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Painwheel MDE Combo Thread (Page 3 Onwards)

Does it actually do anything when you land one at the beginning of a combo before you've accumulated any undizzy?

You get to do upwards of 11k damage on some starters.
 
I'm sorry if you guys have discussed this before, but a while ago, someone (I think it was dime_x), was talking about throwing the opponent to the ground with an air HK Buer, then doing an 8 j.MP. I've tried to do it, and 99% of the time the training dummy was able to ground tech before the j.MP hit.

how do (is it even that worth it)
 
I'm sorry if you guys have discussed this before, but a while ago, someone (I think it was dime_x), was talking about throwing the opponent to the ground with an air HK Buer, then doing an 8 j.MP. I've tried to do it, and 99% of the time the training dummy was able to ground tech before the j.MP hit.

how do (is it even that worth it)


Try 5 j.mp.

And yes its worth it, but you might just want to keep it simple and do painwheels 7.5k combos since they are easier and happy birthdays dont drop on many of them.
 
I believe j.mk also works if you want to save some scaling. The direction that goes with it depends on your height, just like with j.mp
 
Try 5 j.mp.
Wow, it actually made a difference! Thanks~

I believe j.mk also works if you want to save some scaling.
Also, I'm ignorant about things like combo-building, scaling, and whatnot. I think Krackatoa did some rundown about it, but I still don't understand...

Anyone willing to super dumb it down for a basic hoe like me?
 
Wow, it actually made a difference! Thanks~


Also, I'm ignorant about things like combo-building, scaling, and whatnot. I think Krackatoa did some rundown about it, but I still don't understand...

Anyone willing to super dumb it down for a basic hoe like me?
Highest damage single hit moves first.
Highest damage multi hit moves after 15 hits.
 
Highest damage single hit moves first.
Highest damage multi hit moves after 15 hits.

you must also remember the golden rule for corner combos:

if you use three normals in a row without a buer, you are not using enough buers
 
Got bored and decided to make a counter hit combo for lights based off of kracks corner carry combo. Requires at least a medium counter hit.

[kraks combo]
cr.lk, cr.mk, st.hp, lk buer,
flight cancel, 6j.lk,
cr.mk, lk buer,
flight cancel, 3j.lp,
s.mp

[medium counter hit adjustment: lights only]
j.mp, lk buer,
flight cancel, 2j.hp, lk buer
cr.lk, s.mk, hk buer
flight cancel, 8j.mk, j.hp
s.lp, s.lk, s.mk, s.hp, lk buer, Death Crawl

I also like the j.mk, j.hp at the end for light counter hits. Might make a heavy one once I can make a good one. And once I get bored enough (which shouldn't be hard since it's summer and I have nothing to do).
My goal is to make a version for every counter hit on some of these so that it'll look like zidiane's Cerebella guide.
 
Actually, it would be awesome if a top PW player could make a guide like Zidiane's (not just combos), but that seems like a ton of work to help players worse than yourself improve. :p
 
Worse than myself? Hell, I need a guide too. I haven't actually played online yet (no internet at my moms house, thank the skullgirls God for smartphones). I've mostly been combo practicing and dropping combos in arcade mode.
 
I made a guide aggges ago and handed it over to some people on the forum, dunno if it was ever updated.
 
What guide? Haven't seen any guide updates on the forums.
This was long ago before the forum crashed and started again from scratch.

I put a version up somewhere on this version of the forum though.

^^^

There you go, that's the guide lol.

I think the bottom version of the guide has more than the top version.

Keep in mind this was written AGGGES ago. It was either vanilla or SDE.
 
Any chance we can copy and paste this and update it a bit? I'll be happy to help when I can (again, I don't have much to do).
 
Oh, I read through that text file a while ago...
Hi guys! I'm fairly new to Skullheart, but I've been playing SG since day 1, mostly as Painwheel (absolute favorite character). :) I was hoping to contribute what little I could to this grand project. I'm reading over the doc now and I noticed that the whole thing is duplicated. Skip to the 14th page and you'll see that the whole guide starts over from the beginning again. Was this intended?

There are a lot of things that don't apply to Encore anymore, but you probably already know that.
I think Spencer said he was going to begin working on it again.
 
Midscreen with BigBand, now universal and a bit more damaging:

c.lk, c.mk, c.hp, H brass, fly,
6j.mk,
s.hp, L buer, fly,
6j.lk, c.mk, L buer, fly
3j.lp,
c.mp, s.hp, L nails,
dash, s.lp, s.lk, c.mp, s.hp, L buer, super

9063


Sorry for posting for this team again, it's just too much fun.
 
So I've started doing videos for a guide. I'll update the other post so as to keep it more contained there.

But in short:

I started editing the Tomo guide, but really... there's not a lot to do there. Some of the information is outdated, but the vast majority of it works just as well as it did then.

