Skullgirls/Painwheel: Difference between revisions
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* '''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. | * '''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 | {{StrengthsAndWeaknesses | ||
| 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. | | 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.) | |||
| pros = | | pros = | ||
*'''Flight''': | *'''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. | ||
*'''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. | *'''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. | ||
*'''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. | *'''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, | *'''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. | *'''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= | ||
*'''Poor | *'''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. | *'''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 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. | *'''Meter gain''': Doesn't build a lot of meter outside or inside of combos, and nearly none during install. | ||
*'''Misinputs''': | *'''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 | |tablewidth=80 | ||
}} | }} | ||
<br> | </br> | ||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | <div class="heading" style="text-align: center;">'''Video Overview'''</div> | ||
{{# | <div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=2900}}</div> | ||
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}} | |||
}} | }} | ||
==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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| 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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| 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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| | | | ||
* A 4-hit <b>Hatred Guard</b> attack that covers a large area in front of Painwheel. | * 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]]}} | ||
| | | | ||
* This multihit move vacuums airborne opponents on hit, leading to more stable conversions. | |||
* 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. | * 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 | * 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. | * Only the last hit applies pushback and does not vacuum. | ||
}} | }} | ||
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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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| 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 | * 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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* 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. | * 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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:: <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. | :: <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. | * 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/> | <br/> | ||
To view how '''Buer Reaper''' changes during '''Hatred Install''', go to '''Hatred Install''' in the Supers section. | To view how '''Buer Reaper''' changes during '''Hatred Install''', go to '''Hatred Install''' in the Supers section. | ||
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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% | ||
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* Painwheel winds up and charges, cutting through the opponent with an extended animation with a successful first hit. On the last hit, Painwheel will use all of her stored <b>Hatred Guard</b> damage and return it to the opponent with a 120% multiplier. With <b>Hatred Install</b> active, Painwheel returns an especially brutal 190% of her stored damage. | * Painwheel winds up and charges, cutting through the opponent with an extended animation with a successful first hit. On the last hit, Painwheel will use all of her stored <b>Hatred Guard</b> damage and return it to the opponent with a 120% multiplier. With <b>Hatred Install</b> active, Painwheel returns an especially brutal 190% of her stored damage. | ||
* Invulnerability for 7f of start up (before super flash). | * Invulnerability for 7f of start up (before super flash). | ||
* <b>Hatred Guard</b> covers all post-super flash start up and active frames. | * <b>Hatred Guard</b> covers all post-super flash start up and active frames. | ||
* 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. | * 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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| color24=SG_pwl_color24.png | | color24=SG_pwl_color24.png | ||
| color25=SG_pwl_color25.png | | color25=SG_pwl_color25.png | ||
| color26= | | color26=SG_pwl_color26.png | ||
| color27= | | color27=SG_pwl_color27.png | ||
| color28= | | color28=SG_pwl_color28.png}} | ||
==Intro Poses== | ==Intro Poses== | ||
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|color = 8 | |color = 8 | ||
|region = us | |region = us | ||
|status = | |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] | |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] | ||
}} | }} | ||
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|status = Inactive(?) | |status = Inactive(?) | ||
|notes = Various <br>Hi <br>[https://www.youtube.com/watch?v=T1NCePekEmc Example Play] | |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] | |||
}} | }} | ||
}} | }} |
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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Rail Spike / Hatred Piston Toggle Hitboxes Toggle Hitboxes
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Rail Spike / 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
Toggle Hitboxes Toggle Hitboxes
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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 |