Hi I am new Painwheel, please no bully!
Painwheel players: What do you think about being Counter Thrown out of Fly start up. [You can't tech]
I'm okay with getting Counter Hit because I couldn't have blocked anyways, but you can normally tech throws while flying.
Teching throws is important for defending her air space and I get really :^( when I can't tech a throw because I want to fly, even though I reacted in time and saw they were going for it. (Then you shouldn't have flied)
Where as Valentine is free to air dash and double jump without risk of being being counter thrown and not being able to tech. (Don't compare different characters!)
In a scenario like Double's j.MK j.HK leaving you suspended above her, and then you're about to fall onto a c.LK, characters with double jump can use it to avoid the low and then punish on the way down. (Painwheel is not one of those characters then)
If Double jumps up and throws instead, you can tech a throw from your double jump, unless you're Painwheel. (Then just don't fly and hit a normal!)
Painwheel can't tech if shes want to avoid falling onto an attack, even though she sorta strikes me as the air mobility character. (She is!)
But that does have to come with some draw backs for balance reasons.
I realize Painwheel's fly is not a double jump, but it does have many similar functions (Don't compare Fly to a double jump it's a special ability!)
There are many other times where you simply wanted to jump backwards and then fly and continue moving forwards or backwards and call an assist etc, but because they throw you on frame 15 and not 16(17?) frames after, you are not allowed to tech.
I guess this is what I mean about defending her air space, and how important teching throws are or unflying.
Also a defensive strategy in the corner against pressure; You can keep jumping, and then if they try and hit you with a normal on your landing, then you double jump and punish. You can sort of linger in this half touching the ground state over and over and call assists too, until they jump up and throw you or you find an opening, but you can tech so it's not so bad!
Painwheel can do the same thing by flying upwards and away and calling assists, or unflying to avoid the normals, but if you are thrown during that fly startup frame window suddenly you're done and they have corner combos and resets and pressure again. (Then don't do it)
I mean there's more pros and cons and all that but I was just curious to hear your guys' input!