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Painwheel MDE Combo Thread (Page 3 Onwards)

Painwheels best starter now seems to be:

Cr.lk,cr.mk,cr.hp (late cancel) lk buer.

This does no stun, whereas cr.lk,cr.mk,st.hp xx df + lk does 15 stun cause of the flight going to lvl 5.

This is also better than cr.lk,cr.mk,st.hp xx lk buer because the cr.hp version has more hitconfirm range. Also note that the cr.hp late cancel into lk buer version can be done without sacrificing otg, though it's a pain timing wise.

And finally, for those that insist on using cr.lk,cr.mk,st.hp....


When you are not in range for the df + lk to hit! instead do f+lk xx air super fly cancel, j.lp otg continue.

So that makes painwheels confirms pretty well rounded.
 
cr.HP is super hitbox specific, timing is going to be different per character, and it's always going to be anywhere from 2 frames to no applicable... At least it feels like 2 frames on Painwheel and Parasoul.
 
cr.HP is super hitbox specific, timing is going to be different per character, and it's always going to be anywhere from 2 frames to no applicable... At least it feels like 2 frames on Painwheel and Parasoul.

I'm not reading you right...are you talking about cr.hp xx lk buer non otg?
cause that isn't what you wrote. Though yes in that instance the hitbox does have much to do with it... I do think its 2 frames or less depending on character.

So all that means is sacrifice otg on midscreen confirms for better range... Pw doesn't need midscreen otg anyways. And corner she can just adjust to cr.hp xx hk buer into corner stuff.
 
I'm not reading you right...are you talking about cr.hp xx lk buer non otg?
cause that isn't what you wrote. Though yes in that instance the hitbox does have much to do with it... I do think its 2 frames or less depending on character.

So all that means is sacrifice otg on midscreen confirms for better range... Pw doesn't need midscreen otg anyways. And corner she can just adjust to cr.hp xx hk buer into corner stuff.
Ohmygod. Yes. cr.HP xx Delayed LK.Buer for non-OTG is hitbox specific.

Though, saving OTG and just doing cr.LK,cr.MK,s.HP xx Fly > 6j.LK does more damage with 50% stage if you're doing j.LK > cr.MK, I think. Midscreen, though. There's no reason to preserve OTG.
 
There's a video of all the updated combos I've been using.


Some of them aren't optimal. I didn't show Buer Thresher carry, either.

Shows a simple two-touch kill setup that works off the 50% stage carry and corner combos in the middle of the video.

It's all very universal, and very damaging. So it's good if you get someone in kill range.
 
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There's a video of all the updated combos I've been using.


love it.

why the fuck have I never thought to just do st.MP > air MK Buer at 3/4 stage range.
 
love it.

why the fuck have I never thought to just do st.MP > air MK Buer at 3/4 stage range.

I don't know, but now that you do, your damage is going to shoot through the roof. It let's PW do a pretty zany amount of damage from midscreen. It's what I tried my best to preserve when the 240 Undizzy + Stage 3/4 Accumulation dropped, since it's good anywhere but when you're an age away from the stage edge (And it works off of Throw).

The last hit of j.MP also does a huge amount of hitstun, and the opponent can recover airborn in some situations, which is a good reset point. Since they're in the corner, your damage potential on a tight reset is like 7k for one meter.

Edit note: It's better that if you're going for the j.MP reset to omit raw buer for j.MK xx Buer xx Fly > j.MP. This perserves one more Fly, which let's you do a truly invisible High/Low using Fly. Ground fly outside of Install isn't invisible(15 Frames + 3j.LP startup), but air refly is, due to the 10 frame fly startup.

If you have an assist call to link off of j.MP, I think you can do a raw jumping HP xx Fly/Don't Fly > Stuff mixup on many characters, and can do the full air series, minus the final Buer after j.MP. O:

#Damaaaaaage

Edit: Also, it's Air LK.Buer
 
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Duly noted sir.

I am so sorry. I could have sworn Install granted PW quicker reflies from grounded. This doesn't appear to be the case.

#iamascrub
 
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I am so sorry. I could have sworn Install granted PW quicker reflies from grounded. This doesn't appear to be the case.
It does and doesnt.

St.hp xx fly f+mk doesnt work when in regular state but does work when installed. And since install doesnt make anything except for fly, faster, then i assume that it makes the fly itself faster or it shifts the f+mk hitbox forward quicker resulting in it hitting earlier... Which doesnt make any sense literally... But the combo works so... Something is causing it.
 
