Painwheel Teambuilding thread

konkretekonkrete NCVJoined: Posts: 2,380
Hey all, let's get this ball rolling. If this thread gets busy I'll try to condense stuff in one post but for now lets just discuss. What team are you running, and why?

Right now my team is Painwheel (c.mp)/Parasoul (Pillar). Here's why:
-Painwheel loves an invincible AA assist. Especially when coupled with armor, her defense can be pretty tough.
-Pillar makes air-to-air confirming real easy. Catch with j.mp>call assist>fly over>otg>whatever.
-Pillar gives good blockstun to help set up safe strings with PW.
-Both PS supers DHC well in to Hatred Guard. Both force a block and allow you to rush in.

The only weakness I have right now is that PW is an awful assist character. I use c.mp to extend block-strings and mid-screen combos, but it doesn't do much besides that. Having a chargable normal for an alpha counter is cool, but time will tell to see if that's effective.
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Comments

  • konkretekonkrete NCV Joined: Posts: 2,380
  • Sanger ZonvoltSanger Zonvolt Future Cyberbots Pro Joined: Posts: 1,529
    I want to run Painwheel/Valentine (Dark Painwheel rises), any tips on what would be the best assist to support Painwheel?

    Seems Valentine players say c.mp is her best assist, and the same goes for Painwheel it seems.
    Sword of Sophia and fightan games
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    Skullgirls: Painwheel/Filia/Squigly
  • konkretekonkrete NCV Joined: Posts: 2,380
    I'd go with her command grab, her 2-hit c.mk, or ninja star. The first two give her more mixup tools and star gives a lot of stun.
  • ShadowNinja64ShadowNinja64 Hype Hystorian Joined: Posts: 271
    I'd go with her command grab, her 2-hit c.mk, or ninja star. The first two give her more mixup tools and star gives a lot of stun.

    Ninja star also gives you the added gimmick of loading a syringe with Valentine and then tagging or DHCing out, then landing a combo with Painwheel and calling the assist. Maybe it could be worthwhile with the increased hitstun vial, I dunno.
  • SamuelioSamuelio Joined: Posts: 206
    I've been playing a lot recently against my friend who plays a "hug the other side of the screen" Peacock and am contemplating using a Double assist to get through the stupid projectiles. I have Filia with DP (HP) assist but I'm not sure how to get around a heavy turtler. Anyone got any ideas?
    Tetris DS: 7956 3220 6653
  • DimeDime Wasting time Joined: Posts: 10,698
    my team is painwheel,peacock,double.

    its true that pain can use a gtfo assist and i like h hornet bomber way more than parasolus pillar cause hornet bomber controls more space, peacock and double fit together really well. and painwheel can dhc to peacock then to double easily. if peacock comes out with PW still alive then if have a gtfo in hornet bomber or a screen controller in painwheels mp fireball.


    from there its just matchup specific stuff. but basically this team has everything:
    an offensive powerhouse that builds and spends meter well, a gtfo assist that also allows teleport crossups and hits fullscreen, a keepaway character if my rushdown got rushed down. and a meter user as an anchor, that has the games best assist as well. plus this team can be played as as 2 duos by putting peacock in front and never dhc'ing out and just using double as assist, with PW there in case peacock dies and some rushdown come from behind is needed.


    but lets not lie, this team is based on double and the cheese of hornet bomber. that assist makes this team.


    -dime
    Gettin' my derp on.
  • lurch_E_beanlurch_E_bean Joined: Posts: 243
    its true that pain can use a gtfo assist and i like h hornet bomber way more than parasolus pillar cause hornet bomber controls more space, peacock and double fit together really well. and painwheel can dhc to peacock then to double easily. if peacock comes out with PW still alive then if have a gtfo in hornet bomber or a screen controller in painwheels mp fireball.

    I've been messing with the same team and it does work pretty well. I just need to learn more Double outside of throw, Hornet Bomber, super, and LOL CAT HEAD CHIP DAMAGE!!!

