.lk, c.mk, c.hp xx H buer xx fly
fly forward 5j.mk xx L buer xx fly
6j.lk
s.mk, s.hk xx (air)L buer xx fly
9j.mp xx (air)L buer
s.mp xx H buer xx fly
j.hp (9j.hk vs Eliza)
s.lp, s.lk, s.mk, s.hp xx L buer xx Deathcrawl
c.lk, c.mk, cr.hp xx H Buer xx fly
(air)L Buer >
OTG s.hp xx L Buer xx fly
j.lk
s.mk(4) xx H Buer xx fly
j.hp(4)*
s.lk s.mk xx H Buer xx fly
9j.mk
s.lp, s.lk, s.mk, s.hp xx L Buer xx Deathcrawl.
*Replace with j.HK on heavies
j.mk,
c.mk, c.hp xx H buer xx fly,
(air)L buer,
otg L buer xx fly
6j.lk
s.mk xx H buer fly
2j.hp*
s.lk, s.mk xx H buer xx fly
9j.mk, j.hp
c.mp xx L buer, fly,
3j.lp,
s.lp, s.lk, s.mk, s.hp, L buer, deathcrawl.
*j.hk on heavies
does 10k, but use j.hk instead of 2j.hp on non-lights.
c.lk, c.mk, f.hk(4) xx fly
otg 6j.hk
c.mk xx L Buer xx fly
6j.lk
s.mp
j.mp, j.hp xx fly
6j.mk, j.hp, j.hk
s.lp, s.lk, c.mp, s.hp xx L Buer xx Death Crawl
j.mp xx fly
j.mk xx fly
j.mk
c.lk, c.mk, s.hp xx L buer xx fly
9j.lp, j.lk
c.mp(4hits), s.hp, xx L nail
dash, s.lp, s.lk, c.mp, s.hp xx L buer xx Deathcrawl
j.mp xx fly
j.mk xx fly
j.mk
* c.mk, s.hp xx L buer xx fly
6j.lp, j.lk(This can be just 3j.lp if needed)
s.mp
j.mp (3 hits on lights, 4 on heavies), j.hp (3 hits), j.hk
s.lp, s.lk, c.mp, s.hp xx L buer xx death crawl
*You can include c.lk if you want, but it will cost more undizzy
c.mk, s.hp xx L buer
j.lk xx H buer
j.mk xx H buer
j.lp xx H buer xx fly
j.hp (3 hits) xx H buer
s.lp, s.lk, c.mk, c.hp xx L buer xx Deathcrawl
c.lk, c.mk, s.hp xx L stingers
dash jump H buer xx fly
H buer
otg L buer
9j.lp xx H buer
j.mk xx H buer xx fly
j.hp(2) xx H buer
j.hk xx H buer
s.lp, s.lk, c.mp, s.hp xx L buer xx Deathcrawl
9.2k with regular Deathcrawl
8k without Deathcrawl
The resets part is more WIP than the combos. Like before, I want to know if I got anything wrong as well as good resets that I didn't include. I would also like advice for formatting the resets.
Flight gives much in terms of resets
Know that you can only fly cancel once after her Buer Thresher and buer
Fly is 5 frames faster in the air and when canceling from specials. Any ground flight cancel overhead can not be considered instant.
Painwheel has incredibly strong block pressure, so it may be nice to just put the opponent in it for a setup

-¹(How to instant overhead)QCF QCB K + P allows for a fast stinger cancel. Another way of writing this is 236214 Kick and Punch. This allows for Painwheel to use an 18f overhead attack and can make stinger cancel combos easier.

-As Dime likes to say, you can do a "slowverhead" which is delaying an air move when flying to catch people that go high then low to try and defend against you

-Fly above them with assist for a decently safe and effective crossup(superjump puts assist on cooldown, but fly resets that, so this is even effective out of an air string)

-Fly above and j.hk for a crossup

-Since Painwheel faces the opponent when flying, you can use the autocorrect of fly with a move such as a falling j.lk into j.hp

-Painwheel can dash under some light characters after c.hp into L stingers like Valentine, Painwheel, Peacock, and Squigly for a crossup and a mixup

-Painwheel can do s.hk(2), assist, into H/M Buer for a somewhat risky crossup

-Painwheel can do s.hk(2) into M/H stinger for a crossup on Squigly

-s.hk can help setup crossups and crossunders, 2 hits into flight into crossup stuff(such as j.hk) as well as crossunder stuff after the launcher by utilizing fly

-Painwheel can jump above and do (air)hk Buer for a Crossup. Scales a bit though.

