Skullgirls/Painwheel: Difference between revisions
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{{SG Character Intro|char=Painwheel|short=pwl|content= | |||
==Story== | ==Story== | ||
Once a normal schoolgirl named Carol, Painwheel was kidnapped by Valentine and delivered to the Anti-Skullgirls Labs' secretive Lab Zero. There she was implanted with the synthetic Buer Drive and Gae Bolga parasites and infused with experimental Skullgirl blood, transforming her into the monster she is today. Violent and unstable as a result of these experiments, as a precaution she's mentally controlled by Lab Zero's powerful psychic director, Brain Drain. | Once a normal schoolgirl named Carol, Painwheel was kidnapped by Valentine and delivered to the Anti-Skullgirls Labs' secretive Lab Zero. There she was implanted with the synthetic Buer Drive and Gae Bolga parasites and infused with experimental Skullgirl blood, transforming her into the monster she is today. Violent and unstable as a result of these experiments, as a precaution she's mentally controlled by Lab Zero's powerful psychic director, Brain Drain. | ||
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Fueled by rage, she draws her power from her pain and fury. Despite that, the soul of that scared young girl still lives on inside this monstrous body, desperately fighting off the onslaught of voices that would control her. | Fueled by rage, she draws her power from her pain and fury. Despite that, the soul of that scared young girl still lives on inside this monstrous body, desperately fighting off the onslaught of voices that would control her. | ||
== | ==Overview== | ||
Painwheel has the ability to fly, which is used for mobility and its cancel abilities. She also has a special kind of armor on many of her normals called Hatred Guard, which deals back damage taken to the opponent. | Painwheel has the ability to fly, which is used for mobility and its cancel abilities. She also has a special kind of armor on many of her normals called Hatred Guard, which deals back damage taken to the opponent. | ||
* '''Flight''' (214K): She can use her Fly special move to move freely in the air and stay unpredictable. It also allows her to cancel normals and even some specials for mixups, combos, and pressure. | * '''Flight''' (214K): She can use her Fly special move to move freely in the air and stay unpredictable, as well as giving her control over the pace of a match. It also allows her to cancel normals and even some specials for mixups, combos, and pressure. | ||
* '''Hatred Guard''': She has armor on many of her ground normals and on one of her air normals, giving her a strong defense option when applied in the right scenarios. You can also use it in staggers to catch abare or assist calls. Even during armor, she still has access to all her usual cancels. Confirm armor hits into Buer (236LK), supers, or quickly change your mind with flight to stay unpredictable. | * '''Hatred Guard''': She has armor on many of her ground normals and on one of her air normals, giving her a strong defense option when applied in the right scenarios. You can also use it in staggers to catch abare or assist calls. Even during armor, she still has access to all her usual cancels. Confirm armor hits into Buer (236LK), supers, or quickly change your mind with flight to stay unpredictable. | ||
* '''Hatred Install''': This is a very strong DHC option for only 1 bar. Powered up combos in install do big damage, and on block it's very safe. | * '''Hatred Install''' (214KK): This is a very strong DHC option for only 1 bar. Powered up combos in install do big damage, and on block it's very safe. | ||
{{ | {{StrengthsAndWeaknesses | ||
|pros= | | intro = [[file:SG_pwl_icon.png|32px]] '''Painwheel''' is a flight character that is able to maneuver around the screen with ease and demand respect with her unique armor mechanic. | ||
* | * (NOTE: as of the 5/28 update, Painwheel was subject to many move changes, and so these pros and cons may not be reflective of the current version of Painwheel. Treat this information accordingly.) | ||
*One of the best DHC | | pros = | ||
*High damage output | *'''Flight''': 8 way flight allows Painwheel to have more manueverability in neutral, she can call assists while flying, and flight cancelling allows Painwheel some safety as well as unique strings and mix ups. | ||
*Unique armor mechanics | *'''Hatred Install''': One of the best DHC supers in the game, and its incredible damage output allows her to quickly swing a round's momentum in her favor. | ||
*Great at dealing with armor herself, thanks to | *'''High damage output''': Even without Hatred Install, Painwheel is still a high-damaging character, and even tagging into Painwheel in the middle of combos lets you tack on a substantial amount of damage. | ||
* | *'''Unique armor mechanics''': Hatred Guard is a Painwheel-specific armor mechanic, allowing her to absorb some damage and return it later. Moreover, this also allows Painwheel to call out attacks by charging armor as well as unique Anti Airing capabilities. | ||
*'''Armor breaker''': Great at dealing with armor herself, thanks to Buer Reaper and Buer Thresher. | |||
*'''Decent range''': Painwheel has moderately sized buttons with her main pokes 2LK and jMP. Spacing these correctly can lead to great reward. | |||
|cons= | |cons= | ||
*Can struggle vs multihitting moves on defense | *'''Poor reversals''': Painwheel must rely on 4f armor as her fastest meterless reversal against strikes, Deathcrawl leaves a lot to be desired, and Buer Overdrive is costly. Buer Thresher, arguably her best reversal, still has some flaws; most notably, the very first hit (the only one that is able to make use of super hitstop) is tiny, so a miss-spaced Thresher can be punished on reaction against knowledgeable players. | ||
* | *'''Slow buttons''': Her fastest, stubby normal being 8f startup, next fastest 10f startup, and fastest low being 11f startup, you have to be mindful about where and when you place your buttons. This also makes it uniquely hard to punish some attacks from blocking. | ||
* | *'''Armor limitations''': Can struggle vs multihitting moves on defense. Armor outside of Hatred Install has start up and does not function like regular armor. | ||
*'''Meter gain''': Doesn't build a lot of meter outside or inside of combos, and nearly none during install. | |||
*'''Misinputs''': She is prone to auto correct situations which result in facing the wrong way, this causes Painwheel to either face the wrong direction or cause misinputs such as getting Buer Reaper when inputting Flight and vice versa. | |||