It does and doesnt.

St.hp xx fly f+mk doesnt work when in regular state but does work when installed. And since install doesnt make anything except for fly, faster, then i assume that it makes the fly itself faster or it shifts the f+mk hitbox forward quicker resulting in it hitting earlier... Which doesnt make any sense literally... But the combo works so... Something is causing it.

Install Buer causes more hitstun.

s.HP xx Fly > f+MK doesn't combo anywhere.

Buer always has 10 frame refly. Normals do not. They have 15 frame.
 
Install Buer causes more hitstun.

s.HP xx Fly > f+MK doesn't combo anywhere.

Buer always has 10 frame refly. Normals do not. They have 15 frame.
Yeah sorry, i got my links confused, i MEANT buer xx fly.

Also i dont remember buer giving more hitstun in install... But its been awhile since i looked at all the small stuff install does :(
 
Yeah sorry, i got my links confused, i MEANT buer xx fly.

Also i dont remember buer giving more hitstun in install... But its been awhile since i looked at all the small stuff install does :(

I just checked in training mode before I made that post, actually.

Also, it should be noted that Nails have 10 frame fly, but even if you cancel quick, the animation might be a little obvious.
 
I just checked in training mode before I made that post, actually.

Also, it should be noted that Nails have 10 frame fly, but even if you cancel quick, the animation might be a little obvious.


Good info.

Have you noticed that painwheels flight cancels leave her at different heights in the air?
Fly from any normal = average height, same height as fly from neutral.
Fly from buer is a little lower than fly from neutral.
Fly from nail cancels is the lowest and allows painwheel to get back to the ground the quickest.

This actually means things. It counts for certain combos, and generally speaking painwheel is safer the lower fly cancels since it allows her to get back to the ground quicker.

do nails have 10 frame fly from install only or is it in general even when not installed? And does that also count for her other different flight cancels...
 
It seems like the short fly is the 10 frame fly. The full height fly is the 15.

generally speaking painwheel is safer the lower fly cancels since it allows her to get back to the ground quicker.

Also, not necessarily, since s.HP causes the most hitstun of any move, save for Install Buer, and I think whiffing an aerial normal down+back puts PW at +2.
 


Boop.

15.3k damage off CH j.HP in the corner with Level 3 DHC.
12k with Level 1 Super.

Works on Parasoul, Misfortune, Valentine, Filia and Painwheel. Obviously does more damage after absorbing Pillar. Also works on Bella with a variation (You can staircase her with Buers and still get the j.MK restand, but it's hard).

This is the highest known corner for PW right now. I don't think it's physically possible to do more damage, save for tossing in a s.MK(4) in place of s.LK. <_<
 
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What are you guys using for assist kill combos from corner doublesnaps?
 
What are you guys using for assist kill combos from corner doublesnaps?
cr.LK,cr.MK,s.HP xx Fly > 3j.LK > cr.MK,s.HP xx Fly > 3j.LP > cr.LK,cr.MK,s.HP xx SNAP

Dash Forward > cr.MP(1),s.HP xx LP.Nail

Dash Forward > s.HK(3) xx Fly > (Whiff)3.j.LP

Catch with and repeat:

s.LP,s.LK,s.MK,s.HK(3) xx Fly > (Whiff)3.j.LP
 
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sounds kinda slow, why not just do w/e into sMP xx Fly > uncombo jLK jMK over and over?
 
Just keep it simple:

Snap, cr.mp, st.hp xx lp stinger, dash, st.lp,st.mp,j.mp,j.hp (st.lp,st.mp,j.mp,j.hp) repeat parenthesis till dead.


There re a lot more crazy variations... But seriously, you don't particularly need them.
But do what you want of course, I just think its tacky to do "style" infinites, but maybe that's just me.
 
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However you want, get to [st.mp (wait and uncombo) j.mk fly df j.mk] is what I do. Forget the lights and get that kill over with.
 