    I like doing the HP fireball as Painwheel's assist, though honestly I don't use it that often since you need that Hornet Bomber ready. It's not like Peacock has any shortage of crap she can throw out directly in front of her, and the arc of the HP fireball expands Peacock's overhead coverage past HK George. Of course the problem is it's still really slow.
  • thearm05thearm05 Joined: Posts: 91
    So I have been running Painwheel/Parasoul/Valentine (I end up running Painwheel/Parasoul a lot bc my Valentine is ass) and I am having a decent amount of trouble with Peacock when she has Parasoul or Double (or both).

    Anybody have any tips for beating this comp? My strat has just been to go in with flight mode and try and prevent item drop calls while baiting assists. I don't do too badly against the team overall but I definitely have a losing record against the good ones I have played.
  • Tomo009Tomo009 Joined: Posts: 2,268
    I've converted to Painwheel/Parasoul and I think it is one of the strongest teams in the game at this point.

    I use Napalm Pillar for my assist and well, it's stupid as most people probably know haha. There isn't much the assist doesn't do for Painwheel. The only assist that could be better is Double's HK Hornet Bomber and I think this is a very debatable topic. Personally I pick pillar because of it's vertical height, low pushback, relative safety when it comes out and super easy to confirm off of. I also think Parasoul is a better character alone or with a Painwheel assist than Double, even with Catellites taken into consideration.

    Basically the team can absolutely dominate the neutral, one thing I haven't faced with this team is Peacock, but I think she should be manageable and no assist is really going to make Peacock that much less annoying anyway. I should be able to tell for sure after Sunday when I will be encountering a good Peacock player haha.

    Also, Painwheel BnB 2 meter DHC into Parasoul lvl 3 does STUPID damage haha. Also Bike Super is a safe DHC on a block DEATH CRAWL!!1!


    I was running Valentine second, but I came to the conclusion that both Painwheel and Valentine were point characters (though Valentine is a decent solo as well). Neither really has a oppressive assist (I learned that Mortuary Drop is next to useless against a good player once they expect it. Seriously the only thing you can do with it is an attack, not attack "mixup" that isn't actually a mixup because super or even chicken block will almost always beat it) and both build meter very well, not really NEEDING to use it themselves but can make good use of it if they wish.

    Cerecopter could be a very useful assist for Painwheel as well, but Pillar/Hornet Bomber are probably a better option really.
  • SoulzityrSoulzityr Joined: Posts: 54
    My team right now is Valentine/Painwheel so the synergy is a lot more specific, I feel. I can't decide between her Command Throw assist (use sparingly when I can provide cover for her in case of whiff) or her qcf+k to hit low with mixups from flight, or her shuriken (with green vial hopefully)
  • Tomo009Tomo009 Joined: Posts: 2,268
    My team right now is Valentine/Painwheel so the synergy is a lot more specific, I feel. I can't decide between her Command Throw assist (use sparingly when I can provide cover for her in case of whiff) or her qcf+k to hit low with mixups from flight, or her shuriken (with green vial hopefully)
    I would probably suggest s.MK really.

    I think Painwheel is a bit sub-optimal without something you can call constantly like Napalm Pillar or similar though. At least s.MK will give you some lockdown to go nuts, just be careful with it you can't simply fall back on it like Pillar/Butt
  • QETZLQETZL Needs more Salt. Joined: Posts: 494
    I usually fly solo with Painwheel, but I'm looking to get into a second character. So far Parasoul and Double seem like really appealing options, but I'm curious how well any of the characters can DHC back into Painwheel? As we all know, you can't DHC into Buer thresher so Painwheel's only got two DHC-into options (Though this is probably a really good way to go into Hatred Install).

    I know when Double's car slam finishes, the other character is typically sent flying, so I'm testing to see if there's a way to follow up Death crawl after that, but I thought I'd bring it up with the team synergy thread!