*'''Flight Limitations''': Has a flight ceiling controlled by the opponent's height and has a limited amount of flights per jump which can limit her options against zoning. This also limits conversion options from using multiple flights to approach. | |||
*'''Lacking at max range''': While Painwheel does have fairly large buttons, she cannot always combo from them if you're far enough. | |||
|tablewidth=80 | |||
}} | |||
</br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=2900}}</div> | |||
}} | }} | ||
==Stats== | ==Stats== | ||
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| forwardtech = 40 | | forwardtech = 40 | ||
| backwardtech = 40 | | backwardtech = 40 | ||
| slidingkd = | | slidingkd = 90 | ||
| hardkd = 34 | | hardkd = 34 | ||
| crumple = 32 | | crumple = 32 | ||
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| airchain = 6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | | airchain = 6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_pwl_ddk_h.png|500px|'''H Pinion Dash (default assist)''' | |||
Image:SG_pwl_cmp_assist.png|500px|'''2MP (default assist)''' | |||
Image:SG_pwl_ddk_l.png|500px|'''L Pinion Dash (22LK)''' | |||
Image:SG_pwl_ddk_m.png|500px|'''M Pinion Dash (22MK)''' | |||
Image:SG_pwl_qcfp_assist.png|500px|'''M Gae Bolga Stinger (236MP)''' | |||
Image:SG_pwl_smk_assist.png|500px|'''5MK''' | |||
</gallery> | |||
===H Pinion Dash (default assist)=== | |||
A [[Skullgirls/Team_Building#Setup_assists|setup assist]] that charges at the opponent and sends them flying backwards on hit. This allows for very unique conversions that aren't normally possible. Most notably, it allows Big Band to convert off of SSJ. Can also be used from a [[Skullgirls/Team_Mechanics#Burst_Alpha_Counter|burst alpha counter]] that hits the opponent for a free conversion. '''All versions of Pinion dash are assist-only moves.''' | |||
===2MP (default assist)=== | |||
A multi-hit [[Skullgirls/Team_Building#Lockdown_assists|lockdown assists]]. Doesn't use Hatred Guard, but if called as an Alpha Counter, the button can be held for Hatred Guard. | |||
===L Pinion Dash (22LK)=== | |||
Fast horizontal move with decent hitstun and blockstun, and restands the opponent, allowing for some unique conversions or crossup setups for certain characters. | |||
===M Pinion Dash (22MK)=== | |||
Longer startup than L, but knocks opponents far away in a knockdown state, and has a sizeable hitbox. | |||
===M Gae Bolga Stinger (236MP)=== | |||
[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]]. Painwheel cannot charge <b>Gae Bolga Stinger</b> in a custom action and will always attack with the minimum number of projectiles. Can charge (and fly cancel) upon an alpha counter. | |||
===5MK=== | |||
Similar to 2MP, but hits a little higher up. Doesn't use Hatred Guard, but if called as an Alpha Counter, the button can be held for Hatred Guard. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
===Character Mechanic: Hatred Guard=== | |||
[[Image:SG_pwl_shp.png|400px|thumb|Painwheel's 5HP has Hatred Guard. She can hold HP to get armored startup frames, and release HP to attack.]] | |||
* Painwheel surrounds herself with a red lightning effect as she charges her Hatred Guard attacks. As armored attacks, the held start up frames of a Hatred Guard can absorb an incoming attack. | |||
* Painwheel stores a portion of the damage from an armored attack in a total that accumulates over time, up to a maximum of 33% of the opponent's total team health. | |||
* Painwheel can then redistribute this stored damage back to the opponent. Connecting with a move that can have armor will empty the stored damage into that combo. | |||
**Light attacks will deal an extra 33% of her stored damage, 50% with medium attacks, and 66% with heavy attacks. These are all scaled with the current point in the combo. | |||
** Painwheel's level 3 super, Buer Overdrive, will deal 120% of the stored damage on the final hit. This extra damage is not scaled by where she is in the combo. | |||
** The stored damage will not be spent on whiff or on block. | |||
** Multi-hitting moves such as j.hp or 2mp will add the stored damage onto the first hit that connects. | |||
** Hitting an assist or Fortune's head will apply the damage to the assist/head. Hitting both assist and point will apply the damage to both. | |||
** Hitting Peacock's Lenny will consume the Hatred Guard damage, as Lenny has an HP bar that we do not see. | |||
** Hitting projectiles built to eat a physical hit and disappear (such as Parasoul's M Egret or Eliza's Throne) will not consume hatred guard. | |||
** Hitting a dead body with a Hatred Guard attack will not spend the stored damage bonus. | |||
* Hatred Guard never protects Painwheel on the first frame of start-up (except during Hatred Install), but will always protect her on the first active frame of her attacks (5MP and Buer Overdrive's Hatred Guard protect her during all of the active frames). | |||
* Charging for at least 7 frames will keep Hatred Guard active up to the first active frame of the attack. | |||
* Heavy Hatred Guard attacks, such as jHP, 5HP, 2HK etc gain additional properties when fully charged. | |||
The startup for Hatred Guard normals is listed as | |||
:Armor startup frames | |||
:(Additional armored frames from holding the button) | |||
:The rest of the startup, which is also armored if held | |||
Add the 1st and 3rd numbers to get the unarmored startup. | |||
Add all three to get the held button startup. | |||
===Standing Normals=== | ===Standing Normals=== | ||
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| dmg = 675 | | dmg = 675 | ||
| meter = 7.5% | | meter = 7.5% | ||
| startup = 4, (12), | | startup = 4, (12), 9 | ||
| active = 3 | | active = 3 | ||
| recovery = 21 | | recovery = 21 | ||
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| | | | ||
* A launcher with <b>Hatred Guard</b>. It can only chain from LP and LK attacks, but will not chain if charged. If Painwheel absorbs at least 1 hit with the <b>Hatred Guard</b>, she will always turn to face the opponent for the attack's active frames. This property makes 5MP the perfect choice to absorb an incoming cross up attack. | * A launcher with <b>Hatred Guard</b>. It can only chain from LP and LK attacks, but will not chain if charged. If Painwheel absorbs at least 1 hit with the <b>Hatred Guard</b>, she will always turn to face the opponent for the attack's active frames. This property makes 5MP the perfect choice to absorb an incoming cross up attack. | ||
