• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Painwheel MDE Combo Thread (Page 3 Onwards)

I've experimented a little and found that if you start the combo with j.MK, s.LP, s.LK, the rest of the combo instead of cr.LK you get a total of 9134 damage at the end.

Yes, that's normal. j.MK is PW's optimal starter. The extra damage is usually consistent if you tack on j.MK onto every other combo.
 
I'll start experimenting that combo and probably other variations of that combo. I just started doing Hatred Install combos a few days ago but never recorded them until now. I was more focused on green/red burst-bait combos.

Hints to finding Painwheel's "Damage" lies in finding out what moves work best before scaling is fully implemented, and how worthwhile certain moves are once scaling is fully implemented. Look at total damage and how much stun the attacks accrue.

You want single-hits normals at the start of your combo. s.HP, cr.HP, cr.MK, j.MK, Buer (Buer forces 50% scaling and uses 2 hits, but it does so much damage)

While Buer is your best move, due to it's 365 damage at max scaling and 20 Undizzy cost, j.MP is your second best move. s.MK and cr.MP are really great due to the same reasons. j.HP, j.HK, s.HK, f.HK come up behind due to their high Undizzy cost. j.HP also loses it's luster if you can only land 3 Hits. It's only worth the high 30 Undizzy price if you land all four hits.

Fitting in as many repeats of "more efficient" moves, like s.MK, lead to better damage. Before the Undizzy nerfs, Painwheel's best combos had 1 s.HP at the beginning, and then like 3 s.MKs. Back then she was doing >11k for one meter. I think I could have broken 12k for one meter with what I know now.

Edits for nostalgiawheel
 
Last edited:
Does anyone have a range for low/average/good damage? I tend to view anything lower than 7k as a "must reset" range and anything over 8k as good.
 
Does anyone have a range for low/average/good damage? I tend to view anything lower than 7k as a "must reset" range and anything over 8k as good.

You shouldn't look at damage persay, but what your resets end up doing as a whole. Aim for two-touching lower ratios, three-touching same ratios. I can get 1-Bar 8091 with short-range carry.

Short Carry Forum Post Combo - 8091 Damage, 1 Bar

cr.LK,cr.MK,s.HP xx LK.Buer xx Fly >
6j.LK >
s.HP xx LK.Buer xx Fly >
3j.LP >
s.HK >
Air.LK.Buer xx Fly >
6j.MK xx j.HP(4) >
s.MK xx HK.Buer >
OTG s.LP,s.LK,s.MK,s.HP xx LK.Buer xx Deathcrawl

Edit: Better Short Carry For Lights Combo - 8575 Damage, 1 Bar | 8894 with LK.Bomber X Charged Nails Extension

cr.LK,cr.MK,s.HP xx LK.Buer Fly >
3j.LP >
s.HP xx LK.Buer >
6j.LK >
s.MP >
Air.LK.Buer xx Fly >
8j.MP xx Air.LK.Buer >
OTG s.MK xx HK.Buer xx Fly >
j.HP(4) >
Restand s.LP,s.LK,cr.MP,f.HK(x4) xx LK.Buer xx Deathcrawl

*This ender works on Peacock, but is not universal due to the shitty LK.Buer hitbox. Does 8625 if you swap the 1st s.HP for cr.HP. Same deal with the hitboxes.

This one can get you like 7.5k midscreen from Throw with the Assist Extension, or Kill in 2v3 (Off Throw) with a DHC to Double's Legion.

Burst-Proof Corner Damage. Damage Waffles around 6000, 1 Bar based on Assist.

cr.LK,cr.MK,s.HP xx Fly >
8j.LK,j.HP(3/4) (+ Assist Call) xx Air.LK.Buer xx Fly >
8j.LK,j.HP(4) xx Air.LK.Buer >
Deathcrawl

(Rampant Edits Because Damage)
 
Last edited:
I'm not home right now to lab it out but in general, what's the most damage you guys are finding for only 100ish ( maybe even 50ish) undizzy. PW seems to have good initial damage, so playing her like dekillsage's Double vortex style seems the best until you can get the kill, then do optimized. I usually think 3k is good for damage, but pw seems like she can dish out 4k chunks for relatively low undizzty chunks
 
I'm not home right now to lab it out but in general, what's the most damage you guys are finding for only 100ish ( maybe even 50ish) undizzy. PW seems to have good initial damage, so playing her like dekillsage's Double vortex style seems the best until you can get the kill, then do optimized. I usually think 3k is good for damage, but pw seems like she can dish out 4k chunks for relatively low undizzty chunks

Well, you can't really beat The Classic:

cr.LK,cr.MK,s.HP xx LK.Buer xx Fly >
6j.LK >
cr.MK,s.HP xx LK.Buer xx Fly >
3j.LP >
cr.LK ~~~~ Mixup Setup Involving Nails, s.HK xx Fly, Etc.