    While this could be a relatively minor element of a Painwheel/X gameplan, I'm still quite curious.
    CFN: THEBENWA
    I play Bison and when I win I slick my hair back and try to pop my pecs
    as you should.
  • ShadowNinja64ShadowNinja64 Hype Hystorian Joined: Posts: 271
    I usually fly solo with Painwheel, but I'm looking to get into a second character. So far Parasoul and Double seem like really appealing options, but I'm curious how well any of the characters can DHC back into Painwheel? As we all know, you can't DHC into Buer thresher so Painwheel's only got two DHC-into options (Though this is probably a really good way to go into Hatred Install).

    The nice thing about the Painwheel/Parasoul combination is that, provided you've already cornered your opponent, either character can follow up a DHC with a full combo. For Painwheel to Parasoul, you can DHC from Death Crawl to the motorcycle gang super and then catch the opponent with a standing light normal into whatever. For Parasoul to Painwheel, you can end your combo with LP Napalm Shot XX the sniper super, then DHC to Death Crawl, and the Napalm Shot will explode after Death Crawl finishes and let Painwheel do more stuff. You can see an example of that in this video:
  • NeithanNeithan Joined: Posts: 60
    I have been trying many assist with painwheel and it's very, very hard once you play against a good peacock. For exemple if the player is using peacock + cerebella and abusing cerecopter, you almost can't approach. Each time you go in flight mode something fall on your head, once you get close, by foot or air, cerebella is here ready for you.

    I tried using George's car and plane and stand HP with peacock but event this does not save you from having things falling on your head. Same with a DP character (Filia or Fortune) : event if it locks Peacock for a short time, you'll have a lot of trouble going in. I suppose a Painwheel / Fortune / Peacock could be good. I'll try parasoul as it seems it's a very good synergy, but against peacock, I doubt the Pillar is gonna save me. :)
  • DimeDime Wasting time Joined: Posts: 10,698
    you need to use hornet bomber dude.

    also try harrassing via hornet bomber assist plus pains crged fireball moves... they are good. peacock is hard because of the george moves that come straight down... tey basically pwn the shit out of flight....


    -dime
    Gettin' my derp on.
  • thearm05thearm05 Joined: Posts: 91
    you need to use hornet bomber dude.


    Was exactly the solution I ended up coming up with too lol. Began learning Double today just for that.

    That assist is so busted (and Double is so stupid with meter) it is hard to see anyone using anything but Double anchor in a couple weeks. Seriously that assist is almost unquestionably the best assist for just about every single purpose whether you are trying to get in, keep out, or mixup it does everything plus it bodies Napalm Pillar hard.
  • DimeDime Wasting time Joined: Posts: 10,698
    Was exactly the solution I ended up coming up with too lol. Began learning Double today just for that.

    That assist is so busted (and Double is so stupid with meter) it is hard to see anyone using anything but Double anchor in a couple weeks. Seriously that assist is almost unquestionably the best assist for just about every single purpose whether you are trying to get in, keep out, or mixup it does everything plus it bodies Napalm Pillar hard.


    yep, pretty much. if you have ANY problem... hornet bomber is the solution. i expect that assist to be nerfed...but if it doesnt or till it does... its a mainstay on my teams.

    -dime
    Gettin' my derp on.
  • Tomo009Tomo009 Joined: Posts: 2,268
    There's also Napalm Pillar haha. Also less chance of Napalm Pillar being nerfed.
  • FulaaniFulaani Of terrorist descent Joined: Posts: 2,555
    wouldnt the parasoul bodyguard egret assist help against peacock?
    zoning took an indefinite hiatus
  • thearm05thearm05 Joined: Posts: 91
    Parasoul bodyguard does nothing when you are trying to move forward and catch someone. + you would lose out on the incredible power of Napalm Pillar when you do finally make it up close.
  • DimeDime Wasting time Joined: Posts: 10,698
    Parasoul bodyguard does nothing when you are trying to move forward and catch someone. + you would lose out on the incredible power of Napalm Pillar when you do finally make it up close.


    not necessarily. you can still stay behind egret and pound out charged/ non charged fireballs., the primary problem with that is peacocks teleport and her homing bombs.


