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Painwheel MDE Combo Thread (Page 3 Onwards)

@Dime
I don't think many people disagree with you. BE is generally considered the best DP in the game from what I can tell. What is more up for dispute is feelings on BB. Many of us think he's not a very good character and so the question comes down to having a good DP with a bad character. I know you guys in AU think he's solid so it's less of a choice for you since you feel like you are getting a good DP and a good character.

@RaynEX
But to expect to confirm off of reversals is the wrong way to look at it. If you are putting a reversal assist in your line-up, it's because you need/want a reversal. Extra damage off of the reversal by converting it is super nice, but even if you never, ever convert a reversal assist, it still did its job. Hell, just by having one in your line-up it's half doing its job. Try and play PW as a solo or without a reversal and you'll see that your opponent plays against 100% differently. Then put pillar on your team and you'll notice a dramatic difference in how they approach (if they approach). So this is a roundabout way of saying that even if you never confirm FU into something better, it's still working for you and giving you a stronger neutral to do PWs thing.
 
this is kinda cool
im sure i could do even more damage with ch but ive yet to test that out
 
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A couple posts back there was discussion about how to confirm of max range c.lk, so I made a little video. Most of you might know everything here, but sharing it anyway. This also isn't exactly the situation that was first asked (max range c.lk where c.mk whiffs) but a lot of the examples in this I didn't see posted.
 
I totally never thought of F+HK... I'm such a baddie :( good stuff NCV :)
 
Shade inspired me to make my own copter combo. Works only on lights.

 
I should post my stuff huh.

I just came here to post this.


But I'll put up my copter routes that I made around the same time.


---

Team things



A lot of this isn't fully optimal. If something labelled universal isn't.. whoops.
I just try to find a good balance between something I feel is strong but also match practical.
 
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So, i want a counter hit corner combo that starts with s.hp or j.hp so i can punish people from bursting, i tried to create my own but i suck at theorycrafting. Does someone have a combo like this?
 
For PW you should punish bursts with j.mk, my corner MCH combo is this:

j.mk,
c.mk, c.hp, H buer, fly,
air L buer,
otg L buer, fly,
6j.lk,
s.mk, H buer, fly
2j.hp*,
s.lk, s.mk, H buer, fly,
9j.mk, j.hp,
c.mp, L buer, fly,
3j.lp,
s.lp, s.lk, s.mk, s.hp, L buer, deathcrawl.

does 10k, but use j.hk instead of 2j.hp on non-lights.
 
Ok making another one because I recorded another.

This one is for every character that is tall enough to be hit by dash instant j.hp:

JUST USE THE ONE BELOW IT'S ACTUALLY UNIVERSAL HAHAHAHAHHAHAH

This is one for the lighter/shorter characters that wont. Requires a buer cancel. This should be somewhat universal, and it does more damage, just adjust the ender according to whether you used otg on the s.hp or not.

 
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this is fun and all but i'd prefer the old version
edit: Nevermind new install is pretty fun
 
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So for my first post here, im sharing my 10k corner H Brass combo

Some things to note: against light and smaller chars, you should slightly delay the L buer after the lk because sometimes it can whiff. Also, against lights(as shown) you need to fly up some before using the jmk. on heavies, you should only have to fly up less or not at all.
 
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In order to actually see how install pays out, a starter without Install activation should be used. But this video shows that PW still doesn't (just barely) match a level 3 for Installing, but the Buer/Install changes make resets more promising in the damage department.
 
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Hello. I've been playing this game for a while now, but I only just decided to join Skullheart. I have a combo I sorta mixed together with a Fortune assist, and I'm just looking for feedback and such, like what changes you recommend.

c.lk, c.mk, s.hp, L Buer
Flight, 6j.lk
c.mk, s.hp, L Buer
Flight, 9j.lp, 6j.lk
c.lp, c.mp, Wheel of Fortune(assist), s.hp(charged)
Flight, 9j.mp
s.lk, c.mp, Ratchet Poppy x4, H Buer

This does 8532 damage on a 1.30 modifier without meter. Additionally, while I was messing up this combo in the making, I found a weird burst-bait kind of thing. Once Fortune starts attacking, I would begin charging my s.hp so it stuns right after the assist finishes. Well, if you wait until Wheel of Fortune finishes and then attack with an uncharged s.hp, IPS will trigger. At that point, you can fly-cancel to dodge the burst. I'm not sure if this is intentional, since I don't have a full grasp on the mechanics yet.