As far as doing stuff without Assist and sitting on max Undizzy in the corner, check out Burst-Proof above. If you want less Undizzy, just reset during the cr.MK string.
 
I'm not home right now to lab it out but in general, what's the most damage you guys are finding for only 100ish ( maybe even 50ish) undizzy. PW seems to have good initial damage, so playing her like dekillsage's Double vortex style seems the best until you can get the kill, then do optimized. I usually think 3k is good for damage, but pw seems like she can dish out 4k chunks for relatively low undizzty chunks
  • Do 10k corner routes that wreck people
  • "PAINWHEEL IS SO FUCKED UP"
  • Post-nerf, do 3-4k in ground chains and high/low reset
  • "THESE AMERICAN RESETS! DOES HE EVEN KNOW HOW TO COMBO?"
oh skullgirls
 
I'm not home right now to lab it out but in general, what's the most damage you guys are finding for only 100ish ( maybe even 50ish) undizzy. PW seems to have good initial damage, so playing her like dekillsage's Double vortex style seems the best until you can get the kill, then do optimized. I usually think 3k is good for damage, but pw seems like she can dish out 4k chunks for relatively low undizzty chunks

2v3, Painwheel can 2-touch midscreen for one meter. 2 Meter with the most in-optimal starts. She 2-touches guaranteed if she lands CH.

2v2 you can still 2-touch if you have a good Level 3 to DHC into. Carry + Full Burst Proof Corner.

The situations where you can 2-touch are far lower with the recent nerf, but they still exist.

3v3, or 3v2 or 3v1, PW needs to reset constantly. I never bring it up because I don't play that ratio.
 
Considering you burn all your scaling on the opening series, you're losing a lot of free damage in there.

This works on PW:

The CH Behemoth - 10150 DAMAGE


j.HP(6) xx Air.LK.Buer xx Fly > j.LK,j.HP(4) xx Air.LK.Buer >
OTG LK.Buer xx Fly > -80
6j.LK > -65
s.MK xx HK.Buer xx Fly > -25
j.HP(4) > +5
cr.MP xx LK.Buer xx Fly > +45
3.j.LP > +60
s.HK > Air.LK.Buer xx Fly > +110
9j.MP(3),j.HP(4) > +160
s.LK,s.MK xx HK.Buer xx Fly > +215
9j.MK > +235
s.LP,s.LK,cr.MP,f.HKx4 xx Nails+Bomber+Deathcrawl
 
Last edited:
  • Like
Reactions: Hilary
Considering you burn all your scaling on the opening series, you're losing a lot of free damage in there.

I tried really hard, but I am so very terrible at theorycrafting.

The CH Behemoth - Damage Unknown

j.HP(6) xx Air.LK.Buer xx Fly > j.MK,j.HP(4) xx Air.LK.Buer >
OTG LK.Buer xx Fly > -80
6j.LK > -65
s.MK xx HK.Buer xx Fly > -25
j.HP(4) > +5
cr.MP xx LK.Buer xx Fly > +45
3.j.LP > +60
s.HK > Air.LK.Buer xx Fly > +110
9j.MP(3),j.HP(4) > +160
s.LK,s.MK xx HK.Buer xx Fly > +215
9j.MK > +235
s.LP,s.LK,cr.MP,f.HKx4 xx Nails+Bomber+Deathcrawl

Sweeeeet.
 
Pardon the asking, but how do you do the bait itself?
 
Updated with a j.LK for usability.

Probably worth switching the jLK > sMK to jLP > sMK and the jLP > sHK to jLK > sHK

I think it's like one or two frames more of hitstun on jLK but it helps with that sHK link.
 
How much in 2v2?

8.2ish I believe?

edit: nvm. somewhere between 8.8 and 9.1 depending on how many hits of the multi-hits you can get by weight.


Do Krackatoa's instead. :)
 
Last edited:
Probably worth switching the jLK > sMK to jLP > sMK and the jLP > sHK to jLK > sHK

I think it's like one or two frames more of hitstun on jLK but it helps with that sHK link.

Because you go straight down with the j.LP, you land faster by one frame when compared to 6j.LK's forward trajectory.

8.2ish I believe?

