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Painwheel MDE Combo Thread (Page 3 Onwards)

Ok so... Kinda excited by this... Ive been looking for long range happy birthday options for painwheel for a long time now and finally found one... And found a devastating combo at the same time. Not only that, but this combo isnt fully optimized and probably ranks at most as a higher intermediate combo. Does 25 k total damage for 3 meters when the ratio is duo versus duo. If you only have one meter, then you at least get a to kill an assist for 1 meter via SnapBack tod in the corner:

Happy birthday then:

Cr.lk,cr.mk,st.hp xx fly df+lk, cr.mk,st.hp plus hk bomber assist xx fly, up forward fly and follow the hk bomber, j.mp, land,cr.lk,st.hp xx lp stinger, dash st.lp,cr.mk,st.hk, j.lp,j.lk,j.mk,j.hp,j.hk,land,cr.mp,st.hp then (1) or (2)

(1) Cancel into lp stinger xx deathcrawl or raw deathcrawl xx double lvl3 for 25 k total team damage and dead assist with the point character having about 3 k health left (does 11450 against the point)

(2) SnapBack then cr.mk,st.hk into infinite.


This SnapBack combo carries approximately 90-95% of the screen if the timing is perfect on the upforward fly and the aircombo. Carries only about 85% percent of the screen if imperfect timing.

Also note for awesome theory training mode combo of doing the lvl 3 version into car super otg, into deathcrawl for what is likely a team kill from 1 hit.


Tested against peacock and fortune.
And double and bella.
 
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Got a neutral throw combo?

I find I throw as PW far more than any other situation.
 
Got a neutral throw combo?

I find I throw as PW far more than any other situation.
You have literally tons of options man... I'll go through starters and then list mine:

Throw,fly cancel j.mk,land and st.hp or cr.mk,st.hp
Throw,fly cancel df+lk! lk buer otg or st.hp xx lk buer otg
Throw,qcf + kick quick drop... Do basically anything.
(Facing corner) throw qcf +kick, quick drop, hk buer


And my throw combo in general though there are much better, I like this one cause of ease of use and damage:

Throw,fly cancel df +lk (wiffs) st.hp otg, slight delay lk buer, fly cancel f+lk,cr.mk,st.hp,fly uf +j.lp,j.lk,st.mp,j.mp,j.hp,j.hk,st.lk,cr.mk,st.hp xx lp stinger, dash st.lp,cr.lk,cr.mp,st.hp xx lp stinger xx deathcrawl.
 
Got a neutral throw combo?

I find I throw as PW far more than any other situation.
I would normally just do fly cancel 9j.MK, then go into my normal BnB minus the first part.
 
I would normally just do fly cancel 9j.MK, then go into my normal BnB minus the first part.

This is what I do too. I just want to cram as much damage in as possible because if I reset, I typical get 1 ground chain, 1 air chain (reset option), 1 ground chain (reset option), and a super... the damage is shit.

Though in fairness, my standard combo is hardly optimized which could be a reason for the trash damage anyway.
 
I would normally just do fly cancel 9j.MK, then go into my normal BnB minus the first part.

Best is to Land Cancel Air.LK.Buer, then walk forward and do cr.MK,s.HP xx LK.Buer
 
Best is to Land Cancel Air.LK.Buer, then walk forward and do cr.MK,s.HP xx LK.Buer

Thank you, sir.

I'll have to try that out tonight.

Unfortunately a lot of fireball motions are hard on me since I broke my shoulder, but I shall overcome (you should see when I can't stick flight and I end up jumping for a few seconds in the corner... ).
 
Any of you guys use this?
I dont think so but i was actually going to start looking for them after seeing parasouls. This is good stuff, not highly applicable but super swag either way, very nice.
 
Anyone been playing around in the Beta? I haven't been able to find much more optimal than my old combo minus a loop so far.
 
Got a neutral throw combo?

I find I throw as PW far more than any other situation.

After throw I do:
fly > 3j.MP(it does not hit) > sHP > LK Buer > fly jLK > ....
Basically the fierce becomes the first "chain" in the combo and after that I just do a regular BnB or reset.
 
After throw I do:
fly > 3j.MP(it does not hit) > sHP > LK Buer > fly jLK > ....
Basically the fierce becomes the first "chain" in the combo and after that I just do a regular BnB or reset.

I do j.mp and it does hit into my normal second part chain. The damage is pretty low though.

Do you intentionally make j.mp not hit?
 
Throw xx quick L.Buer
s.HP > Stuff

If you do the Buer fast enough, it will always whiff and just cause a fastfall, making the s.HP your first normal.
Dunno whether that's easier or harder than the j.MP, I never tried to use that.
 
