Skullgirls/Painwheel/Team Building

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Assist Strategies

  • Reversals / DPs : while Hatred Guard normals have armor that can be used when on defense, having a true invincible reversal helps Painwheel a lot. Most of these reversal assists can also be used to intercept opponents trying to contest Painwheel in the air. Common examples include L Beat Extend (Big Band), H Updo (Filia), Napalm Pillar (Parasoul), H Fiber Upper (Ms. Fortune), H Hurting Hurl (Beowulf)
  • Horizontal Assists: Horizontal Neutral Assists can be used to compliment Painwheel's great presence in the air (with Flight) by giving her temporary control over the ground. Common Candidates for this role include: H Theonite Beam (Robofortune), M Bomber (Double), H Lock N Load (Cerebella), H Brass (Big Band), L George (Peacock)
  • Lockdown Assists: Lockdown Assists can be used to enable nasty flight mixups with Painwheel. Common assists for this are: Cerecopter (Cerebella), H Drill (Fukua), H Osiris Spiral / Butcher's Blade (Eliza)


Popular Painwheel Cores

  • Painwheel / Big Band: Big Band provides two amazing assists to Painwheel. H Brass is great help for Painwheel's approach, especially against zoners. L Beat Extend gives her a much needed grounded reversal as well as complimenting her already great air control. Super Sonic Jazz is also a high damaging DHC for a character that already has great damage. Big Band in return receives a safe DHC, and H Pinion Dash assist allows him to get the best reward possible off of Super Sonic Jazz. This core covers each other well enough in and of itself to be played as a strong duo, but this pair can give great support to a point character. if you want your point to have a safe DHC, PW/BB is strong in that order, but the come-back factor of BB/PW, especially if your point is a battery character, is especially strong, because the reward BB can get off of reversal SSJ is really high, on top of the safe dhc to keep him safe if something goes wrong.


  • Robofortune / Painwheel: Robofortune can uses Painwheel's Hatred Install DHC to greatly boost her usually subpar damage, while also using it as a safe DHC. In terms of assists, H Pinion Dash assist allows Robofortune to convert off of her ground and air throws for solid damage, as well as being one of the few assists that allows her to convert off of 5HK. H Pinion's long range compliments Robo's zoning game-plan, and Robo's full screen beams allows her to easily protect the assist if the opponent blocks it. M Gae Bolga Stinger also deserves note; it's very unique as a projectile assist because it moves at the same speed as Robo's forward dash. M Stinger can be used to help Robo approach zoners, particularly Peacock. More info can be found here H Pinion overall is more useful, however. It's also worth mentioning that Robo's 5HP allows her to easily combo into Painwheel's raw tag. Robofortune's H Theonite Beam assist is a multihit, fullscreen projectile assist that allows Painwheel to approach from the air with ease, or to safely charge her Gae Bolga Stingers. The block-stun of H Beam assist is enough to enable mixups for Painwheel as well. While this pairing greatly enhances each other's strengths, but fails to address either character's bad defensive options. While a duo can be good, playing the pair (Robo/PW or PW/Robo) with a good DP assist in the third slot really helps them shine.


  • Ms. Fortune / Painwheel: Fortune when on point can make good use of Painwheel's lockdown assists and can greatly appreciates having a safe dhc for her reversal supers and a damage boost from Hatred Install. Ms Fortune is a great at building the meter needed to perform these high reward dhc's. Painwheel in return gets a much needed DP assist in the form of H Fiber Upper. While most characters don't like H Fiber Upper as DP assist due to how high it launches the opponent on hit, Painwheel is one of the few characters who has no problem converting off it with a sj. MP. This pair is often played with Ms Fortune on point, because Hatred Install's damage can essentially allow her to kill a character off of two hits(assuming u can reset the opponent successfully at least once after your first combo). They can be played well as a duo, but most players opt to have a third character with a strong neutral assist help round them out.

DHCs

This particular part of Painwheel's kit is what makes her support value for a team so amazing. Hatred install not only gives your point character a safe DHC, it also can be used to give an insane boost to the point character's damage output. With the right combo follow-up, Hatred Install can lead to more damage than most two Bar DHC's, while still being a one bar cost. Certain team compositions can use the insane damage output from Hatred Install to "two-touch" a character off of one well placed reset.

