I dont want to argue with YOU about it either. Like i said, i use other characters, their air to airs are better. Then you come with "u gota use it smart" ok dude. Having to use shit smart implies that it lacks certain things that make it good... Like... Priority... In many of it's encounters. Bottom line is when i use parasoul j.lp to beat stuff it does.. It almost never loses... In fact ive never had it lose in a pure air to air fashion i dont think. Same with peacock j.hp, same with filia iad j.hp, close with double j.hp etc etc etc.
You come off sounding like a dick, good job. Combined with your name and this being my first imrpession of you... welcome to the PW forums?
I've disagreed with Dime on what exactly priority should mean, but you just described his definition perfectly.... He just means a moves startup/hitboxes against another moves.Priority isn't actually a thing in fighting games. It's an abstraction that players who don't understand the underlying mechanics of the game use.
What's probably happening in your air-air situations there is that you're using fast normals, with big hitboxes and small hurtboxes. That's why all the situations you listed are ones where you win in.
Well, agreed here. It isn't the best normal in the game by any stretch, but it is the best Painwheel has and it works for what it is intended for.
I don't know what you label priority as... but it is a thing if you give it a meaning...
I'm not so sure it would be completely busted, there are many situations where your spacing has to be absolutely perfect and it has to be used well in advance in all matchups. most characters can air to air it pretty easily, ie. Bella, Peacock, Valentine and Double to name a few.
They are ok, but on the slower side and their hitboxes are at awkward angles for air to air. The have better jump in hitboxes than air to air hitboxes.
Actually YOU are incorrect. You have to omit the 2MK because it doesn't combo from max 2LK range and then you have to fly forward quite a substantial distance to get the 6LK. It is then often awkward to get a 2MK afterwards on some characters, so for consistency you will want to use a light there.
I'm not so sure it would be completely busted, there are many situations where your spacing has to be absolutely perfect and it has to be used well in advance in all matchups. most characters can air to air it pretty easily, ie. Bella, Peacock, Valentine and Double to name a few.
Yes it is useful, but its shortcomings do make it hard to use as a main air to air tool, not that I think it should be improved, but a slight improvement would hardly make the move, or Painwheel, busted, I think.
It's just a shorthand.
Well I didn't actually mention priority in that section and Peacock is really the only one that strictly needs to be reacting there. Yeah Painwheel's j.MP is big... but Bella, Valentine and Double all have normals that are equally as big in Double's case, bigger in Valentine's case and just at an angle that is hard to stuff with j.MP unless you are way above her in Bella's case.This is happening because they're reacting to your jump probably. You don't have to space it perfectly at all. The thing is fucking massive. And the hitbox reaches out a good bit farther than the hurt box. And in this case, it's actually not your definition of priority in effect, but the moves startup time which is causing you problems. See what I mean now, about it being a bad term? Also, Double and Peacock definitely cannot AA it easily. Are you just throwing it out willy-nilly?
Also, I would contend that the idea of a "main air-to-air tool" is not necessary for a character. A suite of adequate air normals does the job just fine.
jMP is too big, and has too many uses to really be in need of buffs.
Don't really get you on this one, the only correct spacing for these, is 45 degrees above your opponent, that's a pretty restrictive space when that's all you can hit in a short amount of time.
I'm almost completely certain it isn't max range, also because you mentioned 5HP... which is actually 1 frame too slow to hit in that situation from any range. So I also think you are doing 3j.LK instead of 6j.LK which is absolutely necessary at that range.
Bella has awkward hitboxes everywhere. She is difficult in many situations.
The combo is the same, it IS the confirm that has to be different. So you either make the awkward confirm your BnB or you have to be very situationally aware. Not that it is impossible, but when it isn't too common of an occurance, it is easy to let a 2MK slip and whiff in that situation.
It's just a shorthand.
Well I didn't actually mention priority in that section and Peacock is really the only one that strictly needs to be reacting there. Yeah Painwheel's j.MP is big... but Bella, Valentine and Double all have normals that are equally as big in Double's case, bigger in Valentine's case and just at an angle that is hard to stuff with j.MP unless you are way above her in Bella's case.