I do j.mp and it does hit into my normal second part chain. The damage is pretty low though.

Do you intentionally make j.mp not hit?
Yes, I use it just to get the right distance. I think it does more damage this way but I could be wrong.

EDIT: Here I just put up a video of it:
 
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Welcome to the thread of sweet PDubs videos. Let's get this documentation started.


Corner Combo - 10.5k/1 Meter without Assist and from cr.LK starter.

Finally trying out the PC version and I'm trying out this combo.

What is the timing for the first burst bait? My attempts so far have been both the super and the burst whiffing.

Also f.HK nails doesn't work on some people without ground bounce, will this still work on them? Examples are: Squiggly, Filia
 
Hello guys. I am currently trying to learn to use Painwheel despite the severe discouragement. Anyways, I am learning random chains but don't know what to do with them. Forgive me for not knowing standard notation, for example:

st.HK-j.MP-j.HP
in the form of a crappy combo I made up
st.lp-st.lk-st.mk-cancel into st.Hk-j.MP-j.HP

I also found
MK Buer-cancel flight-j.lk-st.lk-?
in the case of ? I can put st.MP and just move into j.MP and j.HP but that seems so garbage even for me

I have been looking at the combos here and of course they make far more sense. Anyway, as someone who does not have FG experience before this game but is practicing around 1-2 hours a day at least, what would be a good combo to start off with that can help me get the hang of things. If you want to know a better idea of my scrubbiness, you can check out my training diary.
 
Hello guys. I am currently trying to learn to use Painwheel despite the severe discouragement. Anyways, I am learning random chains but don't know what to do with them. Forgive me for not knowing standard notation, for example:

st.HK-j.MP-j.HP
in the form of a crappy combo I made up
st.lp-st.lk-st.mk-cancel into st.Hk-j.MP-j.HP

I also found
MK Buer-cancel flight-j.lk-st.lk-?
in the case of ? I can put st.MP and just move into j.MP and j.HP but that seems so garbage even for me

I have been looking at the combos here and of course they make far more sense. Anyway, as someone who does not have FG experience before this game but is practicing around 1-2 hours a day at least, what would be a good combo to start off with that can help me get the hang of things. If you want to know a better idea of my scrubbiness, you can check out my training diary.
In the air, after j.MP j.HP, you can do j.HK in order to bring the opponent back to the ground to continue the combo. The timing is slightly character-specific but iirc you should do 3 hits with MP and 4 hits with HP. c.MP is a good move to pick it up with.

For the s.LP s.LK s.MK s.HK chain, you should use c.MK instead to do more damage. Also you don't really need to do both LP and LK. I know you want to try to maximise damage in a chain by doing as many hits as possible, but with the undizzy system it might be better to keep them shorter so you can get more chains in. Also there is the damage scaling consideration.

Anyway here is my combo which I find is pretty to do.

c.LK c.MK s.HP xx Fly > j.LK c.MK s.HP xx L Buer xx Fly > j.LP c.LK s.HP xx L nails > dash forward > c.LP s.HK > j.MP j.HP j.HK > c.MP s.HK > j.MK j.HP j.HK xx Death Crawl

With Double, you probably just have to end the combo after the j.MK with j.HK then Thresher, since she's too heavy.
 
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So I saw Severin's Beta Painwheel combo, tried it and couldn't get it to work on Double, Big Band or Cerebella.

So I took it, frankensteined it and came up with this for 300 less damage:
2LK 2MK 2HP xx 236HK xx 214K
2369LK xx 214K
2369LK xx 214K
falling j.MK
236LK xx 214K
3j.LP
5MK 5HK
j.HP xx 236LK xx 214K
j.LK j.MK
5LP 5LK 5MK 5HP xx 236LK x 236PP

Does 8692 damage in this form.

There are plenty of character specific improvements you can make, but this is the version that I believe works on everyone.
 
240 Undizzy Corner Combos - 9k is the New 11k Edition

Throw does 7610 with Crawl, cr.LK starter does 9154

Corner Damage Throw

Throw xx Buer Cancel > cr.MK,cr.HP xx HK.Buer xx Fly >
2369Air.LK.Buer xx Fly >
2369Air.LK.Buer xx Fly >
Falling j.MK >
MK.Buer >
OTG s.HK >
j.MP xx Air.LK.Buer xx Fly >
j.HP xx Air.LK.Buer xx Fly >
j.HK Restand >

s.LK,s.LP,cr.MP,f.HK xx LK.Buer
or
s.LK,s.LP,s.MK,s.HP xx LK.Buer

Corner Combo

cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly >
2369Air.LK.Buer xx Fly >
2369Air.LK.Buer xx Fly >
Falling j.MK >
MK.Buer >
OTG s.HK >
j.MP xx Air.LK.Buer xx Fly >
j.HP xx Air.LK.Buer xx Fly >
j.HK Restand >

s.LK,s.LP,cr.MP,f.HK xx LK.Buer
or
s.LK,s.LP,s.MK,s.HP xx LK.Buer

Edited cause falling j.MK is way more boss and does more damage, sorry Dime.