* A generally easier-to-use launcher than 5HK, making it preferable in | * A generally easier-to-use launcher than 5HK, making it preferable in most combo strings | ||
* Slow but armored anti-air | |||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = Mid | | guard = Mid | ||
| properties = | | properties = - | ||
| dmg = 375 | | dmg = 375 | ||
| meter = 2.5% | | meter = 2.5% | ||
| startup = | | startup = 7 | ||
| active = 3 | | active = 3 | ||
| recovery = 14 | | recovery = 14 | ||
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| framedata = [[File:SG_pwl_slk_fd.png|left]]}} | | framedata = [[File:SG_pwl_slk_fd.png|left]]}} | ||
| | | | ||
* Painwheel's 7f jab(!) | |||
* Higher up hitbox over 2LK makes it useful for certain combo strings, especially near the corner | * Higher up hitbox over 2LK makes it useful for certain combo strings, especially near the corner | ||
}} | }} | ||
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| framedata = [[File:SG_pwl_smk_fd.png|left]]<br>[[File:SG_pwl_smk_hold_fd.png|left]]}} | | framedata = [[File:SG_pwl_smk_fd.png|left]]<br>[[File:SG_pwl_smk_hold_fd.png|left]]}} | ||
| | | | ||
* A | * A 4-hit <b>Hatred Guard</b> attack that covers a large area in front of Painwheel. | ||
* | * Pushes opponents into the air for the hits, allowing for 5MK xx H buer strings which are very useful in corner combos to rack up damage. | ||
* Usual confirms are: M buer at lower heights or from the ground, H buer if close enough/in the corner, 6HKx4 works for a full midscreen conversion that takes OTG, and 5HP is great as an ender to a corner string. | |||
* Does the most damage of the mediums in combo strings, but be wary that the timing of 5MK 5HP L buer will change depending on character weights. | * Does the most damage of the mediums in combo strings, but be wary that the timing of 5MK 5HP L buer will change depending on character weights. | ||
}} | }} | ||
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| dmg = 325 | | dmg = 325 | ||
| meter = 2.5% | | meter = 2.5% | ||
| startup = | | startup = 6, (12), 6 | ||
| active = 3 | | active = 3 | ||
| recovery = 13 | | recovery = 13 | ||
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| recovery = 28 | | recovery = 28 | ||
| hitstop = 8 x4 | | hitstop = 8 x4 | ||
| hitstun = | | hitstun = 23 x4 | ||
| blockstun = 15 x4 | | blockstun = 15 x4 | ||
| onhit = -8 | | onhit = -8 | ||
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| framedata = [[File:SG_pwl_cmp_fd.png|left]]<br>[[File:SG_pwl_cmp_hold_fd.png|left]]}} | | framedata = [[File:SG_pwl_cmp_fd.png|left]]<br>[[File:SG_pwl_cmp_hold_fd.png|left]]}} | ||
| | | | ||
* Does | * This multihit move vacuums airborne opponents on hit, leading to more stable conversions. | ||
* Due to lowering Painwheel’s hurtboxes low + the hitboxes that hit all around her | * Does less damage than 5MK, but is more consistent. In a combo, use this move if you want to then chain into 5HP > L Buer midscreen in a scaled combo. | ||
* Due to lowering Painwheel’s hurtboxes low + the hitboxes that hit all around her, this charged move makes for a surprisingly useful anti-air. | |||
* Only the last hit applies pushback and does not vacuum. | |||
}} | }} | ||
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| | | | ||
* A slow Hatred Guard attack that causes a crumple and hits overhead with a fully charged hit, which allows for a variety of possible follow ups. Without a full charge it causes a ground bounce, allowing Painwheel to combo with a cancel into flight and an OTG or simply using an L Buer. | * A slow Hatred Guard attack that causes a crumple and hits overhead with a fully charged hit, which allows for a variety of possible follow ups. Without a full charge it causes a ground bounce, allowing Painwheel to combo with a cancel into flight and an OTG or simply using an L Buer. | ||
* Useful in Hatred Install combos since it's very easy to land this move fully charged after | * Useful in Hatred Install combos since it's very easy to land this move fully charged after an L Buer stagger, allowing for an easy high damage crumple. | ||
}} | }} | ||
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| dmg = 325 | | dmg = 325 | ||
| meter = 2.5% | | meter = 2.5% | ||
| startup = | | startup = 10 | ||
| active = 4 | | active = 4 | ||
| recovery = 12 | | recovery = 12 | ||
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| framedata = [[File:SG_pwl_cmk_fd.png|left]]}} | | framedata = [[File:SG_pwl_cmk_fd.png|left]]}} | ||
| | | | ||
* Is always in range to confirm off of 2LK, is just fast enough for | * Is always in range to confirm off of 2LK, is just fast enough for Buer Reaper fly links. | ||
* A second chainable low | * A second chainable low gives Painwheel access to a decent mixup when going for staggered resets/pressure. | ||
}} | }} | ||
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| version = {{NotationIcon-SG|HK}} | | version = {{NotationIcon-SG|HK}} | ||
| guard = {{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties = {{Property-SG|Hatred Guard}} ( | | properties = {{Property-SG|Hatred Guard}} (2 hits),<br>{{Property-SG|Sweep}} | ||
| dmg = 900 | | dmg = 900 | ||
| meter = 10% | | meter = 10% | ||
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| version = [ {{NotationIcon-SG|HK}} ] | | version = [ {{NotationIcon-SG|HK}} ] | ||
| guard = {{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties = {{Property-SG|Hatred Guard}} ( | | properties = {{Property-SG|Hatred Guard}} (2 hits),<br>{{Property-SG|Sweep}} | ||
| dmg = 1000 | | dmg = 1000 | ||
| meter = 10% | | meter = 10% | ||
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| dmg = 325 | | dmg = 325 | ||
| meter = 2.5% | | meter = 2.5% | ||
| startup = 8 | | startup = 8 (6) | ||
| active = 2 | | active = 2 | ||
| recovery = 14 | | recovery = 14 | ||
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| framedata = [[File:SG_pwl_jlp_fd.png|left]]}} | | framedata = [[File:SG_pwl_jlp_fd.png|left]]}} | ||
| | | | ||
* Startup in ( ) represents when the move is done out of Fly | |||
* Painwheel’s fastest air normal and useful as an air-to-air, but has low hitstun, so use mostly when you’re going to chain into other buttons or specials. | * Painwheel’s fastest air normal and useful as an air-to-air, but has low hitstun, so use mostly when you’re going to chain into other buttons or specials. | ||
}} | }} | ||
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| framedata = [[File:SG_pwl_jmp_fd.png|left]]}} | | framedata = [[File:SG_pwl_jmp_fd.png|left]]}} | ||