If Painwheel has a suite of other air normals that might be ok haha. From range, PW has j.MP and j.HP, both of which take forever to come out. j.MK is a poor air to air because its hitbox-to-hurtbox ratio is pretty bad anywhere but in that weird spot around Painwheel's ankle, horizontally it loses even to lights, usually. Painwheel's lights lose to basically every other character's lights unless you are above them.... The problem is Painwheel's air normals, apart from j.MP only work from about a 45 degree or steeper angle below her, if the opponent is above or in front of Painwheel, she really struggles, making her easy to anti air.
Buer's are an option, but I don't take that risk too often.
I agreed that j.MP needs no buffs. I don't think it is too big though. If it is than Valentine's j.HK, Bella's j.MP and j.HP and Peacock's j.MP/j.HP etc must be absolutely ridiculous for their respective strength/startup.
Peacock has fantastic air normals. Her j.MP is a fast, long range high priority poke and her j.HP has a really far back hurtbox. They are absolutely amazing air to airs that Painwheel wishes she could have. Painwheel can fly... but actually being in flight makes it even harder to use j.MP as an air to air option. At the point you basically have j.HP armour and j.HK as your options.I'm really not sure how you're jMP is getting beaten out by Peacock's air normals, unless you're being reckless. But in that case, that's fine, because Peacock is a zoning character, she's supposed to have fuckoff huge normals.
Also, none of those other characters can fly. Which is a huge deal.
You're Painwheel. You're supposed to be above them in the air.
In hitstop is as early as you can cancel it. Doing 6LK after a 5HP leaves you with 1 frame too little to combo 5HP even if you do it on the first available frame, 2MK works on some of the cast. You can't be at max range when testing on Bella/Squigs.
Peacock has fantastic air normals. Her j.MP is a fast, long range high priority poke and her j.HP has a really far back hurtbox. They are absolutely amazing air to airs that Painwheel wishes she could have. Painwheel can fly... but actually being in flight makes it even harder to use j.MP as an air to air option. At the point you basically have j.HP armour and j.HK as your options.
If everything was as easy as always be above them, Painwheel would be set.
In hitstop is as early as you can cancel it. Doing 6LK after a 5HP leaves you with 1 frame too little to combo 5HP even if you do it on the first available frame, 2MK works on some of the cast. You can't be at max range when testing on Bella/Squigs.
What you can do is 2LK 5HP xx 214HK > fly up forward a tiny bit > Buer Thresher
If you do 3j.LK, yes it works.... if you do 6j.LK, it doesn't. 2LK 2MK 5HP xx 214K 3j.LK > 5HP is the normal BnB I tend to use.
I wasn't talking about BnBs then. I was talking about in general. You're not gonna have enough time to do st.HP fly -> 6jlk -> stHP in combo, obvs.
I recommend reading through these
Also for a standard BnB, that's silly. It's much less stable, and I don't think it actually does more damage than 6jlk -> cr.mk -> st.HP.
Fly from Buer takes 10 frames (Counts as an air fly). The 10 frame fly travels less into the air. This changes how PW lands her aerials. Regular fly is 15 frames and travels higher.
Also, due to how Undizzy functions, your starter doesn't really matter anymore. You are all silly. ShadowEdit: At least as far as damage is concerned. Get that hit, and go in.
imo the most important thing about install is increased flight speed. Makes mixups scarier, makes getting around zoning easier, allows you to bait AA's better, and makes nail>fly pressure tons better.
The next best thing is better midscreen combos with ground bounce hk buer. The extra armor on normals is ok but I don't know how much of a difference it makes. Just as well install usually gets people on the defensive.
Yeah, I don't like it. I don't see why her damage needs nerfs when Bella has face roll damage and so does fortune... I wouldn't mind painwheels damage going down as long as the heaviest hitters also see a nerf in damage. As it is fortune gets 12k from a universal corner combo with cr.lk starter but it requires an assist and 2 supers. Still though, her neutral is comparable with painwheels. Meh I guess we will see how good the unfly is first before we say the damage nerf isn't warranted. Still wish it was in the form of less damage on buer instead of a flight from buer nerf.