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Painwheel tricks and resets

I don't understand that at all... But it looks cool :)

grounded bursts, blue or gold, will lift the opponent off the ground a slight bit, meaning that if they choose to burst, whether it is a punishable burst or not, they're put in the air for a tiny bit of time, and with low profile moves you can use to crossunder with, you can either hit directly with those moves that have wide hitboxes (bella/double cMP comes to mind) or kara into specials/supers from them (val cHP, though it can hit on its own) or do an assist call with it which will allow you to run a crossunder left/right mix up game on people who choose to gold burst and try to block afterwards rather than mashing something or alpha countering. but i think you could even come up with some setups to thwart that.

its not especially wise vs all characters and im not sure what shenanigans you can do off what setups that guarantee you're hitting them while they're still in the air but also enforcing a mix up of left/right, which would be strong vs parasoul and, or meterless characters, solos, or the last living character on a duo/trio (since in all these cases, alpha counter and good aerial options are missing)

also keep in mind the rule of characters losing dj and airdash under circumstances where they've used them without a chance to have them replenished and then got hit, as @KhaosMuffins has a video on, being aware of this and then running a gold burst mixup at that point means that's two less escape options you have to worry about (This goes for other resets too)

edit:

friendly reminder that gold bursts can be triggered with projectiles, blocking the burst (moves that trigger it but you recover fast enough to block it, like parasoul jdMK is my favorite example), and bursts after a 90f period, in the case of extremely long slimey safe or mostly safeish burst strings, to negate how good they are. that being said, its still a gold burst opportunity, so if you could get a string like this together and have it end in a way that leads into a gold burst setup, that would be beneficial. i also wonder if you can integrate burst/otg/soft knockdown/hard knockdowk shenanigans into the game depending on your team and what you it can do. bella jdMP is pretty cute for stuff like that and i think even if you blocked a burst rather than getting a blue one from an sMP stagger > jdMP setup (from jMP jHK restand) that you could go for a cMP crossunder into run shenanigans and whatnot
 
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Oh ok then, cool tech!

I've been trying to devise good uses for painwheels moves that kara her forward, this seems like the perfect use for them :)
 
Does the bug/feature @GFarmer http://skullheart.com/index.php?threads/j-lp-delay-cancel-bug.4160/#post-142294 posted about have any relevancy as tech considering PWs sLP and cLP have HG properties? Can you do armor xx throw? Maybe from PBGC or during gaps in untrue blockstrings? This sounds powerful, unless in reality it's either impractical to execute or the armor doesn't start up in time or something else I'm not aware of in regards to how this stuff works, because I can definitely chain LP > Throw, but I don't still fully understand all the limitations/properties of this feature.

Edit: Also, if not in a defensive way, in an offensive way? Like 6Fly jLP/jLK s[LP] xx Throw?
 
If there's a 4f gap in a string to s/c.[LP] through, you are better off finishing the s.LP combo starter into unscaled combo. Armoured normal->tick throw vs opponent who is committed to downbacking or is going to upback block the s/c.[LP] and then go to down block, and you know they won't pushblock the normal, the tick throw is useful like always except with the weakness of them being able to see "oh shit the normal is coming im gonna block it may as well pushblock early so I can pbgc something while pw is going apeshit in my face with all her further normals and fly cancels etc".

Non-armoured s.LP tick throw has a higher chance of working as an unexpected tick throw but if you know they'll block low after blocking charged s.LP then I don't see why you shouldn't use the option.
 
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I think I was the first to post about this "bug" way back before SH was a thing (posted on srk). Pw can certainly do it.

Back then mike said he was fully aware of it, and when gfarmer posted about it, mike once again reiterated that he was fully aware of it.

But onto armored applications:


I don't think that works since the bug requires LP and lk to be depressed one right after the other. And I'm pretty sure that if one is doing LP, then they have to cancel via lk~lp... But they can't do that since the LP is already being held down.


Then there's the technical limitations such as:

You lose armor the instant you cancel into throw.
Throws only hit grounded people, whereas the st.lp can hit airborn and grounded people.
 
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Thank you <3 I rely on y'alls (hi from Alabama) graciousness to answer my questions, thank you
 
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hi i found this low profile burst bait while just training a few weeks back, dont know if its been found.
works on all characters and all points of the stage, you just have to space it differently; most notably squigly/ the big characters. have fun fam also if its not a low profile thing pls correct me im not good with terminology i just lab grind forever
 
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Found an IPS burst bait by accident intentionally today in QM. Haven't tested it on other weight classes but since it's in the corner and works on Eliza, it should work on the rest of the cast, right? :PUN:

 
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( ͡° ͜ʖ ͡°)

I'll consider this Painwheel gimmicks tech since her tag is the culprit here. Sets up a reliable gold burst (shines blue, but you late block it) but a slightly delayed Death Crawl if they burst immediately will keep you from late blocking it, which keeps it true and blue, and then it will punish+cross under them. Recorded mostly for laughs. Very big laughs. I laughed more than I should have.