Is this a good combo, or is there potential for more damage(perhaps with Fortune or Filia)? I'm kinda curious about the IPS thing, too.
 
IPS is triggering likely because you're starting sHP as a new chain rather than having it be the finishing part of your previous chain you called assist in.

What you're doing with charge:
cLP cMP Wheel s[HP]

What you're doing without it:
cLP cMP Wheel
sHP (IPS)

If you don't wait to do the sHP, it would be part of the cLP cMP chain and not trigger IPS.

At least I'm imagining that is the case.
Fly cancelling to dodge a burst is fine, it's intended.

That combo seems okay, a good combo is a combo you won't drop. I can't judge it properly at 1.3, personally.

Your last chain gets more damage by spending otg through sMK4 fHK4 otg LBuer Death Crawl if you want a metered finish, you can use any light before sMK. Sometimes saving LP for this chain is useful so that you can do LP LK in your last chain for a bit more damage.

Painwheel has more optimal routes in the corner that involve starting with HBuer, things like cHP HBuer Fly LBuer land OTG
Also, your assist can be used in a lot of ways. One useful way is early on in the combo to get more buers.

Something like cLK cMK cHP HBuer Fly (slight delay for assist cooldown) MBuer+Wheel land HBuer fly whatever (jMK/etc)

I'm guessing this works, if not, there are many other ways. But you don't always want to do the same combo, so knowing the one you know now is still useful. You should try a few other routes, play around. It's good for finding resets and conversions.

EDIT: Painwheel can call assists after she flies, that's how you call assist after a special, in case that looks weird.

EDIT: Guess reoptimization of your combo

cLK cMK sHP LBuer
Fly 6jLK
cMK sHP LBuer
Fly 9jLP jLK
sLK sMK4 Wheel+s[HP]
Fly 9jMP
sLP sLK sMK4 fHK4 otg LBuer Death Crawl

If you spent otg at the 9jMP off s[HP] (I can't imagine what it looks like) then just finish with

sLP sLK sMK4 sHP delay LBuer Death Crawl
or cMP if you wanna play it safe
 
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I gave that a try. Unfortunately, you can't do sMK from cMP. It's just one more reason not to like that move..

I'll keep messing around with that combo, however. So far it does 6.5k damage in a 1.00 modifier, as I've checked. Luckily, the free OTG can be used to do Buer Thresher twice in a row after H Buer. I'll keep your advice in mind, since I still learned quite a bit.
 
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I gave that a try. Unfortunately, you can't do sMK from cMP. It's just one more reason not to like that move..

I'll keep messing around with that combo, however. So far it does 6.5k damage in a 1.00 modifier, as I've checked. Luckily, the free OTG can be used to do Buer Thresher twice in a row after H Buer. I'll keep your advice in mind, since I still learned quite a bit.

s.MKs thing is that it does more damage in the corner than cr.MP, and it launches, allowing for a cancel into HK.Buer even on grounded hit, an optimal route for lots of PW combos.

Anyways for that assist in question, at that location, you can just toss it in at the end of your combo and it will do just as much damage.
 
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Hmm. Well, what's the maximum damage Painwheel can deal for midscreen and corner combos in a 1v1? I'm kinda hoping to hit at least 7.5k in midscreen, though I'm actually not sure if it's possible without some assist.
 
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
Corners are usually 8.5k and up for the decent ones. I would also suggest learning a carry combo eventually. Those usually allow you to get to the corner from halfway across the stage.
 
Hmm. Well, what's the maximum damage Painwheel can deal for midscreen and corner combos in a 1v1? I'm kinda hoping to hit at least 7.5k in midscreen, though I'm actually not sure if it's possible without some assist.


Here's an outdated, yet good compilation of Painwheel combos that I like to look back at towards practicing. Includes corner carries, Charged Armor punishes, and retail install combos (Granted they will soon be outdated due to the Beta Install properties).
 
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messing around with macros in combos is a lot of fun.
i haven't tested these extensively on heavier characters but i think they'd work just fine; second one might be a bit harder to pull off the slk h buer link though.

edit: since we're posting install combos ill post this install combo that involves a techable throw. will work on everyone about once though so ayyy. also corner carry ayy.


all my combos use m bomber i just realized oh well lol; im sure they work with other carry assists
 
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I got an install corner combo with H brass that does 12.5k(11.3k w/o brass)


I want to note that its a very similar route to my previous combo. The only real changes are the 3rd buer > slk, l buer.
 
