Skullgirls/Painwheel/Combos

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Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Flight = Fly (214K)
Gae Bolga Stinger = Nail (236P)
Buer Reaper = Buer (236K)
Death Crawl = Crawl (236PP)
Buer Thresher = Thresher (j236KK)
Hatred Install = Install (214KK)
Buer Overdrive = Level 3 (214PP)
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


Hit Confirms

BnB Combos

Beginner

A basic ground chain combo ending in sweep

2LK 2MK 2HK

A basic ground chain combo ending in a special cancel

2LK 2MK 5HP 236MK

A basic ground chain combo ending in a special cancel

2LK 2MK 5HP 236LK 236PP

A basic combo that utilizes fly cancels. After the air chain you can choose to go for a reset with throw or fly 3jLK.

2LK 2MK 5HP 236LK fly
9jLP jLK
2LK 2MK 5HP 236LK 236PP

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP fly
3jLK
2MK 5HP 236LK fly
9jLP jLK
5MP
jMP fly
6jMK jHPx3 jHK
2LP 5LK 2MP 5HP 236LK 236PP

7,433

1

Anywhere

Universal

  • An easier combo for beginners
  • Can swap the last cMP sHP with sMK fHKx4 respectively. Added damage but slightly harder to execute.
  • Can fastfall after the second jLK with jMK to make the confirm into 5MP more consistent

(video)

2LK 2MK 2HP 236HK fly
unfly 236LK fly
6jLK
5MP j236LK fly
jMP
sMK 236HK fly
8jHK
5LK 5MK 236LK fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

8,651

1

Corner

Universal

  • Easier corner route
  • On heavys just be sure to j236LK at the peak of there height

(video)

Conversions

Ground confirms
  • Nothing combos off of max range 2LK other than 236MK, can be hard to hitconfirm. 2MK doesn't reach as far as 2LK so if you are worried about it dropping do 2LK 5HP 236LK instead.
Throw starter combo
  • To save OTG: fly cancel into jMK, land into buttons or 236LK.
  • To save Undizzy at the cost of OTG (midscreen): 236K fast fall (cancel throw into j236K quickly) dash up into moves.
  • You can save both Undizzy and OTG with a bit more difficulty (Midscreen): 236K fast fall (cancel throw into j236K quickly) walk or dash up 2MK 5HP 236LK. Although most of Painwheel's buttons can work for the OTGless restands, this one is the optimal starter.
Air throw starter combo
  • Air throw and ground throw are effectively identical. One sends slightly further away but it's negligible.
Anti-air confirms
  • 5MP: jump, recognize what side you are on, jMK fly jMK land into buttons.
  • 236HK: j236KK unless close to corner.
Off air to airs
  • jMP, fly, jMK, fly, jMK, land into buttons
  • jHP is same as above, or j236KK, or 236LK if near the corner.

Enders

Your optimal ender string will mostly change depending on screen positioning and whether or not you have OTG available.

All of the following enders are notated starting with 2LP for optimal damage, but keep in mind that 5LP is 4 frames faster and has a more reliable hitbox for the cost of only 25 damage at full scaling. If you're ever worried about dropping the combo, don't hesitate to start your string with 5LP instead.


Anywhere, no OTG (2045 damage)
2LP 5LK 2MP 5HP 236LK 236PP
Anywhere, OTG available (2165 damage)*
2LP 5LK 2MP 6HKx4 236LK(OTG) 236PP
Corner, no OTG (2069 damage)
2LP 5LK 5MK 5HP 236LK 236PP
Corner, OTG available (2189 damage)
2LP 5LK 5MK 6HKx4 236LK(OTG) 236PP
Corner, meterless ender (1213 damage)
2LP 5LK 2MP 6HKx4 236HK fly j236LK(burstable)
Anywhere, double thresher ender (2581 damage) (example)
2LP 5LK 2MP 6HKx4 236HK 236KK fly 236KK


*Some characters can also be hit by 2MP 6HKx4 236LK without OTG, so you can do a bit of extra damage if you can time your 236LK correctly.