| | | | ||
* A multi-hit attack with a slow start up, high hit stun, multiple hits for a long active period, and a large attack box. Painwheel can | * A multi-hit attack with a slow start up, high hit stun, multiple hits for a long active period, and a large attack box. It's best to space this button at its most disjointed point, once active this button is hard to beat. This is Painwheel's main method of poking but be careful, you can't be too reckless with this button as it's slow and not fully disjointed. | ||
* Even on block this move is strong, due to the long blockstun and Painwheel's ability to fly cancel. Use a j.MP fly canceled into air throw to catch opponents holding up-back. | * Even on block this move is strong, due to the long blockstun and Painwheel's ability to fly cancel. Use a j.MP fly canceled into air throw to catch opponents holding up-back. | ||
}} | }} | ||
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| recovery = 34 | | recovery = 34 | ||
| hitstop = 7 x5, 12 | | hitstop = 7 x5, 12 | ||
| hitstun = 22 x5, | | hitstun = 22 x5, 30 | ||
| blockstun = 16 x6 | | blockstun = 16 x6 | ||
| onhit = +16 | | onhit = +16 | ||
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| | | | ||
* Painwheel dramatically changes her jump arc to a lunge forward for her only air '''Hatred Guard''' move. Charging increases the number of hits from 4 to a maximum of 6. | * Painwheel dramatically changes her jump arc to a lunge forward for her only air '''Hatred Guard''' move. Charging increases the number of hits from 4 to a maximum of 6. | ||
* Painwheel’s lunge forward can be somewhat useful to catch opponents air-to-air, however if so it’s best to confirm with an air Buer | * Painwheel’s lunge forward can be somewhat useful to catch opponents air-to-air, however if so it’s best to confirm with an air Buer, j.MK, or even a 5LK if close enough to the ground. | ||
* Armoring through an attack, then canceling into Thresher is a very strong tactic. Doing this will lock the opponent out from using a DHC before or after the superflash, until the first hit of Thresher is active. | * Armoring through an attack, then canceling into Thresher is a very strong tactic. Doing this will lock the opponent out from using a DHC before or after the superflash, until the first hit of Thresher is active. | ||
* Can be used for the occasional restands during combos | * Can be used for the occasional restands during combos | ||
* Due to it gaining hits when fully charged, it is optimal damage to release j.HP right after armoring a single hit, as to not scale your HCH combo immediately. | |||
}} | }} | ||
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| dmg = 225 x6 | | dmg = 225 x6 | ||
| meter = 1.8% x6 | | meter = 1.8% x6 | ||
| startup = 17 | | startup = 17 | ||
| active = 24 | | active = 24 | ||
| recovery = 14 | | recovery = 14 | ||
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| | | | ||
* A 6 hit attack with a faster start up than j.MP or j.HP. Its lengthy active period and attack box below Painwheel make it her best attack to hit opponents right below her or for fast crossups. | * A 6 hit attack with a faster start up than j.MP or j.HP. Its lengthy active period and attack box below Painwheel make it her best attack to hit opponents right below her or for fast crossups. | ||
}} | }} | ||
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| | | | ||
* Painwheel appears from the side of the screen with a hit grab that transitions to a less damaging version of her air throw. Even though this attack is blockable, it has the same throw break window as any regular air throw. Opponent's have plenty of time to react to Painwheel by blocking or escaping the throw. Comboing into the attack or landing it as a counter hit prevents the opponent from using a throw break. | * Painwheel appears from the side of the screen with a hit grab that transitions to a less damaging version of her air throw. Even though this attack is blockable, it has the same throw break window as any regular air throw. Opponent's have plenty of time to react to Painwheel by blocking or escaping the throw. Comboing into the attack or landing it as a counter hit prevents the opponent from using a throw break. | ||
* This move builds the same amount of meter (15%) on hit regardless of what scaling it is at in the combo. | * This move builds the same amount of meter (15%) on hit regardless of what scaling it is at in the combo. This allows for Painwheel tag combos to build far more meter than most solo character combos. | ||
* When viewing the frame data for this move in game, the recovery is not shown due to a bug. | * When viewing the frame data for this move in game, the recovery is not shown due to a bug. | ||
}} | }} | ||
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* As a quick special move with no active or recovery frames, <b>Flight</b> is a powerful offensive tool for canceling the recovery of other moves and extending combos. Painwheel can fake <b>Hatred Guard</b> attacks by canceling to <b>Flight</b> during the charge. | * As a quick special move with no active or recovery frames, <b>Flight</b> is a powerful offensive tool for canceling the recovery of other moves and extending combos. Painwheel can fake <b>Hatred Guard</b> attacks by canceling to <b>Flight</b> during the charge. | ||
* Going from flight directly into an attack has is a 9 frame buffer window for the normal during flight's startup. | * Going from flight directly into an attack has is a 9 frame buffer window for the normal during flight's startup. | ||
* Attacks made from flight mode preserve <b>Flight</b>'s momentum, which can subtly change the behavior of her air normals. | * Attacks made from flight mode preserve <b>Flight</b>'s momentum, which can subtly change the behavior of her air normals. | ||
* Starting <b>Flight</b> from the ground gives Painwheel enough height to use j.LP, j.LK, and j.MK as a fast overhead attack | ** For example, inputting any up direction allows for Painwheel's j.MP to hit the opponent from a grounded <b>Flight</b> activation. | ||
* Starting <b>Flight</b> from the ground gives Painwheel enough height to use j.LP, j.LK, and j.MK as a fast overhead attack. | |||
* Painwheel can call assists at any time while flying, even if <b>Flight</b> starts during a super jump. | * Painwheel can call assists at any time while flying, even if <b>Flight</b> starts during a super jump. | ||
* Painwheel gets 2 air flights per airtime, so if she starts her air time with a flight or with jumping, she has two flights to use. | |||