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I use the one Baiken posted in his double snap video (starting at 1:12)

Double snap, c.lk, s.mp, (j.lp, j.mp, s.lp, s.mp)

More reliable vs Ms. Fortune:
Double snap, c.mp, s.hp, qcf.lp, dash, (s.lp, s.mp, j.lp, j.mp)

Super simple and only gives the opponent a little over half a bar of meter. It only needs a slight change for Ms. Fortune for the OTG because her hurtboxes makes c.lk miss occasionally.
Idkhjdh.jpg
 
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I use the one Baiken posted in his double snap video (starting at 1:12)

Double snap, c.lk, s.mp, (j.lp, j.mp, s.lp, s.mp)

More reliable vs Ms. Fortune:
Double snap, c.mp, s.hp, qcf.lp, dash, (s.lp, s.mp, j.lp, j.mp)

Super simple and only gives the opponent a little over half a bar of meter.

Looks like a winner.

It only needs a slight change for Ms. Fortune for the OTG because her hurtboxes makes c.lk miss occasionally.
Idkhjdh.jpg

I'll test it again, but when I was trying Noah and Krackatoa's out this morning, I'm pretty sure I was testing on Fortune/Double and didn't have any problems with using c.MK or c.MP directly after the snap.
 
Question:

I skimmed the thread, and I thought I saw something about Buer staircase? I may have read that wrong, but how is the staircase done?
 
Question:

I skimmed the thread, and I thought I saw something about Buer staircase? I may have read that wrong, but how is the staircase done?

I think it was Krackatoa referring to the start of his corner combo where you gain height via flight cancelled buers.

i.e., c.HP, HK Buer xx Fly xx (8)LK Buer xx Fly xx (8)LK Buer, (falling)j.MK, (land)MK-Buer, (OTG)st.HK

It's necessary to ensure that you have the height required for the falling j.MK (restand) on the way down once you've run out of flight cancels. He had an older route that used c.HP, HK Buer xx fly xx (8)j.MK, LK Buer xx fly xx (8)j.MK, LK Buer to achieve a similar effect that demonstrates it a little easier since the (8)j.MK is a bit easier to input than the (8)LK-Buer.
 
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My double snap is just:

snap
2LK > 2MK > 5HP xx 236LP
dash
[5LP > 5MP xx fly, j.HP] x N
 
once you've run out of flight cancels.

That explains why I couldn't do Thresher flight cancels infinitely. How many flight cancels are you allowed in a combo?
 
That explains why I couldn't do Thresher flight cancels infinitely. How many flight cancels are you allowed in a combo?

Two flight cancels per jump.
 
I use the one Baiken posted in his double snap video (starting at 1:12)

Double snap, c.lk, s.mp, (j.lp, j.mp, s.lp, s.mp)

More reliable vs Ms. Fortune:
Double snap, c.mp, s.hp, qcf.lp, dash, (s.lp, s.mp, j.lp, j.mp)

It only needs a slight change for Ms. Fortune for the OTG because her hurtboxes makes c.lk miss occasionally.

Just tested again and c.MK picks up Fortune just fine. :D
 
@hlvn I was having a hard time with it vs Bella.

My timing for it sucks shit right now though, so that is likely it.
 
Need the following...

-Midscreen
-Corner that doesn't use OTG
-Combo after knockdown from assist (pillar or bomber ya feel) midscreen and corner

Help a homie out pls, give me like... decently optimal to optimal ones.
 
Need the following...

-Midscreen
-Corner that doesn't use OTG
-Combo after knockdown from assist (pillar or bomber ya feel) midscreen and corner

Help a homie out pls, give me like... decently optimal to optimal ones.
For the last point... honestly I just do OTG either LK buer or 5/2HP into the normal BnB haha.
 
Also not a bad idea to try and fit in a dash after hitting with assists. I know at some ranges I need to after pillar.
 
Need the following...

-Midscreen
-Corner that doesn't use OTG
-Combo after knockdown from assist (pillar or bomber ya feel) midscreen and corner

Help a homie out pls, give me like... decently optimal to optimal ones.

Keep in mind that the corner carry string from my guide is where you see most of your midscreen damage, assist or otherwise. Painwheel is doing snoozaphone damage if she can't get the raw Air.L.Buer xx Fly > 9j.MK xx Air.L.Buer > j.MP > Stuff series mid-combo.

~~

You can still optimize it by omitting the second cr.MK in favour of some shenanigans. You need to swap the 6j.LK and 3j.LP positions in the notation for that to work, however. It opens up the ability to call certain assists in tandem with Air.L.Buer after j.MP(4) on a number of characters, then going into your final string.

~~

Anyways, just look at the guide. A lot of the stuff you get off of assist is the same as in neutral.