Characters it works on:

  • Eliza
  • Peacock
  • Painwheel
  • Valentine
  • Parasoul
  • Double
  • Beowulf
  • Umbrella
  • Annie
  • Black Dahlia

Tips & Tricks

Combos By Starter

Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP fly
3jLK
2MK 5HP 236LK fly
9jLP jLK
5MP
jMP fly
6jMK jHPx3 jHK
2LP 5LK 2MP 5HP 236LK 236PP

7,433

1

Anywhere

Universal

  • An easier combo for beginners
  • Can swap the last cMP sHP with sMK fHKx4 respectively. Added damage but slightly harder to execute.

(video)

2LK 2MK 2HP OTG 236MP fly
6jMK
5HP 236LK fly
6jLK
2MK 5HP 236LK fly
3jLP
2MP 236LP
fly 9jMP
Dash 2LP 5LK 2MP 5HP 236LK 236PP

8,138

1

Anywhere

Universal

  • Optimal pure midscreen route
  • On Squigly Replace 3jLP with 6jLP jMK (fastfall) so that 236LP won't whiff
  • Omit the third 5HP and after 236LP(L nail) do 9jMP jHP to deal 8,183 damage does not work on Cerebella, Peacock, Painwheel, or Valentine

(video)

2LK 2MK 5HP 236LK fly
6jLK
236LK fly
3jLP
5MP j236LK fly
6jMP
5MK 236HK
OTG 5LK 5MK 236HK fly
8jHK
2LP 5LK 5MK 5HP 236LK 236PP

8,481

1

Midscreen

Universal

  • Corner Carry route goes about half of the screen if you fail to save otg you can do 5MK 5HP 236HK 8jMK jHP instead and deal 8,176 damage

(video)

2LK 2MK 5HP 236LK fly
6jLK
236LK fly
3jLP
2MK L Nail
Dash 5MP
jHP fly
9jMK jHP j236LK fly
OTG 6jMP
Dash 2LP 5LK 5MK 5HP 236LK 236PP

7,997

1

Midscreen

Universal

  • For Maximum corner carry it goes about 3/4 of the screen
  • On lights it's easier to do jHPx3 236LK at less damage at 7,887

(video)

2LK 2MK 2HP 236HK fly
unfly 236LK fly
6jLK
5MP j236LK fly
jMP
sMK 236HK fly
8jHK
5LK 5MK 236LK fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

8,651

1

Corner

Universal

  • Easier corner route
  • On heavys just be sure to j236LK at the peak of there height

(video)

2LK 2MK 2HP 236HK fly
j236LK
OTG 236LK fly
5jLK
5MP 236HK fly
8jMK
5MK 236HK fly
2jHP
5LK 236LK fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

8,890

1

Corner

Lights only

  • Lights-only corner combo that has the best damage while being practical
  • Doing 6jLK instead of 5jLK will make H Buer after 5MP whiff on some characters
  • You can make this combo universal by doing 8jHK instead of 2jHP (8,825 damage) however you need to fastfall between the first 236HK and j236LK. It is also very difficult on heavies

(video)

2LK 2MK 2HP 236HK fly
(fastfall) j236LK
OTG 236LK fly
6jLK
5MP
jMP j236LK fly
jHK
5MK 236HK fly
9jMK jHP
2LP 5LK 5MK 5HP 236LK 236PP

8,848

1

Corner

Universal

  • Optimal universal corner combo
  • Difficult on heavies
  • Add a slight delay to either jMP or the following j236LK to make jHK plus enough to combo into 5MK. Delaying too much will make you miss a hit of jHK, dealing 45 less damage.