    -dime
    Gettin' my derp on.
  • ButterKnifeButterKnife Joined: Posts: 27
    What do you guys think about teaming her up with Fortune? What would be the best assist and which one should go first?
  • RaasRaas You're getting CARELESS! Joined: Posts: 744
    Anyone running PW/Filia? I wanna run this team just for the theme since there's not gonna be a >my group of friends scene around beijing but can it work? Or do you think that having a double assist is mandatory at this point? I know Updo for filia but whats good on PW?
    Betta watch yo' Mak, SON
  • DimeDime Wasting time Joined: Posts: 10,698
    Anyone running PW/Filia? I wanna run this team just for the theme since there's not gonna be a >my group of friends scene around beijing but can it work? Or do you think that having a double assist is mandatory at this point? I know Updo for filia but whats good on PW?


    "incoming theory fighter response"


    um, why do you need to ask that question here? or have you not read these threads at all?
    its ok if you havent, just wondering.

    anywho to answer your question most painwheel users i think are using her cr.mp assist as it has 4 hits and is a decent lockdown... this would probably fare REALLY well with filia since filia is like little magneto... mags likes his lockdowns so that he can high/low with impunity. the same probably goes for filia.

    however theres also the thing about having an assist to help you get in... painwheels cr.mp assist cant do that at all.

    me personally, i like pains mp fireball assist as it can be run after like a sonic boom, it has decent blockstun for a very mini lockdown, and can be used from range.


    if i were you though, i'd choose pains assist based on the matchup:

    can get in, but have a hard time opening them up? get pains cr.mp.

    cant get in? use pains mp fireball.

    unfortunately you cant have both. as far as double being mandatory... its to early to tell, theres probably more broken things in this game. maybe filia/PW wil be it? lol no one knows at this point. the metagame hasnt even really started yet as nothing super powerful has really been found outside of peacock/double.


    -dime
    Gettin' my derp on.
  • RaasRaas You're getting CARELESS! Joined: Posts: 744
    -snip-

    Cool, thanks for that. Yeah I only checked out this thread and didn't see an exact analogue so...I admit I took the quick and dirty.

    Sounds good, never really considered using a normal as an assist but its definitely an interesting view - I'll give it a go.
    Betta watch yo' Mak, SON
  • konkretekonkrete NCV Joined: Posts: 2,380
    While bubble butt might be a better overall assist, I feel pillar is a better fit for PW, both in the way it controls space and that it doesn't push people a full screen away. Butt just has the hard as shit to deal with factor going on right now.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,753 mod
    There's no video thread yet so I'll just throw this in here. Working on my 3 character Painwheel team with some casuals against my brother. Trying to set up some solid pressure with her. Kept dropping the s.MP launcher a few times and probably need to work throws in more, but I'll learn I guess. Still very fresh with the other 2 characters but I love napalm pillar. Hah.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • Tomo009Tomo009 Joined: Posts: 2,268
    Wow you play Painwheel SOOO similarly to how I do, kind of crazy haha.

    You seem to have a similar problem to me; thinking j.HP is a good jump in. It's actually not very good air to ground at all, but I keep using it stupidly, the armour is also laughed off by anyone with an invincible or AA assist.