11848 / 1.3 = 9113
 
Pardon the asking, but how do you do the bait itself?

The route you use doesn't really matter, but use a jMK somewhere during/after stage 3 then you can launch and do jMP jHP x Fly (7)jMK.

You can do fly (3|6)airthrow instead of the jMK for a sort of mixup. I'm still not really convinced this type of thing is a 50/50 and would rather use it in a situation to force a punish on someone mashing air super, but people seem to really like it and/or be scared of it.
 
  • Like
Reactions: AceZTeller
Because you go straight down with the j.LP, you land faster by one frame when compared to 6j.LK's forward trajectory.

5jLK works, and is kind of my go-to when I want to avoid the (2|3)jLP sHK link.

11848 / 1.3 = 9113

11848 * .7 = I am fucking retarded. <3
 
I just realized charged nails only gets you 5 more damage.

My whole existence is a lie.

This means optimal starter is likely H Brass in Stage 2 (Call it just as your 2nd Air.LK.Buer) to allow Double Buers and preserve OTG. That's probably the most damage PW can do with Assist.

Edit: Nah.

But if you omit 2nd Air.LK.Buer, and use the saved OTG for a j.MP xx Air.Buer mid combo, you do more damage because you're not forced to use shitty j.MK extension... Maybe. You get a j.HK outta it. I don't know if it's better.
 
Last edited:
I just realized charged nails only gets you 5 more damage.

My whole existence is a lie.

Yeah but the positioning they're left in after the Bomber + H-Nail ender is really, really nice against characters without air supers too. I've always liked that about it more than the damage.
 
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.
W
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.
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.
Can someonehelp with this buer starter i cant get the second flight cancel after the lk buer.....
 
W


Can someonehelp with this buer starter i cant get the second flight cancel after the lk buer.....

Those routes were fixed/broken after the last painwheel update. You can only get one fly after an air buer now.
 
  • Like
Reactions: Krackatoa
Those routes were fixed/broken after the last painwheel update. You can only get one fly after an air buer now.
Oh okay thanks for reply.
I was so confused
 
  • Like
Reactions: Krackatoa
Things to Note When Making Combos

s.MK and cr.MP are your most damaging and cost effective normals once you've hit max scaling. Crouching and Standing HP is a waste of Undizzy once you're past 14 or so hits.

Always exchange normals for Buers where you can. The more Buers, the better. Buers do 345 damage at max scaling.

All of PW's single-hit normals are worse than her multi-hitting ones at max scaling. Lights end up being better than heavies due to their Drama cost (All normals are merely extensions into Buer). s.HP does like, no damage at max scaling, and costs 30 Drama.

If you preserve OTG, you can avoid burning a normal on an unoptimal extension (2 Normals) for Buer.

Assists are best used during Stages 1 and 2 for optimal damage, or during the last string. Stages 1 and 2 are optimal because you'll have access to assist cover when the combo is over.

Light characters are vulnerable to HK.Buer xx Fly > j.HP(4). This is an efficient extension that you cannot perform on heavier characters. Some characters are vulnerable to s.MP/s.HK > Air.LK.Buer xx Fly > 9j.MP(4) xx Air.LK.Buer, a really great corner carry route.

Launching Super Heavies, and aiming to perform as much damage as possible usually involves sacrificing your OTG.

Heavier characters can be hit with s.MK(4) xx LK/MK.Buer. Superlights may end up being carried over the Buer hitbox. Big Band is also launched fairly high from s.MK(4).

Deathcrawl always does more damage than Thresher. If you're burning your assist on your last string, however, Thresher will allow you to DHC into that character. It will recover due to it's long animation.

Buers.
 
I got stuff (probably old) for when you get to the corner

c.lk, c.mk, s.hp, lk buer, fly, 6j.lk,
c.mk, s.hp, lk buer, fly, 3j.lp,
s.lk, s.mk, s.hk,
air lk buer, fly,
2j.hp, air lk buer,
otg s.lp, s.lk, s.mk, s.hp, lk buer, deathcraw

8.1k - doesnt work on double and bella
------------------------------------------------------------------------

c.lk, c.mk, s.hp, lk buer, fly, 6j.lk,
c.mk, c.hp, hk buer, fly, air lk buer,
otg c.mp, hk buer, fly, 9j.mk,
s.lk, s.mk, hk buer, fly, 3j.lp,
s.lp, s.lk, s.mk, s.hp, lk buer, deathcraw