** '''Buer Reaper''' on hit will consume one usage of flight. | |||
}} | }} | ||
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| input = During Flight<br> {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | | input = During Flight<br> {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
| | | | ||
: Painwheel can use this command to end <b>Flight</b> without an attack, preserving either half of her backward momentum or all of her forward momentum. | |||
* The 5f "unfly" animation does not restrict Painwheel from any other action and allows her to block. | |||
* Successfully blocking out of the animation gives Painwheel only 25% of the regular block stun from the incoming attack (signified by a visual blood effect). | |||
* Has one frame of input leniency, i.e. the two punches can be pressed one frame apart. | |||
}} | }} | ||
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| framedata = [[File:SG_pwl_qcfmphp_hi_fd.png|left]]<br>[[File:SG_pwl_qcfmphp_hold_hi_fd.png|left]]}} | | framedata = [[File:SG_pwl_qcfmphp_hi_fd.png|left]]<br>[[File:SG_pwl_qcfmphp_hold_hi_fd.png|left]]}} | ||
| | | | ||
* {{NotationIcon-SG|LP}} | : Painwheel ejects spikes from her arm, using them either as combo extensions or far-ranged pressure tools. Commonly referred to as "nails". | ||
* {{NotationIcon-SG|LP}}: The spikes go a short distance before touching the ground, pinning the opponent down for a short while. | |||
** First use in a combo has extra hitstop effect | ** First use in a combo has extra hitstop effect | ||
** No forced damage scaling during <b>Hatred Install</b>. | ** No forced damage scaling during <b>Hatred Install</b>. | ||
* {{NotationIcon-SG|MP}} / {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|MP}} / {{NotationIcon-SG|HP}}: The spikes fly out, becoming projectiles with an area of attack that grows as you hold down the button. | ||
** | **The MP version sends the spikes in a straight line, while the HP version has them fly in an arc. Painwheel can use both to figuratively pin down an opponent before she cancels to <b>Flight</b> and approaches from full screen. Holding the button increases the number of projectiles to a maximum of 5 for these versions and <b>Hatred Install</b> shortens the charge time. | ||
**Can hitconfirm closer distances with a fly cancel into jMK. | **Can hitconfirm closer distances with a fly cancel into jMK. | ||
**Partial charge M stinger travels at a faster rate than the charged versions | **Partial charge M stinger travels at a faster rate than the charged versions | ||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = {{NotationIcon-SG|HK}} | | version = {{NotationIcon-SG|HK}} | ||
| guard = | | guard = {{Property-SG|Anti-Air Grab}} | ||
| properties = {{Property-SG|Damage Scaling|50% | | properties = {{Property-SG|Damage Scaling|50%}},<br>{{Property-SG|Flight Cancel}} | ||
| dmg = 0, 1400 (100) | | dmg = 0, 1400 (100) | ||
| meter = (2.5%) 0%, 3.75% | | meter = (2.5%) 0%, 3.75% | ||
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| framedata = [[File:SG_pwl_qcfhk_fd.png|left]]}} | | framedata = [[File:SG_pwl_qcfhk_fd.png|left]]}} | ||
| | | | ||
:Painwheel catches an opponent with a {{Property-SG|Hit Grab}}. All versions can cancel their recovery to <b>Flight</b> and end with Painwheel in the air. '''Buer Reaper''', along with '''Flight''', is the core of her combo game. | |||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}} <u>Ground</u>: Shortest range of all, but restands the opponent on hit and allows Painwheel to combo with air normals using '''Flight'''. <br/> | ||
:: <u>Air</u>: Launches the opponent horizontally across for a KD. Useful for corner combos or corner carries from an air chain. | |||
* {{NotationIcon-SG|MK}} | * {{NotationIcon-SG|MK}} <u>Ground</u>: Similar to L, but has a longer horizontal range that is useful for corner carry, and causes a KD on hit. <br/> | ||
:: <u>Air</u>: Launches the opponent diagonally downwards for a KD. Not very versatile, but most notably used with an assist call during combos. | |||
* {{NotationIcon-SG|HK}} <u>Ground</u>: Grabs at an upward angle, and one of the few {{Property-SG|Anti-Air Grab}}s in this game; however, it is often used for corner combos or corner carry. <br/> | |||
:: <u>Air</u>: Launches the opponent straight down for a KD. Mostly used for resets or the odd conversion from certain situations at the cost of OTG. | |||
* The air versions of '''Buer Reaper''' may potentially whiff at point-blank range. | |||
* Performing <b>Flight</b> after '''Buer Reaper''' has Painwheel start lower to the ground than normally; you may need to adjust your vertical '''Flight''' momentum accordingly for combos. | |||
<br/> | |||
To view how '''Buer Reaper''' changes during '''Hatred Install''', go to '''Hatred Install''' in the Supers section. | |||
* | |||
* | |||
* | |||
}} | }} | ||
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| framedata = [[File:SG_pwl_ddhk_fd.png|left]]}} | | framedata = [[File:SG_pwl_ddhk_fd.png|left]]}} | ||
| | | | ||
: Painwheel spins her blade, winding up to lunge forward with an attack. This move can only be performed as an assist, with increasing button strengths offering more damage and better hit effects in exchange for a longer wind up time. All versions are extremely active. | |||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}}: Fast startup, plenty of hitstun to confirm off of. | ||
* {{NotationIcon-SG|MK}}: Long startup, sends the opponent flying away | |||
* {{NotationIcon-SG|MK}} | * {{NotationIcon-SG|HK}}: Longest startup, sends the opponent in the opposite direction behind Painwheel. This allows for very unique conversions that aren't normally possible. Most notably, it allows Big Band to convert off of SSJ. | ||
* {{NotationIcon-SG|HK}} | |||
* Pinion Dash can still be used on point from an alpha counter, which will also omit the wind up portion of the animation from the startup found in the M and H version. In this way, H Pinion Can be very useful to escape certain situations, or to hit off of an alpha counter burst that hit the opponent and lead into a full combo confirm. | * Pinion Dash can still be used on point from an alpha counter, which will also omit the wind up portion of the animation from the startup found in the M and H version. In this way, H Pinion Can be very useful to escape certain situations, or to hit off of an alpha counter burst that hit the opponent and lead into a full combo confirm. | ||
<br> | <br/> | ||
: The frame data graphs show the move as an alpha counter. | : The frame data graphs show the move as an alpha counter. | ||