    That combo doesn't need the s.MP to be raw does it? Seems quite difficult when just adding a light before it would make it a LOT easier.
  • OrehRatiugOrehRatiug Joined: Posts: 157
    I'm trying to run Peacock/Painwheel. The issue is Painwheel doesn't seem to have anything to help Peacock not get slaughtered by anyone with half competent rushdown. I tried her HK grab but it doesn't really work, aside from the fact that it launches them full screen if it ever hits. Any tips?
  • DimeDime Wasting time Joined: Posts: 10,698
    There's no video thread yet so I'll just throw this in here. Working on my 3 character Painwheel team with some casuals against my brother. Trying to set up some solid pressure with her. Kept dropping the s.MP launcher a few times and probably need to work throws in more, but I'll learn I guess. Still very fresh with the other 2 characters but I love napalm pillar. Hah.

    good stuff, and nice to see someone willing to show there "non optimal" early play. i feel as if your team is nice, but you definitely dont have full control of your assists yet, i didnt see painwheels cr.mp assist used at all... of course i probably missed the 2-3 times you used it... but i think you should be calling that out more... also, as ive said in other places, i like (for your team especially) mp fireball or hp fireball... the reason why is because it becomes obvious in those vids that when parasouls on point that you have no gtfo/AA assist... hp fireball with painwheel can give you more control over people jumping at you instead of having to streetfighter parasoul down and charge a pillar... also, mp fireball would work REALLY well with val, as i said before val can run after the mp fireball like a sonic boom. if it were me i would probably use mp fireball as parasoul could always use more ground coverage besides just her napalm boom.

    your para seemed to have some troubles with jumping... i find that to be a weakness of hers as well... i mean jump back HP is nice.... but it corners her fast and doesnt really setup anymore damage (its techable if not chained, though it can be hard) i just think some more aerial control technology will be needed with her if you really plan on making her competitive.

    painwheel... i didnt like your use of PW's air H... its only good in air to air situations. i would have liked to see much more flight zoning and much more flight F+mp


    flight F+mp is probably painwheels best move and the one thing that really makes her an offensive beast as far as getting in and applying pressure. i really think you should start applying it in your game... its not so great air to air, so some discression is needed if the opponent is trying to jump kick you out of its startup... but its a really good move... if i had to compare it to anything i would compare it to mvc3 sents j.hp frying pan... just basically something that controls alot of space and something that you DO NOT want to get hit by.


    i liked your play alot, the bad things i saw can all be attributed to the game being new. just imho, if you are going to use painwheels cr.mp assist... then you should try your best to get it out as much as possible.... it will do you better in the long run to get it out as much as possible rather than taking the small gtfo damage of pillar assist.

    and finaly i dont really see how cr.mp assist benefits para at all (i guess maybe to blockstun for overheads), which is why i would go with mp fireball.


    you are right that beam assists aka fireball assists in this game arent as powerful as they were in marvel... but that is kind of misleading, beam assists in marvel started out very strong and now they arent as strong as they were... the question is why? well its because marvel started to get more and more super jump based meaning that more and more beams started to control less and less important space.... however in skullgirls, super jump heights are much lower than in marvel. anywho im not saying to change your assist, just to make sure that you get those lockdowns on the screen if you have them... which you do.


    anywho good stuff here as always, i would have liked to see a throw reset where you kept getting your st.mp launcher blocked.... but thats small beans of course :)


    -dime
    Gettin' my derp on.
  • QareenQareen Joined: Posts: 167
    I'm trying to run Peacock/Painwheel. The issue is Painwheel doesn't seem to have anything to help Peacock not get slaughtered by anyone with half competent rushdown. I tried her HK grab but it doesn't really work, aside from the fact that it launches them full screen if it ever hits. Any tips?

    In my opinion, I find this duo to be pretty weak, assist wise. Painwheels assists don't give Peacock that strong AA or invincibilty she needs, and Peacocks assists, while somewhat decent, aren't really versatile enough for me. You're better off throwing a third in there and go with the 2 points + awesome assist setup; Double with Hornet Bomber would be pretty suitable.