Tagging

Assist Combos

Pillar

For the corner it's best to just do 2LK 2MK 2HP Pillar 236HK into the regular BnB
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP Pillar Fly
9jMK Fly
6jMK
5HP 236LK Fly
6jLK
2MK 236LK Fly
9jLP jLK
2MP 236LP
Fly 9jMP
2LP 5LK 5MK 6HK 236LK 236PP

8,815

1

Midscreen

Universal

  • Pure Midscreen route
  • Has great corner carry if you reach the corner you can switch out 2MP 236LP with 5MP j236LK Fly 6jMP deals 8,903 or 9,023 damage if you save OTG


2LK 2MK 2HP Pillar Fly
9jMK Fly
6jMK
5HP 236LK Fly
6jLK
5MP j236LK Fly
6jMP
5MK 236HK Fly
8jHK
2LP 5LK 5MK 5HP 236LK 236PP

9,061

1

Midscreen to Corner

Universal

  • More damaging corner carry route this carries a little over half the screen
  • If you manage to save OTG deals 9,181 damage


Cerecopter

The actual optimal is just calling it at the end of the string like for the final string do 2LP 5LK 5MK 6HK Cerecopter 236LK 236PP
That's no fun though so here are some more unique routes
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP 236MP Fly
9jMK
5HP 236LK Fly
9jLK j236MK + Cerecopter
5LK 236LK Fly
3jLP
2MP 236LP
Fly 9jMP
2LP 5LK 2MP 5HP 236LK 236PP

8,686

1

Midscreen

Universal

  • Optimal pure midscreen route


2LK 2MK 2HP 236HK
236HK Fly
236MK + Cerecopter
8j[HP]
5MK 236HK Fly
8jMK jHP
2MP 236LK Fly
6jLK
2LP 5LK 5MK 5HP 236LK 236PP

9,235

1

Midscreen

Universal

  • Optimal universal corner route


H Spiral

The actual optimal is just calling it at the end of the string like for the final string do 2LP 5LK 2MP H Spiral 2[HP] 236LK 236PP however this can be a tad hard to do consistently so here are some more unique routes
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP 236LK Fly
6jLK
236LK Fly
9jLP j236MK + H Spiral
9sj[HP] j236LK Fly
6jMP
5MK 236HK Fly
8jHK
2LP 5LK 5MK 5HP 236LK 236PP

8,871

1

Midscreen to Corner

Universal

  • Corner carry route goes about 3/4 of the screen

(video)

2LK 2MK 2HP 236HK Fly
jMP (Fastfall) j236LK
236LK Fly
9jLK j236MK + H Spiral
8jMP j236LK Fly
8jHK
5LK 5MK 236LK Fly
3jLP
2LP 5LK 5MK 5HP 236LK 236PP

9,230

1

Corner

Universal

  • Optimal corner route

(video)

H Brass

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP H Brass 236MP Fly
j236MK Fly
9/6jMK
236LK Fly
6jLK
2MK 5HP 236LK Fly
9jLP jLK
2MP 236LP
Fly 9jMP
2LP 5LK 2MP 5HP 236LK 236PP

9,193

1

Midscreen

Universal

  • Pure midscreen route


H A-Train

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP 236MK + H A-Train
9j236HK Fly
jMK
236LK Fly
6jLK
2MK 5HP 236LK Fly
9jLP jLK
2MP 236LP
Fly 9jMP
2LP 5LK 2MP 5HP 236LK 236PP

9,432

1

Midscreen

Universal

  • Easier midscreen route

(video)

2LK 2MK 2HP 236HK + H A-Train
2[HP] Fly
9j236HK Fly
jMK 236LK Fly
6jLK
2MP 236LK Fly
6jLP jMK (Fastfall)
5LK 2MP 236LP
Fly 9jMP
2LP 5LK 2MP 5HP 236LK 236PP

9,648

1

Midscreen

Universal

  • Optimal pure midscreen route
  • Time the 2[HP] a little after the second hit of H A-Train
  • If you DHC into Band LVL 3 and keep it midscreen this will TOD 3v3 with 13.8K~ damage


2LK 2MK 2HP 236HK + H A-Train
2[HP] 236HK Fly
jMP (Fastfall) j236LK
5LK 236LK Fly
6jLK
2MP 236LK Fly
3jLP
5MK 236LK Fly
8jMK
2LP 5LK 5MK 5HP 236LK 236PP

10,101

1

Corner

Universal

  • Optimal? Corner route
  • If you make the final string 2LP 5LK 5MK 5HK×1 236LP 236PP and DHC into Band's LVL 3 this will TOD 3v3 with 14K~ damage


Assist Resets

Two Touch Sequences

External Links


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other