(video)

2LK 2MK 2HP 236HK
j236LK fly
j236LK
236HK fly
8jMK 5MK 236HK fly
2jHP
5HK
8jLK j236LK fly
5jMP
2LP 5LK 5MK 5HP 236LK 236PP

9,141

1

Corner

Lights only

  • Optimal corner combo
  • It's really hard

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw fly
9jMK
2MK 5HP 236LK fly
6jLK
2MP 236LK fly
9jLP jLK
5LK 2MP 236LP
fly 9jMP
Dash 2LP 5LK 5MK 6HKx4 236LK 236PP

6,080

1

Anywhere

Universal

  • Optimal midscreen route with fly 9jMK conversion

(video)

Throw
236K fast fall
2mk 2hp 236HK fly
jmp (fast fall)~236 236LK
OTG 236LK fly
6jlk
5mp 236HK fly
Jmk
5lk 236LK fly
3jlp
5mk 236HK fly
9jhk
2lp 5lk 5mk 5hp 236LK 236PP

7,300

1

Corner

Universal

  • Optimal corner throw conversion. hard on heavies, on lights omit the jmp fastfall

(video)

2[HP]

Notation Damage Meter Cost Location Character Specific? Notes Video
2[HP] fly
jMK fly
8jMK
2MK 5HP 236LK fly
6jLK
5LK 236LK fly
3jLP
2MP 236LP
fly 9jMP
Dash 2LP 5LK 5MK 6HKx4 236LK 236PP

8,411-8,455

1

Anywhere

Universal

  • Keep distance in mind you may need to 6jMK fly 8jMK if your to far from your opponent
  • On squigly you will need to replace 3jLP with 6jLP jMK (fastfall) to prevent 236LP from whiffing
  • On Cerebella even if you hit 2[HP] point blank you will need to do either 6jMK fly 8jMK or jMK fly 9jMK

(video)

2[HP] fly
jMK fly
8jMK
2MK 5HP 236LK fly
6jLK
5LK 236LK fly
3jLP
5MP 9j236LK fly
fly 6jMP
2LP 5LK 5MK 6HKx4 236LK 236PP

8,638

1

Midscreen to Corner

Universal

  • Corner carry route goes about half the screen
  • If you fail to save OTG this deals 8,518 damage
  • Keep distance in mind you may need to 6jMK fly 8jMK if your to far from your opponent
  • On Cerebella even if you hit 2[HP] point blank you will need to do either 6jMK fly 8jMK or jMK fly 9jMK

(video)

Hatred Install(214KK)

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP 214KK
2MK 236LK fly
9j236HK
[2HP] 236LK fly
9jMK
5LK 236LK fly
6jLK
2MP 236LK fly
3jLP
2LP 5LK 2MP 6HK×4 236HK fly
1PP 236PP

10,893

3

Anywhere

Universal

  • Most damaging midscreen route thats still fairly consistent

(video)

214KK 2LK 2MK 5HP 236LK
[2HP] fly
6j236HK
[2HK] 236LK fly
9jMK
2MK 236LK fly
6jLK
2MP 236LK
3jLP
2LP 5LK 2MP 6HK×4 236HK fly
1PP 236PP

11,004

3

Anywhere

Universal

  • Midscreen route for when you are already in install
  • Would be good to make a habit of doing j236HK at the lowest hight possible so you have more time to micro walk or dash [2HK] so 236LK doesn't whiff on certain characters like band

(video)

2LK 2MK 5HP 214KK
5HP 236LK
[2HK] 236HK
j236LK fly
9jLK j236HK
5MK 236HK fly
8jMK j236MK
2LP 5LK 5MK 5HP 236LK 236PP

11,106

3

Corner

Universal

  • Go to install route
  • If you do 2HP instead of 5HP at the start and switch the places of 9jLK and 8jMK for a slightly harder/more damaging route dealing 11,230 damage (video)

(video)

2LK 2MK 2HP 214KK
5HP 236MK fly
9j236HK
jMK j236LK fly
1jMK(Fastfall)
2HK 236LK fly
1jMP(Fastfall)
Full Charge 236MP
5MK 236LK fly
3jLP
2LP 5LK 2MP 6HK×4 236HK fly
1PP 236PP

11,274

3

Corner

Universal

  • Optimal install route its harder and not much more damage but I'm sure you can do consistent if ya willing to use this
  • The 236MP however if not spaced correctly can whiff some nails and on some like squigly can be a tad rougher to land all 5 hits