    Otherwise, you could try Painwheels Pinion Dash as assist ( :d::d:+K ) Doubt it will be all that useful though.
  • Tomo009Tomo009 Joined: Posts: 2,268
    flight F+mp is probably painwheels best move and the one thing that really makes her an offensive beast as far as getting in and applying pressure. i really think you should start applying it in your game... its not so great air to air, so some discression is needed if the opponent is trying to jump kick you out of its startup... but its a really good move... if i had to compare it to anything i would compare it to mvc3 sents j.hp frying pan... just basically something that controls alot of space and something that you DO NOT want to get hit by.

    I really agree with this.

    From I can see

    j.MP for approach
    j.HK for defense
    j.HP for air to air
    j.lights or sometimes j.MK for instant or double overheads.

    j.MP and j.HK in particular are very opressive moves and I have been using them a lot to really assert control over the air.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,753 mod
    Funny enough I'm sure her j.MP was probably inspired from Sentinel's XMen COTA j.MK spinny blade thing or whatever it was. I think they took that away from him in MVC2. I used to play the shit out of COTA so it's good to see that she has stuff that's familiar even from the older Sent (who was also pretty gdlk). If she had COTA Sent's spinny Gief splash that would be gdlk. Except it wouldn't take up the whole screen like COTA Sent's did. LOL.

    I definitely agree with j.MP probably being her best air to ground tool. Right now I'm in like an experimentation phase cuz I finally got my combo down well enough with one character where I feel like I can try and play people now. I figured since my brother doesn't have a strong AA assist I would just mess around with stuff and see what works. If they don't have an AA assist I like the idea of combining hatred guard j.HP with napalm pillar. I'll mess with it more and see.


    I'll have to figure out why I was dropping the s.MP launcher. I probably just need to add a s.LP in there like Tomo said. I got the combo originally from another guy on the forums and in the notes he just has raw launcher after the f+HKx4.

    I was thinking about using a projectile assist, but I'd probably just end up preferring the lockdown and low hit from Painwheel's c.MP any way. What I'll probably end up doing actually is since Painwheel seems like she can get hefty ass damage without using an assist and unlike Marvel 3, you can actually lock people down like you should without 2 or 3 specific assists I'll probably just put Valentine on the projectile assist. None of her normal based assists I really like too much any way and despite me not using it much in that set...I really do like Painwheel's c.MP assist.

    Beam assists have trouble with super jump height stuff in MVC3 but generally the stuff you can do once they are forced to play with you on the ground makes them plenty scary enough. It's basically like shooting a lightning bolt across the horizontal field as an assist. I guess something that good in a game without super jumps would be a bit stupid though. Playing more of Painwheel on the other hand has me realize how much projectile assists are just ok in this game. Unless you're throwing out an anti air projectile assist she's not really going to worry about getting hit.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • Tomo009Tomo009 Joined: Posts: 2,268
    Skullgirls has Super Jumps. Just they only go to the top of the screen, not the top of 3 screens.

    I actually think Parasoul's tear is more than just OK as an assist as well. I'm considering changing pillar for it if/when I run Double in the back fr a 3 person team.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,753 mod
    Well when I say super jump height...I mean the MARVEL super jump height. Like the stratosphere shit where the game has to point an icon to each player's characters cuz you're so damn high up. Crazy Marvel. LOL. With Painwheel you can't even stay up at the apex super jump height when flying. If you super jump then fly the game still lowers you a bit below the apex any way.

    Yeah Mike Z was talking about tear. I wouldn't use it unless I had somebody else on my team with an invincible assist though.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • DimeDime Wasting time Joined: Posts: 10,698
    I really agree with this.

    From I can see

    j.MP for approach
    j.HK for defense
    j.HP for air to air
    j.lights or sometimes j.MK for instant or double overheads.

    j.MP and j.HK in particular are very opressive moves and I have been using them a lot to really assert control over the air.


    lol, thats EXACTLY how i see it as well, dj and i were having a convo a few days ago and i said the same thing especially about j.hk... its a good move for defense. i also like your use of the word oppressive... its a perfect explanation of j.mp and j.hk.... they just cut off so much space that they seem to be.... oppressive :)


    @dj PW can avoid so much crap with her flight mode... i totally agree with that statement, but fireball assists will still be good in this game... just require more thought to use. i like your idea of of switching to vals projectile and keeping PW's cr.mp... you basically have a team with an assist for every category:

    a gtfo, a lockdown, and a projectile. whats not to love?

    nice stuff.