}} | }} | ||
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**** Air MK version of Buer Reaper causes a {{Property-SG|Sliding KD}}. | **** Air MK version of Buer Reaper causes a {{Property-SG|Sliding KD}}. | ||
**** Air HK version of Buer Reaper causes {{Property-SG|Ground Bounce}}. | **** Air HK version of Buer Reaper causes {{Property-SG|Ground Bounce}}. | ||
**** When used more than once in a single combo, all versions of '''Buer Reaper''' (besides ground LK) behave identically as they would outside of '''Hatred Install'''. | |||
** Supers | ** Supers | ||
*** Level 1 supers have minimum 45% damage scaling (same as a regular Lv.3) and level 3 supers have minimum 55% damage scaling (same as a regular Lv.5). | *** Level 1 supers have minimum 45% damage scaling (same as a regular Lv.3) and level 3 supers have minimum 55% damage scaling (same as a regular Lv.5). | ||
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* Install activation gives +4 frame advantage when the opponent is in hitstun, allowing for easier hitconfirms into install | * Install activation gives +4 frame advantage when the opponent is in hitstun, allowing for easier hitconfirms into install | ||
* Useful as a safe DHC due to the few amount of total frames, making it mostly safe. It also only costs 1 bar when used as DHC, making it in many cases better to do short combo -> level 1 super -> hatred install DHC -> hatred install combo -> level 1 super than to do a full combo into painwheel level 3. | * Useful as a safe DHC due to the few amount of total frames, making it mostly safe. It also only costs 1 bar when used as DHC, making it in many cases better to do short combo -> level 1 super -> hatred install DHC -> hatred install combo -> level 1 super than to do a full combo into painwheel level 3. | ||
* Bug: If Painwheel tags in while under Hatred Install, then the timer will still expire during a combo and the install will run out midcombo. However, if Painwheel DHC's | * Bug: If Painwheel tags in while under Hatred Install, then the timer will still expire during a combo and the install will run out midcombo. However, if Painwheel DHC's instead, then the timer retains the normal property and the install will only run out after a combo is over. | ||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Hatred Guard}} (3 hits),<br>{{Property-SG|Minimum Scaling|45%}} | | properties = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Hatred Guard}} (3 hits),<br>{{Property-SG|Sweep}},<br>{{Property-SG|Minimum Scaling|45%}} | ||
| dmg = 2000, 175 x16, 1000 (300) OR<br>2000, 225 x16, 1500 (300) (during HI) | | dmg = 2000, 175 x16, 1000 (300) OR<br>2000, 225 x16, 1500 (300) (during HI) | ||
| meter = -300% | | meter = -300% | ||
| startup = 7 + 2 | | startup = 7 + 2 | ||
| active = 25 | | active = 25 | ||
| recovery = | | recovery = 39 (hit), 28 (block/whiff) | ||
| hitstop = 20, 2 x16, 35 (15 on block) | | hitstop = 20, 2 x16, 35 (15 on block) | ||
| hitstun = 35, 19 x17 | | hitstun = 35, 19 x17 | ||
| blockstun = 16 | | blockstun = 16 | ||
| onhit = {{Property-SG|Wall Bounce}} | | onhit = {{Property-SG|Wall Bounce}} | ||
| onblock = - | | onblock = -36 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 6 | | superhitstop = 6 | ||
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* If this whiffs the opponent, it has very short recovery frames, making this somewhat useful as an escape in many situations. | * If this whiffs the opponent, it has very short recovery frames, making this somewhat useful as an escape in many situations. | ||
* Due to the fast speed of this move, it allows Painwheel to punish many things that other characters cannot, and is Painwheel's only method to punish certain moves especially from fullscreen. | * Due to the fast speed of this move, it allows Painwheel to punish many things that other characters cannot, and is Painwheel's only method to punish certain moves especially from fullscreen. | ||
* Has a buffer after it successfully connects, to link moves more easily. | |||
* Painwheel cannot die while armoring through attacks with this super. | |||
* Appears to be a {{Property-SG|Hit Grab}} at first glance, since it breaks armor and teleports the opponent into position. However, like Band's level 5, there are multiple reasons that it's best described as a {{Property-SG|Sweep}}: | |||
** Unlike hitgrabs, it can hit assists even if whiffing/being blocked by the point character. | |||
** Unlike hitgrabs, Big Band can parry it (and all of the followup hits). | |||
** Unlike hitgrabs, each hit applies its own scaling. | |||
** Unlike hitgrabs, it cannot break {{Property-SG|Hyper Armor}} moves like Band level 5 and Bella level 3. | |||
}} | }} | ||
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| onpushblock = N/A | | onpushblock = N/A | ||
| superhitstop = N/A}} | | superhitstop = N/A}} | ||
| | |||
* Amount of time it takes for the character to turn invulnerable after they finish performing their assist action. | |||
* Longer recovery → more time to punish the assist. | |||
}} | }} | ||
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| text19=Based on a [https://www.youtube.com/watch?v=sZZUMjoxfZA "mango" custom color palette for Sentinel] from Marvel Vs Capcom 2. Crowdfunding request. | | text19=Based on a [https://www.youtube.com/watch?v=sZZUMjoxfZA "mango" custom color palette for Sentinel] from Marvel Vs Capcom 2. Crowdfunding request. | ||
| text20=Original alternate color palette. | | text20=Original alternate color palette. | ||
| text21=Based on [http://disgaea.wikia.com/wiki/True_Zenon True Zenon] from | | text21=Based on [http://disgaea.wikia.com/wiki/True_Zenon True Zenon] from Disgaea 2. | ||
| text22=Based on [http://marvel.com/universe/Spider-Man_%28Peter_Parker%29 Spiderman] from Marvel Comics. | | text22=Based on [http://marvel.com/universe/Spider-Man_%28Peter_Parker%29 Spiderman] from Marvel Comics. | ||
| text23=Original alternate color palette. | | text23=Original alternate color palette. | ||
| text24=Based on the original character [http://astronblackmoonart.tumblr.com/tagged/vile-nemo Vile Nemo] by Astronblackmoon. Crowdfunding request. | | text24=Based on the original character [http://astronblackmoonart.tumblr.com/tagged/vile-nemo Vile Nemo] by Astronblackmoon. Crowdfunding request. | ||
| text25=Based on "monster" [http://kill-la-kill.wikia.com/wiki/Ry%C5%ABko_Matoi Ryūko] from Kill la Kill. | | text25=Based on "monster" [http://kill-la-kill.wikia.com/wiki/Ry%C5%ABko_Matoi Ryūko] from Kill la Kill. | ||