Edited again cause No OTG means OTG s.HK cause there's no reason to spend my precious Drama on a goddamn j.LP :P
 
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Finally trying out the PC version and I'm trying out this combo.

What is the timing for the first burst bait? My attempts so far have been both the super and the burst whiffing.

Also f.HK nails doesn't work on some people without ground bounce, will this still work on them? Examples are: Squiggly, Filia

f.HK nails needs an assist to hold the victim in the air while you charge the nails. :|

Honestly, don't bother with that burst bait. It's really stupidly obvious, and it's going to be defunct soon. The combo is nice, though.

Also, make sure you're doing Air HK.Buer, then cancelling into the Thresher ASAP.
 
How are you getting falling j.MK without OTG? Is it character specific? I can't land it on Double but I might just suck.

EDIT: it's flight cancelled of course, I'm just dumb.
 
How are you getting falling j.MK without OTG? Is it character specific? I can't land it on Double but I might just suck.

EDIT: it's flight cancelled of course, I'm just dumb.

Oh. No it's not. It works on Parasoul and a couple others. Maybe I'll put the OTG version back up.
 

I'll just leave this here.

Counterhit j.MK (+50 Stun)
cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly ~
(2368)Air.LK.Buer xx Fly ~
(2368)Air.LK.Buer xx Fly ~
Falling j.MK ~
MK.Buer ~
s.HK ~
j.MP(4) xx Air.LK.Buer xx Fly ~
j.HP(4) xx Air.LK.Buer xx Fly ~
j.HK ~
s.MK xx Delayed LK.Buer xx Fly ~
6j.LK ~
s.LP,s.LK,cr.MP,f.HK(+Call Bomber Assist) xx Charged MP/HP.Nails xx Deathcrawl

Does a little bit less with j.HK starter (You also get more Undizzy leeway)
 
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So i made a less stupid/actually real thing in the beta. I'm really not liking the beta at all hahahaha
 
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Easy-Mode Ravamped Corner and Corner Carry - Get 'em Quick Before Mok boops PW's output! 8D

Corner - 9kish with Assist - Requires 20% distance from Stage Edge. - Works on most characters. j.LK and j.LP free to restand Heavy/Strange Hitbox Characters.

cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly >
9j.MK* xx Air.LK.Buer xx Fly >
j.MK Restand
MK.Buer >
OTG s.HK >
j.MP(4) xx Air.LK.Buer xx Fly >
j.HP(4)** xx Air.LK.Buer xx Fly >
j.HK Restand >
s.LP,s.LK,cr.MP,f.HKx4 xx Da Buers xx Da Supers

What I've been doing is using LK.Bomber during the f.HK to net me fully charged MP.Nails xx Fly > Air.HK.Buer xx Buer Thresher. That gives you 8895 and that gimmicky burst bait domo posted.

j.MK Starter with Double Car DHC after Nails xx Fly > Thresher breaks the 11k barrier.

For Squigly, do 7j.MK Restand. It looks so swag. This should help any other characters who can't be grabbed by point-blank MK.Buer

Corner Carry - 9kish with Assist - Requires 50% distance from Stage Edge

cr.LK,cr.MK,s.HP xx Fly >
j.LK > cr.MK,s.HP xx LK.Buer xx Fly >
j.LP >
s.MP >
Air.LK.Buer xx Fly >
9j.MK* xx Air.LK.Buer xx Fly >
j.MP(4) xx Air.LK.Buer >
OTG s.LP,s.LK,cr.MP,f.HKx4 xx Da Buers xx Da Supers

It's back, and more or less just as good as the corner combo. For added damage and gimmicks, I've been doing the same LK.Bomber shtick as the corner combo.

*Delay the j.MK as much as possible to ensure the height-specific follow up after these connect properly.

**As in my previous combos, 1,2 or 5j.HP(4) may be appropriate here depending on the hitbox of the character. For Bella and Double, this link simply doesn't work. Swap with j.MP,j.HP xx Air.LK.Buer xx Fly > j.HK Restand.

As for Midscreen stuff, I honestly just do L.Nail > Dash Forward > s.HK(3) xx Fly > j.HK Crossunder mixups now.