-s.mp into j.mp(4) j.mk sets up a bit of a cheesy crossup on the lighter cast members

-s.mp into j.lp will put you above your opponent and setup a crossup

-Low/throw when applicable. Grab can be converted off of without losing otg
You can tick throw by pressing s.lp and then pressing s.lk into s.lp in rapid succession.

-You can easily take advantage of fuzzy guard! Since blocking stance does not change until another hit, a rising j.lp has the potential to hit someone blocking low after a high hit. You can convert using flight cancel into j.lk, H buer xx fly, or call an assist beforehand so it picks it up

-You can setup with L stinger since it gives a nice lengthy stun.

-Do a whiffed j.mp close enough to the ground so that your opponent tries to block high, but you land and go for a low

-Reversal Safe strings
(c.mk xx fly
3.lk)¹
and
(s.hp xx fly
j.mk)
will both hit the opponent if they block or just don't and get hit, but WHIFF AGAINST MOST REVERSALS(Big Band ssj and Valentine counter super will go through this) allowing you to punish. Watch out for pushblock, alpha counter, and maybe watch out for slower reversals in case those mess you up. Remember, you can take advantage of fuzzy guard setups.

-s.hk(2) into flight allows for an air grab on the non heavy cast

-Charged c.hp and c.hk for a slow mixup that also functions as bait.

-Interrupt any mid air string that does not knockdown with flight into grab.

-s.mk f.hk(3) allows for an airgrab on the nonheavy cast

-s.hp, fly, up forward j.lp into fly for a high and falling for a low

-j.hk has a very low unblockable protection time so it is effective to combine with low assists

-If your assist keeps the opponent grounded, then you can call the assist so that you are able to hit the grounded oppenent with a charged c.hp, which gives you a lot of time to setup a mixup(You can cancel c.hp into flight unlike L stinger)

-During Hatred install, grab does a lot of damage. Meter gain is low but don't underestimate the damage.

-During Hatred install, do a ground bounce then do a fly forward j.mp to setup a crossup.

-Dime's s.mp advice
Parasoul only:
1.L buer xx fly 9 j.lp,j.lk, st.mp xx fly 9j.mp the j.mp crosses up here
2.L buer xx fly 9 j.lp,j.lk, st.lp,st.mp xx fly 9j.mp does not crossup. The difference is 2 has a standing jab before the st.mp, which pushes parasoul out a bit and makes the j.mp not crossup.

-Launchers can be canceled into fly. This means that you can do things such as.
fly and crossunder with an assist
fly into air throw
fly to their other side(or fake it) and mix them up
Beware of double jumpers and falling j.lp.
-End a combo that didn't use otg with hk Buer xx fly into backwards j.mp

-In air j.mp (air)L Buer back j.mp in case you get full undizzy in the air or for any other reason
s.mp burst hit is a burst bait

-L Buer, fly, back j.lk or j.lp in the corner can catch some opponents in a burst baiy
back fly j.mk in the air if j.mk will burst. This can be combined with an airgrab for a mixup.

-L buer xx fly into 4j.lp/4j.lk will hit some casts and allows for a burst bait.
This is an armored burst bait setup. Painwheel can dash under bursted characters that bursted from the ground. This is usually done after an armored burst
-Armor can be used for baiting

-She does not go into superfreeze when armoring

-Don't forget that you can really rack up the damage fast in hatred install. This make
your resets option even more punishing.

-Unscaled, HI buer thresher does more than HI Deathcrawl. When the
combo is scaled however, HI Deathcrawl does more damage. This means that a
combo does more damage in HI ending in Deathcrawl.
¹Will probably change if Beta changes stick
 
I'm dead, tag me if I need to exchange thread permissions or anything like that. Goodluck guys
 
I'm way too rusty to finish it myself, but I do want to try working on it. I don't know how permission works so @dMags @CaioLugon or whoever is needed for permissions let me take over so I can contribute to some of the parts myself and try to get help from others with the other parts.
 
I'm way too rusty to finish it myself, but I do want to try working on it. I don't know how permission works so @dMags @CaioLugon or whoever is needed for permissions let me take over so I can contribute to some of the parts myself and try to get help from others with the other parts.
Doesn't work like that.

Copy and paste the OP into your own post and pretend it's the new OP and I'll see what I can do.

If you have trouble copying videos and spoilers let me know.