214KK 2LK 2MK 2HP 236HK
j236LK fly
j236MK
236LK
[2HP] 236LK fly
9jMK
5LK 236LK fly
6jLK
5MK 236LK fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

11,606

3

Corner

Universal

  • Simple corner route for when you are already in install

(video)

Buer Overdrive

Notation Damage Meter Cost Location Character Specific? Notes Video
214 PP
OTG 5HP 236LK Fly
6j.LK
2MK 5HP 236LK Fly
9j.LP j.LK
2MP 5HP 236LP dash 5LP 5LK 2MP 5HP 236LK 236 PP

8,087

4

Anywhere

Universal

  • Easy confirm off of reversal Buer Overdrive, omit the 5HP at the start if need be.
  • switch 5LP for 2LP for slightly more damage
  • do 5MK in place of the last 2MP in the corner for slightly more damage

(video)

Buer Thresher

Notation Damage Meter Cost Location Character Specific? Notes Video
j236KK fly [3]jMK
236LK fly
6jLK
2MK 5HP 236LK fly
9jLP jLK
2MP 5HP 236LP dash 5LP 5LK 2MP 5HP 236LK 236PP

5,941

2

Anywhere

Universal

  • Easy confirm off of reversal Buer Thresher
  • Hold [3] longer for the side switch
  • switch 5LP for 2LP for slightly more damage
  • do 5MK in place of the last 2MP in the corner for slightly more damage

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH jMK 2MK 2HP OTG 236MP fly
6jMK fly
9jMK
5HP 236LK fly
6jLK
2MK 5HP 236LK fly
3jLP
2MP 5HP L Nail
fly 9jMP
Dash 2LP 5LK 2MP 5HP 236LK 236PP

9,076

1

Anywhere

Universal

  • Optimal Universal pure midscreen route
  • If 2MK start it deals 8,930 damage
  • M Nail may require a very slight delay to prevent the combo from immediately advancing to stage 4, which will cause the 9jMK to trigger IPS

(video)

CH jMK 2MK 2HP OTG 236MP fly
6jMK
5HP 236LK fly
6jLK
5MP j236LK fly
6jMP
5MK 236HK fly
8jHK
5LK 5MK 236LK fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

9,764

1

Midscreen

Universal

  • Optimal Midscreen route
  • This corner carrys about half way across the screen
  • If 2MK start it deals 9,433 damage

(video)

CH jMK 2MK 2HP 236HK fly
jMP (fastfall) j236LK
236HK fly
8jMK 5LK 236LK fly
6jLK 5MK 236LK fly
3jLP 2MP 5HK
8jMP j236LK fly
5jHK
2LP 5LK 5MK 5HP 236LK 236PP

10,053

1

Corner

Universal

  • Optimal corner combo
  • If 2MK start it deals 9,578 damage

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
otg 2LK 5MP
2HK (full charge)
repeat

N/A

1

Corner

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
236K 19.25 385 20
236MP/HP (lvl3) 17.5 350 20
j.[HP] 13.33333333 400 30
j.MP 11.75 235 20
5MK 11 220 20
2[HP] 10.53333333 316 30
236MP/HP (lvl2) 10.5 210 20
5[HP] 10.06666667 302 30
6HK 10 300 30
2MP 9.8 196 20
j.HP 9.666666667 290 30
2[HK] 9.166666667 275 30
j.HK 9 270 30
5HK 8 240 30
5MP 6.75 135 20
2MK 6.5 130 20
236LP 6.5 130 20
j.MK 6.5 130 20
2HP 6.333333333 190 30
5HP 6 180 30
2HK 6 180 30
5LK 5 75 15
j.LK 4.666666667 70 15
2LP 4.333333333 65 15
2LK 4.333333333 65 15
j.LP 4.333333333 65 15
236MP/HP (lvl1) 3.5 70 20
5LP 2.666666667 40 15



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Filia
Cerebella
Peacock
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Painwheel
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Big Band
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Robo-Fortune
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Umbrella
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