| text26=Based on [https://en.wikipedia.org/wiki/Laboratory_rat a Laboratory Rat]. | |||
| text27=Based on [https://killerinstinct.fandom.com/wiki/Hisako Hisako] from Killer Instinct. | | text27=Based on [https://killerinstinct.fandom.com/wiki/Hisako Hisako] from Killer Instinct. | ||
| | | text28=Based on [https://zelda.fandom.com/wiki/Skull_Kid Skull Kid] from the Legend of Zelda. | ||
| color1=SG_pwl_color1.png | | color1=SG_pwl_color1.png | ||
| color2=SG_pwl_color2.png | | color2=SG_pwl_color2.png | ||
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| color24=SG_pwl_color24.png | | color24=SG_pwl_color24.png | ||
| color25=SG_pwl_color25.png | | color25=SG_pwl_color25.png | ||
| color27= | | color26=SG_pwl_color26.png | ||
| | | color27=SG_pwl_color27.png | ||
| color28=SG_pwl_color28.png}} | |||
==Intro Poses== | ==Intro Poses== | ||
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|} | |} | ||
== | == Players to Watch == | ||
{| | {{PlayerList|colorPrefix=SG_pwl_color|data= | ||
{{PlayerListEntry | |||
|name = Elda Taluda | |||
|- | |color = 8 | ||
| | |region = us | ||
| | |status = Active | ||
| | |notes = {{CharLink-SG|pwl| Throw}} / {{CharLink-SG|msf| H Fiber}} / {{CharLink-SG|cer| Copter}} <br>TALUDA <br>[https://www.youtube.com/watch?v=JAwPm62P1CM Example Play] | ||
| | }} | ||
| | {{PlayerListEntry | ||
|name = Magicman | |||
| | |color = 3 | ||
| | |region = kr | ||
| | |status = N/A | ||
| | |notes = Various <br> <br>[https://www.youtube.com/watch?v=ofETq7_5EPQ&feature=youtu.be&t=27m23s Example Play] | ||
| | }} | ||
| | {{PlayerListEntry | ||
| | |name = ncv | ||
| | |color = 4 | ||
| | |region = us | ||
| | |status = Active(?) | ||
| | |notes = {{CharLink-SG|par| L Shot}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|dbl| L Bomber}} <br>Hi <br>[https://www.youtube.com/watch?v=14qoLzoFP2U&feature=youtu.be&t=1h3m44s Example Play] | ||
}} | |||
{{PlayerListEntry | |||
|name = Rabbleflaggers <br>[https://twitter.com/Rabbleflaggers @Rabbleflaggers] | |||
|color = 6 | |||
= | |region = us | ||
|status = Retired | |||
|notes = {{CharLink-SG|beo| L Chair}} / {{CharLink-SG|pwl| H Pinion}} / {{CharLink-SG|big| H Train}} <br>Hatred install and big damage with H Train assist<br>[https://youtu.be/2pBSGfYUZ7M?t=3955 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Ralph_282 | |||
|color = 20 | |||
|region = us | |||
|regionNote = LA | |||
|status = Active | |||
|notes = N/A <br>Creator of the HURTS metric system, optimizer of Painwheel combos. Ralph is built different.<br>[https://www.youtube.com/watch?v=pN6ig4og_rI Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = rat_baby | |||
|color = 9 | |||
|region = us | |||
|regionNote = WA(?) | |||
|status = Active | |||
|notes = {{CharLink-SG|pwl| H Pinion}} / {{CharLink-SG|big| M Beat}} / {{CharLink-SG|pea| L George}} or {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} / {{CharLink-SG|pwl| H Pinion}} <br>Painwheel Master <br>[https://www.youtube.com/watch?v=ve5D7VsesPQ Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Warped_Echo | |||
|color = 23 | |||
|region = us | |||
|status = Inactive(?) | |||
|notes = Various <br>Hi <br>[https://www.youtube.com/watch?v=T1NCePekEmc Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = PME <br>[https://twitter.com/PME_SG @PME_SG] | |||
|color = 5 | |||
|region = us | |||
|status = Active | |||
|notes = {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|msf| H Fiber}} <br>Pokemon MASTER <br>[https://youtu.be/myYRSMWwPA4?t=5423 Example Play] | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 07:00, 2 June 2024
Story
Once a normal schoolgirl named Carol, Painwheel was kidnapped by Valentine and delivered to the Anti-Skullgirls Labs' secretive Lab Zero. There she was implanted with the synthetic Buer Drive and Gae Bolga parasites and infused with experimental Skullgirl blood, transforming her into the monster she is today. Violent and unstable as a result of these experiments, as a precaution she's mentally controlled by Lab Zero's powerful psychic director, Brain Drain.
Fueled by rage, she draws her power from her pain and fury. Despite that, the soul of that scared young girl still lives on inside this monstrous body, desperately fighting off the onslaught of voices that would control her.
Overview
Painwheel has the ability to fly, which is used for mobility and its cancel abilities. She also has a special kind of armor on many of her normals called Hatred Guard, which deals back damage taken to the opponent.
- Flight (214K): She can use her Fly special move to move freely in the air and stay unpredictable, as well as giving her control over the pace of a match. It also allows her to cancel normals and even some specials for mixups, combos, and pressure.
- Hatred Guard: She has armor on many of her ground normals and on one of her air normals, giving her a strong defense option when applied in the right scenarios. You can also use it in staggers to catch abare or assist calls. Even during armor, she still has access to all her usual cancels. Confirm armor hits into Buer (236LK), supers, or quickly change your mind with flight to stay unpredictable.
- Hatred Install (214KK): This is a very strong DHC option for only 1 bar. Powered up combos in install do big damage, and on block it's very safe.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
---|---|---|---|---|
Light | Step | No | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
---|---|---|---|---|
40 | 40 | 90 | 34 | 32 |
Assists
H Pinion Dash (default assist)
A setup assist that charges at the opponent and sends them flying backwards on hit. This allows for very unique conversions that aren't normally possible. Most notably, it allows Big Band to convert off of SSJ. Can also be used from a burst alpha counter that hits the opponent for a free conversion. All versions of Pinion dash are assist-only moves.
2MP (default assist)
A multi-hit lockdown assists. Doesn't use Hatred Guard, but if called as an Alpha Counter, the button can be held for Hatred Guard.
L Pinion Dash (22LK)
Fast horizontal move with decent hitstun and blockstun, and restands the opponent, allowing for some unique conversions or crossup setups for certain characters.
M Pinion Dash (22MK)
Longer startup than L, but knocks opponents far away in a knockdown state, and has a sizeable hitbox.
M Gae Bolga Stinger (236MP)
Projectile assist. Painwheel cannot charge Gae Bolga Stinger in a custom action and will always attack with the minimum number of projectiles. Can charge (and fly cancel) upon an alpha counter.