Slightly improved version of that corner carry and a corner combo


c.lk c.mk s.hp L buer
air H buer
ground H buer fly
j.mk L buer
otg s.hk
j.mp L buer fly
j.hk
s.lk s.mk M buer
c.lp s.lk s.mk s.hp L buer deathcrawl

11229 dmg




c.lk c.mk c.hp H buer
air L buer fly
air L buer
otg M buer fly
9j.mk H buer
j.mp L buer fly
j.hk
s.lk L buer fly
full charge 8j.hp
c.lp s.lk s.mk s.hp L buer deathcrawl

11742 dmg
 
Sorry I quickl went through all the last few pages but is there any 8k PW combo midscreen with no assist and 1 meter? Or corner combo, no assist 1 meter? Every vid I saw has hatred or an assist.
 
Sorry I quickl went through all the last few pages but is there any 8k PW combo midscreen with no assist and 1 meter? Or corner combo, no assist 1 meter? Every vid I saw has hatred or an assist.
There's no midscreen 8k for PW midscreen assistless I think... but there are plenty in the corner. Try fitting in 5 buers into your combo.
 
Sorry I quickl went through all the last few pages but is there any 8k PW combo midscreen with no assist and 1 meter? Or corner combo, no assist 1 meter? Every vid I saw has hatred or an assist.
Here's a 7.9k midscreen combo:
cr.LK, cr.MK, HP, Fly
3j.LK (6 if far away)
cr.MK, HP, L Buer, Fly
3j.LP
cr.LK, cr.MK, cr.HP, L Stinger
j.MP, j.HP
LP, LK, MK, f.HKx4, L Buer, Deathcrawl

Here's an 8.7k corner combo:
cr.LK, cr.MK, cr.HP, H Buer, Fly
L Buer
HP (OTG), L Buer, Fly
j.LK
MK, H Buer, Fly
j.HP*
LK, MK, H Buer, Fly
9j.MK
LP, LK, MK, HP, L Buer, Deathcrawl
*replace with j.HK, for heavies

These were both taken from the compendium, which has a few other combos that do slightly less if you don't like these ones for whatever reason.
 
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Here's a 7.9k midscreen combo:
cr.LK, cr.MK, HP, Fly
3j.LK (6 if far away)
cr.MK, HP, L Buer, Fly
3j.LP
cr.LK, cr.MK, cr.HP, L Stinger
j.MP, j.HP
LP, LK, MK, f.HKx4, L Buer, Deathcrawl
otherwise it would trigger ips
 
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Here's a 7.9k midscreen combo:
cr.LK, cr.MK, HP, Fly
3j.LK (6 if far away)
cr.MK, HP, L Buer, Fly
3j.LP
cr.LK, cr.MK, cr.HP, L Stinger
j.MP, j.HP
LP, LK, MK, f.HKx4, L Buer, Deathcrawl

Here's an 8.7k corner combo:
cr.LK, cr.MK, cr.HP, H Buer, Fly
L Buer
HP (OTG), L Buer, Fly
j.LK
MK, H Buer, Fly
j.HP*
LK, MK, H Buer, Fly
9j.MK
LP, LK, MK, HP, L Buer, Deathcrawl
*replace with j.HK, for heavies

These were both taken from the compendium, which has a few other combos that do slightly less if you don't like these ones for whatever reason.
Thank you for this. I always wanted to learn the mk h buer combos. Now I know!

One thing I have trouble with PW and can't figure out why this happens but when I do buer fly buer, sometimes it looks like the fly cancel to the 2nd buer looks funny and doesn't combo. Like PW is canceling out of buer 1 but not flying, just slow falling. Is this an execution thing?
 
Thank you for this. I always wanted to learn the mk h buer combos. Now I know!

One thing I have trouble with PW and can't figure out why this happens but when I do buer fly buer, sometimes it looks like the fly cancel to the 2nd buer looks funny and doesn't combo. Like PW is canceling out of buer 1 but not flying, just slow falling. Is this an execution thing?

Definitely an execution thing. You should flying after first buer. Then if you need to, you can adjust your height to do your second buer.
 
Definitely an execution thing. You should flying after first buer. Then if you need to, you can adjust your height to do your second buer.
Do you know what I am referring to though? I try to fly but she just looks like she is falling when doing a 2nd buer