    -dime
    Gettin' my derp on.
  • FulaaniFulaani Of terrorist descent Joined: Posts: 2,555
    I'll have to figure out why I was dropping the s.MP launcher. I probably just need to add a s.LP in there like Tomo said. I got the combo originally from another guy on the forums and in the notes he just has raw launcher after the f+HKx4.
    yea thats me :)

    i do f+HKx4 xx fly j.hk and then just raw launcher. I only drop that online, launcher seems realy fast to me.

    the reason why I just do raw launcher is because I want to keep my combos between throw and regular starters the largely same and when I do my throw combo I need my st.lp cr.lp cr.lk and st.lk elsewhere.

    this is my BnB
    any light attack > cr.mk > st.hp xx fly f+mk > cr.mk > st.hp xx fly df+j.lp > cr.lk > cr.mk > st.hp xx fly df+lk > cr.mp (4 hit) > f+hk hk hk hk xx fly f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > cr.lp > cr.mp > st.hp xx qcf+lp > dash up st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp
    zoning took an indefinite hiatus
  • OrehRatiugOrehRatiug Joined: Posts: 157
    In my opinion, I find this duo to be pretty weak, assist wise. Painwheels assists don't give Peacock that strong AA or invincibilty she needs, and Peacocks assists, while somewhat decent, aren't really versatile enough for me. You're better off throwing a third in there and go with the 2 points + awesome assist setup; Double with Hornet Bomber would be pretty suitable.

    Otherwise, you could try Painwheels Pinion Dash as assist ( :d::d:+K ) Doubt it will be all that useful though.
    Yeah I had a feeling this would be the only real option, just wish I liked another character hah. Was thinking of just hopping on that Captain Coma... er Parasoul assist bandwagon.
  • DimeDime Wasting time Joined: Posts: 10,698
    yea thats me :)

    i do f+HKx4 xx fly j.hk and then just raw launcher. I only drop that online, launcher seems realy fast to me.

    the reason why I just do raw launcher is because I want to keep my combos between throw and regular starters the largely same and when I do my throw combo I need my st.lp cr.lp cr.lk and st.lk elsewhere.

    this is my BnB
    any light attack > cr.mk > st.hp xx fly f+mk > cr.mk > st.hp xx fly df+j.lp > cr.lk > cr.mk > st.hp xx fly df+lk > cr.mp (4 hit) > f+hk hk hk hk xx fly f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > cr.lp > cr.mp > st.hp xx qcf+lp > dash up st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp


    thats a really smart combo fulaani, i like how you do the tougher links after j.mk instead of after j.lk or j.lp

    thats a very "streetfighter" style bnb as it has smart shit going on in the middle and at the beginning.


    whats your throw combo if you dont mind my asking? my starter is throw> fly> UF+lp xx lk (restand) that starter seems to be the most consistent for me. ive found that groundstarters seem more character specific... anyone got anything better that works against the whole cast?



    -dime
    Gettin' my derp on.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,753 mod
    Yeah I had a feeling this would be the only real option, just wish I liked another character hah. Was thinking of just hopping on that Captain Coma... er Parasoul assist bandwagon.

    Yeah just go ahead and throw Painwheel on the team. It's early now so people like RyRy and JetM are winning tournaments with Valentine or Painwheel + Parasoul assist. Ryry just won the recent local tournament in my area with Pain/Soul and Soul pretty much was there for the assist. He'll get his point Parasoul up eventually but since you don't need lockdown assists to pressure as much as in MVC3, a solid Painwheel plus invincible projectile assist will take you miles on its own IMO.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


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