5MK
Similar to 2MP, but hits a little higher up. Doesn't use Hatred Guard, but if called as an Alpha Counter, the button can be held for Hatred Guard.
Move List
Character Mechanic: Hatred Guard
- Painwheel surrounds herself with a red lightning effect as she charges her Hatred Guard attacks. As armored attacks, the held start up frames of a Hatred Guard can absorb an incoming attack.
- Painwheel stores a portion of the damage from an armored attack in a total that accumulates over time, up to a maximum of 33% of the opponent's total team health.
- Painwheel can then redistribute this stored damage back to the opponent. Connecting with a move that can have armor will empty the stored damage into that combo.
- Light attacks will deal an extra 33% of her stored damage, 50% with medium attacks, and 66% with heavy attacks. These are all scaled with the current point in the combo.
- Painwheel's level 3 super, Buer Overdrive, will deal 120% of the stored damage on the final hit. This extra damage is not scaled by where she is in the combo.
- The stored damage will not be spent on whiff or on block.
- Multi-hitting moves such as j.hp or 2mp will add the stored damage onto the first hit that connects.
- Hitting an assist or Fortune's head will apply the damage to the assist/head. Hitting both assist and point will apply the damage to both.
- Hitting Peacock's Lenny will consume the Hatred Guard damage, as Lenny has an HP bar that we do not see.
- Hitting projectiles built to eat a physical hit and disappear (such as Parasoul's M Egret or Eliza's Throne) will not consume hatred guard.
- Hitting a dead body with a Hatred Guard attack will not spend the stored damage bonus.
- Hatred Guard never protects Painwheel on the first frame of start-up (except during Hatred Install), but will always protect her on the first active frame of her attacks (5MP and Buer Overdrive's Hatred Guard protect her during all of the active frames).
- Charging for at least 7 frames will keep Hatred Guard active up to the first active frame of the attack.
- Heavy Hatred Guard attacks, such as jHP, 5HP, 2HK etc gain additional properties when fully charged.
The startup for Hatred Guard normals is listed as
- Armor startup frames
- (Additional armored frames from holding the button)
- The rest of the startup, which is also armored if held
Add the 1st and 3rd numbers to get the unarmored startup. Add all three to get the held button startup.
Standing Normals
Enmity Nail Toggle Hitboxes Toggle Hitboxes
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Revulsion Shank Toggle Hitboxes Toggle Hitboxes
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Fury Sledge Toggle Hitboxes Toggle Hitboxes
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Warp Spasm Toggle Hitboxes Toggle Hitboxes
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Fracture Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Lacerate Toggle Hitboxes Toggle Hitboxes
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Cruel Lily Toggle Hitboxes Toggle Hitboxes
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Animosity Barbs Toggle Hitboxes Toggle Hitboxes
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Pierce Toggle Hitboxes Toggle Hitboxes
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Disfigure Toggle Hitboxes Toggle Hitboxes
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Malice Clover Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Skewer Toggle Hitboxes Toggle Hitboxes
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Violet Grudge Toggle Hitboxes Toggle Hitboxes
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Deadly Flail Toggle Hitboxes Toggle Hitboxes
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Prod Toggle Hitboxes Toggle Hitboxes
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Bludgeon Toggle Hitboxes Toggle Hitboxes
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Tortured Rose Toggle Hitboxes Toggle Hitboxes
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Command Normals
Ratchet Poppy Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Vice Crush / Hatred Piston Toggle Hitboxes Toggle Hitboxes
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Snapdragon Toggle Hitboxes Toggle Hitboxes
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Specials
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Supers
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"Feel... pain..." Toggle Hitboxes Toggle Hitboxes
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Taunt
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"You..."
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Original alternate color palette. |
Color 4 Original alternate color palette. |
Color 5 Original alternate color palette. |
Color 6 Original alternate color palette. |
Color 7 Original color palette based on Brain Drain. |
Color 8 Original color palette based on Valentine. |
Color 9 Based on Kamen Rider. |
Color 10 Original alternate color palette. |
Color 11 Original color palette based the costumes associated with the Dia de los Muertos holiday. |
Color 12 Based on Sentinel from Marvel Vs Capcom 2. |
Color 13 Original alternate color palette. |
Color 14 Based on Vega from Street Fighter. |
Color 15 Based on Jason Voorhees from Friday the 13th. |
Color 16 Based on Eva-01 from Neon Genesis Evangelion. |
Color 17 Based on Haku from Naruto. |
Color 18 Based on Basara from Samurai Shodown. |
Color 19 Based on a "mango" custom color palette for Sentinel from Marvel Vs Capcom 2. Crowdfunding request. |
Color 20 Original alternate color palette. |
Color 21 Based on True Zenon from Disgaea 2. |
Color 22 Based on Spiderman from Marvel Comics. |
Color 23 Original alternate color palette. |
Color 24 Based on the original character Vile Nemo by Astronblackmoon. Crowdfunding request. |
Color 25 Based on "monster" Ryūko from Kill la Kill. |
Color 26 Based on a Laboratory Rat. |
Color 27 Based on Hisako from Killer Instinct. |
Color 28 Based on Skull Kid from the Legend of Zelda. |
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Intro Poses
Painwheel has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
Intro pose 1: Hold OR Painwheel's propeller appears on the stage and then Painwheel herself. Rrrraaaarrrghh! | |
Intro pose 2: Hold OR Painwheel stands with her back turned and then leans forward with scream. | |
Intro pose 3: Hold OR Painwheel lies until BrainDain activates her. Must... kill... Uuuurrrghhhh... |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Elda Taluda | United States |
Active | Throw / H Fiber / Copter TALUDA Example Play | |
Magicman | South Korea |
N/A | Various Example Play | |
ncv | United States |
Active(?) | L Shot / L Pinion / L Bomber Hi Example Play | |
Rabbleflaggers @Rabbleflaggers |
United States |
Retired | L Chair / H Pinion / H Train Hatred install and big damage with H Train assist Example Play | |
Ralph_282 | United States LA |
Active | N/A Creator of the HURTS metric system, optimizer of Painwheel combos. Ralph is built different. Example Play | |
rat_baby | United States WA(?) |
Active | H Pinion / M Beat / L George or L George / M Beat / H Pinion Painwheel Master Example Play | |
Warped_Echo | United States |
Inactive(?) | Various Hi Example Play | |
PME @PME_SG |
United States |
Active | H Beam / L Pinion / H Fiber Pokemon MASTER Example Play |