8.3k - the last j.lp restand at the end is pretty hard
 
Yeah, that restand is hard. I did it with j.LK on Para in one of my old videos, and I found that it just wasn't worth it. I'd rather take the LK.Buer xx Fly > 3j.LP > s.HP link (Which gets you the 8575 midscreen) than have to deal with it. I totally forgot about Buer > j.HP > Buer air series (It's been so long T T)


LOOOOL

This just in: If you do LK.Buer xx Fly 4j.LK in the corner, you get +1 FRAME ADVANTAGE FOR COMBOS! O:

Possibly character specific. Works on PW

Throptimal Corner Combo - 7350 Damage

Throw xx LK Buer Land Cancel >
cr.MK,s.HP xx LK.Buer xx Fly >
6j.LK >
s.MK xx LK.Buer xx Fly >
3j.LP >
s.HK >
Air.LK.Buer xx Fly >
j.MP(4) xx Air.LK.Buer >
OTG cr.MP xx HK.Buer xx Fly >
j.HP(4)/j.HK >
s.LP,s.LK,cr.MP,f.HKx4 xx LK.Buer xx Deathcrawl

Throw + Nails Corner Combo - 7500 Damage

Throw xx LK Buer Land Cancel >
cr.MK,cr.HP (Call LK.Bomber) xx Charged H.Nails xx Fly >
Whiff 2j.MK >
s.MK xx LK.Buer xx Fly >
3j.LP >
s.HK >
Air.LK.Buer xx Fly >
j.MP(4) xx Air.LK.Buer >
OTG cr.MP xx HK.Buer xx Fly >
j.HP(4)/j.HK >
s.LP,s.LK,cr.MP,f.HKx4 xx LK.Buer xx Deathcrawl

Works because Nails AND Assist come out in Stage 2 (No Undizzy Cost, and you're at max scaling anyhow).

Throw + Nails Corner Combo (For Lights) - 7560 Damage

Throw xx LK Buer Land Cancel >
cr.MK,cr.HP (Call LK.Bomber) xx Charged H.Nails xx Fly >
Whiff 2j.MK >
s.MK xx LK.Buer xx Fly >
3j.LP >
s.HK >
Air.LK.Buer xx Fly >
j.HP(4) xx Air.LK.Buer >
OTG cr.MP xx HK.Buer xx Fly >
j.HK >
s.LP,s.LK,cr.MP,f.HKx4 xx LK.Buer xx Deathcrawl
 
Last edited:
7500 damage seems low for corner damage.

Where's that rank with the rest of the cast?

Edit: Nvm... throw start. M'bad.
 
7500 damage seems low for corner damage.

Where's that rank with the rest of the cast?

Edit: Nvm... throw start. M'bad.

I forgive you. Hoohoohoo.

 
Last edited:
  • Like
Reactions: Spencer
Ok so I'm new to PW and wait to pick her up what's a good BnB to use with her ?
 
c.lk, c.mk, s.hp, lk buer, fly,
6j.lk, c.mk, s.hp, lk buer, fly,
9j.lp, j.lk, c.mp (4hits), s.hp, lp nail,
dash, s.lk, s.lk, c.mp, s.hp, lk buer

very basic, easy and universal.

edit: does 7.1k btw
 
Last edited:
Ok so I'm new to PW and wait to pick her up what's a good BnB to use with her ?

this
c.lk, c.mk, s.hp, lk buer, fly,
6j.lk, c.mk, s.hp, lk buer, fly,
9j.lp, j.lk, c.mp (4hits), s.hp, lp nail,
dash, s.lk, s.lk, c.mp, s.hp, lk buer

very basic, easy and universal.

or this

cLK cMK sHP fly
3jLK cMK sHP L-Buer fly
3jLP cLK cMK sHP L-Nail dash
sLP sLK cMP sHP L-Buer Deathcrawl.

There's better, but that's pretty easy.
 
  • Like
Reactions: Tomo009
c.lk, c.mk, s.hp, lk buer, fly,
6j.lk, c.mk, s.hp, lk buer, fly,
9j.lp, j.lk, c.mp (4hits), s.hp, lp nail,
dash, s.lk, s.lk, c.mp, s.hp, lk buer

very basic, easy and universal.
What about something that starts with cr.lk cr.mk st.hp fly?
 
What about something that starts with cr.lk cr.mk st.hp fly?
cLK cMK sHP fly
3jLK cMK sHP L-Buer fly
3jLP cLK cMK sHP L-Nail dash
sLP sLK cMP sHP L-Buer Deathcrawl.
 
Thanks guys I will get rite on it
 
Friend of mine needs them. Whats the corner combo now?