Also, it started feeling a bit presumptuous when I started changing things around, it was after all the guide that started me down the PW path.
 
Soooo I have been practicing my BnB on and off and I realized something. When you do L Nails and do a j.mp, is that height/character dependent? I notice on Painwheel and Peacock it totally misses and on Ms. Fortune the j.mp hits but I can't seem to hit the j.hp. Am I missing something?
 
It is character specific. That why I hate lp nails. I only use them to prepare my reset at the end of a lengthy combo.
 
Well that's not cool. I guess ill work out a different ender then. Now I have an idea what to do about mid screen what are good BnBs for corner or/and coming midscreen and ending in corner?
 
It is character specific, but it is easy enough to fix.

For PW/Bella: stuff > lk.nails x fly > j.mk > stuff
For the rest: stuff > lk.nails > j.mp > j.hk > stuff

Also, you might do the first part on really tall characters as the combo gets a tiny bit more difficult since you are still pretty high up after the j.hk.
 
Also of note is that virtually any other time you can cancel into j.mk and it provides a pretty fast reset.

On that note, does anyone know how it compares to the super common j.lp reset?

I'm not great with frame data, so if I'm wrong, do let me know, but:

s.hp causes 29 frames of hit stun
flight has 15 frames of start up
and j.mk has 14 frames of start up

So does this make it a 1 frame reset?

The reason I ask is because flight x j.mk is infinitely easier than having to time j.lp as a reset since the reset happens automagically with no need to time it.

Like I said, I'm still new to examining frame data, so I would actually appreciate any corrections.

Edited: j.mk != j.mp... every fucking time...
 
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If hitstun is 29 frames and flight + j.mk is 29 (15 + 14) you have to wait a frame for it to count as a reset, I think otherwise it just combos. But frame data isn't my strong suit either.
 
jMK can never combo out of uncharged sHP, its a 1-frame reset at best. Mike did that on purpose in SDE because she got flight-cancellable Buers.
 
I think the reason j.LP is used is that it is a fast action that can be coupled with an equally fast action (air grab) as a true two-sided mix-up the very moment hitstun finishes. If you use j.MK, you have to commit early so it may not be a true reset mix-up at that point.

Ftr, human reaction time is 10-12 frames, so using a move with that much start-up might not work too well, IMO, as a reset option against those with quick reaction times who are looking out for such a thing.
 
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@bubbaking
We are talking about j.mk. That's my bad as I opened with j.mp. You'd be surprised at how much I do that. I edited the post to avoid confusion.

Anyway, j.mk cannot be canceled out of s.hp or lk.buer so it works as a reset in both instances. It comes out damn fast from lk.buer too.

If all of this is accurate, is there a reason to use j.lp over j.mk which is easier to use and does more damage? It looks like j.mk is also +1 on block while j.lp is 0 on block.
 
Oh, I gotcha. In that case, I will also edit my post above. I think most of my reasoning still applies. All someone has to do is hold back during the combo (in reaction to j.MK's startup) and the kick will be blocked. Meanwhile, j.LP is impossible to be reacted to. Therefore, I would think that j.LP is optimal, but j.MK could probably work as a lazier option.
 
(This should be in the reset part of the forums, lol).

If you're trying to overhead, use j.mk wherever possible. The only advantage I could see on j.lp is that j.lp to cr.lk could potentially be a really fast high to low that combos but I doubt it's practicality.

I use j.lp to set up resets as I mentioned on the appropriate place for this conversation.
 
Stupid improvement to Krack's combo:

c.lk, c.mk, c.hp, H buer, fly
air L buer,
otg L buer, fly,
6j.lk, s.mk, H buer, fly,
j.hp,
s.lk, s.mk, H buer, fly,
9j.mk, j.hp,
s.lp, s.lk, s.mk, s.hp, L buer, Deathcrawl

8726

The real improvement is the fact that you don't need that super hard s.hp otg anymore

Raising the dead here. If you were to swap j.hk for your first j.hp it will work on everyone. You do lose a tiny bit of damage on the ones that j.hp works on.

That said, how do you land the standing lk.buer on double and big band or can you? Sorry if this was asked and answered elsewhere.
 
Lol, I figured out the j.hp thing when i first did the combo. I'm not sure what you mean about the buer though. I assume you're asking about the first jump lk buer since that's what i had trouble with. You have to flight cancel intoanother buer as early as possible. Think of it as doing flight cancel, then, half circle forward lk. It helps me do the motion faster. After that, just otg with another buer and combo
 
I can't catch BB or Double OTG with the first grounded lk.buer.

I can:
c.lk > c.mk > c.hp > hk.buer x fly > lk.buer (air) but I whiff at > lk.buer (ground)... they can tech out faster than I can stick it.
 
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