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What is Ratchet Poppy for?

ButterKnife

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Painwheel Ms. Fortune
I've been playing Painwheel for a long time, and it bothers me that I never touch this move.

What's the benefit of it? The only thing I've even been able to pull off with it is a really clumsy and slow cross under.

EDIT: Ratchet Poppy is f+HK.
 
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After Googling I have discovered that Ratchet Poppy is Painwheel's f.HK. Nobody knows these names off the top of their head so we usually refer to moves by the direction and the button. Anyways if I'm not mistaken f.HK is better damage at the end of a combo than any of Painwheel's other heavy buttons, I think that's the main use of it.
 
It's the most damaging ender to go into if you have an OTG(there might be better damage if you have an assist that lets you combo into a fully charged c.HP like LnL). Doing s.MK>t.HK and then L Nails and canceling that into Hatred Install can set up a left/right mixup on some characters. It can help set up resets with certain assists; I found some pretty good ones with H Beam with Painwheel and Robo. If you have your OTG still and use some form of HK in your combo or have full undizzy, you can use it as a four hit burst bait that ends in a hard knockdown. It's really far and really disjointed, so you can probably poke with it at a range that your other buttons won't reach. There are ranges where c.LK>c.MK will hit, but s.HP will whiff, and in that situation, you can go into t.HK and combo off of it at the expense of your OTG. Honestly it's probably a lot less explored than it should be.
 
Some basic stuff for f.HK use : force a falling (airborne or grounded) opponent into a standing gethit state.
(I'm still new to the game, Painwheel lover, so sorry if its "old obvious stuff")

I've been using st.MK as some kind of launcher, with some basic variations (number of hits of each attack).


All this is basic stuff, and I'm sure many here will come out with optimal use of this move's properties, even more with assists & stuff.
 
re: long range combos