(Also, also, the burst bait does like 90% in 2v1 :D)
 
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@Krackatoa

Given that s.hp > > lk buer > xx fly > j.lp whiffs (the j.lp) occasionally on Squigs, what would you recommend vs her?

Edited because I forgot the buer...
 
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@Krackatoa

Given that s.hp > xx fly > j.lp whiffs (the j.lp) occasionally on Squigs, what would you recommend vs her?
I've never experienced this, however usually you j.LK at that first string and j.LP after the buer in the next string. Easier to do j.LP after buer because you can fly down forward and do it, you need to fly forward for j.LK, meaning this is how its usually done.
 
st.HP > j.LP seems to hit a little differently on Squigs and Bella's hurtbox if she's in the crouching hitstun animation.

In those situations, I've had better luck slightly delaying the LP input on the (3)j.LP so the flight inertia carries her down/forward a bit more before the active frames. It also land-cancels faster so subsequent links are a little easier.
 
I just always use j.LK on the first string, stays consistent that way, can do everything fastest possible and not have to delay like you have to with 5HP > [3]j.LP
 
I've never experienced this, however usually you j.LK at that first string and j.LP after the buer in the next string. Easier to do j.LP after buer because you can fly down forward and do it, you need to fly forward for j.LK, meaning this is how its usually done.

Here is the video. I've got the computer running PW on repeat and I'm not controlling Squigs.

I've all but phased that link out of my combos (I generally do s.hp > buer > fly cancel > 9j.lp >j.k > s.mp which seems to work on the entire cast 100% 0f the time).
 
Here is the video. I've got the computer running PW on repeat and I'm not controlling Squigs.

I've all but phased that link out of my combos (I generally do s.hp > buer > fly cancel > 9j.lp >j.k > s.mp which seems to work on the entire cast 100% 0f the time).
Yeah there was never a need to do 5HP xx fly > 3j.LP, it is just easier to do fastest input j.LK and buer xx fly > 3.LP
 
Corner Carry - 9kish with Assist - Requires 50% distance from Stage Edge

cr.LK,cr.MK,s.HP xx Fly >
j.LK > cr.MK,s.HP xx LK.Buer xx Fly >
j.LP >
s.MP >
Air.LK.Buer xx Fly >
9j.MK* xx Air.LK.Buer xx Fly >
j.MP(4) xx Air.LK.Buer >
OTG s.LP,s.LK,cr.MP,f.HKx4 xx Da Buers xx Da Supers

It's back, and more or less just as good as the corner combo. For added damage and gimmicks, I've been doing the same LK.Bomber shtick as the corner combo.

*Delay the j.MK as much as possible to ensure the height-specific follow up after these connect properly.

**As in my previous combos, 1,2 or 5j.HP(4) may be appropriate here depending on the hitbox of the character. For Bella and Double, this link simply doesn't work. Swap with j.MP,j.HP xx Air.LK.Buer xx Fly > j.HK Restand.

As for Midscreen stuff, I honestly just do L.Nail > Dash Forward > s.HK(3) xx Fly > j.HK Crossunder mixups now.

(Also, also, the burst bait does like 90% in 2v1 :D)


I'm stealing this. Thank you Goodbye.
 
@Krackatoa

Given that s.hp > xx fly > j.lp whiffs (the j.lp) occasionally on Squigs, what would you recommend vs her?
I recommend never ever ever doing s.HP xx Fly > j.LP

There's usually no reason to do so.
 
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I recommend never ever ever doing s.HP xx Fly > j.LP

There's usually no reason to do so.

Oh I meant to add a buer in there... I'll edit it to fix it.

This is the part I'm talking about:

j.LK > cr.MK,s.HP xx LK.Buer xx Fly >
j.LP >
 
Oh I meant to add a buer in there... I'll edit it to fix it.

This is the part I'm talking about:

j.LK > cr.MK,s.HP xx LK.Buer xx Fly >
j.LP >

Never had this happen when it wasn't my fault (Fucking up j.LP timing/Not doing 3j.LP during Fly's input buffer).
 
Never had this happen when it wasn't my fault (Fucking up j.LP timing/Not doing 3j.LP during Fly's input buffer).

Did you watch the video? PW is doing the same thing on loop. The timing is identical.

MikeZ commented on the video. It has something to do with spacing, but fuck me if I could figure it out.
 
Did you watch the video? PW is doing the same thing on loop. The timing is identical.

MikeZ commented on the video. It has something to do with spacing, but fuck me if I could figure it out.

Just do 6MP. Solved. Shouldn't drop ever again.

Pretty certain it's just a slightly slim Squigly hitbox. Could be off by a pixel.