Anyways, as I said, reliable gold burst setup (in which you recover quickly too!) to tag into PW at max undizzy from someone or make her the second tag in a tag combo (since that triggers IPS.)
I guess if you fly away and they late burst, its probably a legit blue burst bait then which you can punish properly and go into a real PW combo.
 
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Post about st.hk 2x->nails->flight on the first page

This is an extremely old post, but I'd like to add to this. Specifically on Squigly only, you can cancel st.hk(2)->flight at the very end before the third hit and Squigly will still move to the other side.
 
Did a "quick" 30 minute look through the whole thread and didn't find this. I think its relatively slow compared to the others? Requires OTG

 
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It's known as far as landing on the left or right, but I've never actually thought of dropping the combo there, which is what you did. Could be a really good reset point, but that depends on how ambiguous looking the jhk can be made. Also looks character specific on ambiguity.


But I'd be lying if I said it didn't look like it had merit, good find :)
 
Does anyone use the knockdown from C.hp(charged) or Air (M)Reaper(Install) to setup safe-jumps or oki???
 
s.hk(2)->Hatred Install-> Move forward/back or not depending on the character. Costs 2 meters, but its a very hard to see 50/50. Works on Val, Fukua, Filia, Peacock, Painwheel, Bella. You can even get cr.lk to show a crossup spark on Val.
 
Counts as a "trick"...

"The OS", which applies to PW and BB:
As a reversal, do QCT+LP+LK+MP+MK. This covers reversal Death Crawl if grounded, reversal Thresher if airborne, and throw tech, but only if done as a reversal. If done at regular neutral, you will get a throw attempt only.
 
It is a strange day when MikeZ is giving out OS tips...
and on painwheel no less
 
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Legit question: how do people press lp+mp+lk+mk?

Sent from my SM-G386W using Tapatalk
 
Legit question: how do people press lp+mp+lk+mk?

Sent from my SM-G386W using Tapatalk
YebS6.gif
 
I don't use macros, and I am used to MvC2, so I just use my whole hand.

Im trying to practice it. Is it done correctly if you get a grab in neutral?
 
Im trying to practice it. Is it done correctly if you get a grab in neutral?
If done at regular neutral, you will get a throw attempt only.

This is pretty damn impossible on keyboards...
macros?

Is there a forum medal for making a post consisting entirely of other posts quoted?
 
This is pretty damn impossible on keyboards...
Í find this rather easy on keyboard, but it's a bit hard to do it fastly enough
 
If its not done fast enough, it was not done at all.
not necessarily. if the opponent also drops/is not fast enough, the OS will be done, just not fast enough
 
I use macros to do it. I get it pretty consistently.

Sent from my SM-G386W using Tapatalk
 
Macros are for suckers. Claw-hand that shit.
 
Protect Earz


This is better because it is hard-knockdown and its the same for every character except band and bella (switch C.mp with C.mk)
currently making a video for other cool stuff with this.
 
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Not sure if this is the right place to post this, but I found this Painwheel burst bait that works for a combination of anyone who can get a S/C/Hp within a combo, as well as tag in Painwheel within it. I just used Filia as an example.


It works on everyone except Cerebella and (if burst timing is less than 5 frames from the hit) Filia/Fukua, Big Band, and Parasoul.

On characters like Peacock, Painwheel, and the Fortunes, move backwards a bit before doing, while on Valentine, and Squigly move slightly forwards. No spacing required on Double, Beowulf, or Eliza.

Edit: Since needles can be canceled into flight, you can wait out the burst and throw, or pretty much do anything from there after it's evaded.

I don't want to Double post, but I also found out that the Taluda reset I see him use on Parasoul (S.Mp > S.Hk [x1] xx Flight) also works with other characters. It works anywhere on Robo, Big Band, and Beowulf, while only in the corners on Double, Eliza, and Cerebella. There's just a small delay window for the S.Hk in order to get it, with Eliza having the longest delay.
 
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i feel like this exists already but im going to post it here anyways just in case
 
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Found this while dicking around in training mode. Works on most of the cast except the taller characters (Eliza, Band, Parasoul, Double and maybe Beowulf). It's kind of impractical because you have to flight cancel one after the other. But I think with practice you could get it down

Also that LP nails thing works on Valentine without an assist if you cancel the second hit of s.HK into LP nails. It's a pretty short window, though.
 
i feel like this exists already but im going to post it here anyways just in case


Yeah it's known. There's also weirdo stuff off of one and two hit st.hk xx stinger that's character specific/assist specific as well as canceling into like HK buer that makes the opponent get crossed up but the buer wiffs so you have to have an assist hit them for the crossup etc etc
 
s.hk (2 hits) xx fly cancel, throw is an oldie.

It has been a long time, so if that doesn't work, let me know and I'll check it out tomorrow.