Skullgirls 2nd Encore

Skullgirls 2nd Encore

View Stats:
ChezBorgar Apr 13, 2014 @ 5:34am
tips for using painwheel
i cant seem to get on how the character works. it feels the most different out of all of 'em. still cant beat mary using painwheel despite finally resorting to cheap spams OTL
< >
Showing 1-15 of 24 comments
Vulture Apr 13, 2014 @ 7:00am 
Personally, when using Painwheel (and I generally use this for most characters), I just beat Marie by spamming jHK. Deathcrawl is also effective during her second stage (watch the shadow). As a last resort you could just block in the corner spamming sQCF + sMP although I'm not sure how this would work out as I have not tried it, good luck...
http://steamcommunity.com/sharedfiles/filedetails/?id=224334763
Check that out, not beating marie is not that big of a deal. Shes a joke of a boss character
Brrrrrisky Apr 16, 2014 @ 5:02pm 
As far as fighting Marie goes, spamming j.HK is a fine idea since Marie tends to spam her own attacks- if you're really lucky, you can get her in hitstun with the move and she'll never be able to attack you (except when she changes forms and within her final form).

As far as non-Marie opponents go, know that you can cancel out of ANY non-Blockbuster move into Flight (QCB + K) to keep a combo going. A good combo I typically use is s.LP, s.LK, c.MP, s.HK, j.LP, j.LK, j.MP, j.HP, j.HK, QCF+MK/HK, and then quickly activate her midair QCF+KK Blockbuster (can't recall its name), cancel that into Flight, j.LK, and then keep it going with some mixup moves.
DuckieMcduck Apr 16, 2014 @ 7:55pm 
Just do flight cancels (use flight to cut short attack animations halfway through and preemptively start moving sooner, and link attacks sooner) and cancel your flights.

It's literally the only thing she does.
ChezBorgar Apr 16, 2014 @ 11:44pm 
never really played a lot of fighting games so the classic 6 button thing is a bit hard for me lol.
i usually just press a bunch of them until something happens and remember what buttons i pressed because i cant even figure out the tutorial :v

which for the case of painwheel, is slightly harder than others.
DuckieMcduck Apr 17, 2014 @ 10:46am 
Originally posted by ChronoAsdasd:
i usually just press a bunch of them until something happens and remember what buttons i pressed because i cant even figure out the tutorial :v
Yeah, that doesn't work here. Maybe with Ms. Fortune, but in general this is strictly a combo based game and if you don't know how to set them up or know what move links into what you'll have a hard time.

In this case Painwheel must use her flight move to allow better links.
JasonS Apr 17, 2014 @ 10:51am 
Originally posted by UnluckyDuckie:
Originally posted by ChronoAsdasd:
i usually just press a bunch of them until something happens and remember what buttons i pressed because i cant even figure out the tutorial :v
Yeah, that doesn't work here. Maybe with Ms. Fortune, but in general this is strictly a combo based game and if you don't know how to set them up or know what move links into what you'll have a hard time.

In this case Painwheel must use her flight move to allow better links.

There's a lot more to this game than just combos dude.
DuckieMcduck Apr 17, 2014 @ 11:11am 
Originally posted by JasonS:
Originally posted by UnluckyDuckie:
Yeah, that doesn't work here. Maybe with Ms. Fortune, but in general this is strictly a combo based game and if you don't know how to set them up or know what move links into what you'll have a hard time.

In this case Painwheel must use her flight move to allow better links.

There's a lot more to this game than just combos dude.
Combos are the base of the game. Even if you're a Zoner you need to know what chains into what to effectively keep your opponent away from you, and to punish. If you can't combo Marie in Nightmare mode in order to stagger her you'll be destroyed.

Good guess work and smart play are differential factors, not mandatory ones taken that they're not useful if you can't chain to optimize damage (resets are derivative of combos, by the way).

SG is all about combos and knowing when to call for assists (so you can make combos).

Last edited by DuckieMcduck; Apr 17, 2014 @ 11:12am
JasonS Apr 17, 2014 @ 7:35pm 
All the combos in the world won't help you if you don't know how to open somebody up to actually land a hit.

Combos only help you exploit each opening to its fullest. They don't help you create openings (well, there's resets too but that's another thing entirely)
Last edited by JasonS; Apr 17, 2014 @ 7:36pm
DuckieMcduck Apr 17, 2014 @ 7:38pm 
Originally posted by JasonS:
All the combos in the world won't help you if you don't know how to open somebody up to actually land a hit.
A landed hit won't help if you don't know how to combo, especially when your opponent does.

I rest my case.
CarThief Apr 18, 2014 @ 4:51am 
Nah combos alone arent enough to deal with an opponent who's got a good neutral play and/or defence going on or is outright zoning you. That combo's pretty useless without a good opening attack or good ol jump-in tactic.

But to say combos are irrelevant would be foolish too, at this rate its like 50/50 combos and skill/tactics. Combos are hardly everything, you'll need both to actually get anywhere.
DuckieMcduck Apr 18, 2014 @ 8:14am 
Originally posted by CarThief:
Nah combos alone arent enough to deal with an opponent who's got a good neutral play and/or defence going on or is outright zoning you. That combo's pretty useless without a good opening attack or good ol jump-in tactic.

But to say combos are irrelevant would be foolish too, at this rate its like 50/50 combos and skill/tactics. Combos are hardly everything, you'll need both to actually get anywhere.
Yeah, nah. To start off, opponents that are good know how to combo so they can actually give you trouble if you open yourself up. Like I said good guessing and smart play are differential factors, not main aspects of Skullgirls and not what it takes to pretty much win.

Playing defensively in Skullgirls is immensely tiresome even against the dullest opponents that know how to combo if you can't perform those combos yourself. While you're sweating to land a hit 5~6 times a round you can basically only slip up twice if you yourself can't maximize damage or oveturn your combos with resets like a good opponent does. This is Marvel, not SFIV.

Skullgirls is all about the metagame and combos are part of that meta. Saying combos aren't mandatory and well over 80% of the gameplay is like saying that you don't need to shoot to be good at Counter-Strike.
CarThief Apr 18, 2014 @ 9:01am 
Why would an opponent open themselves up? That should never happen save for holding back on newbies. As long as you dont sabotage yourself and know what the opponent's character is capable of an combo can be easily avoided, i suppose.

Hm, who the crap plays defensively? If you're not putting pressure on the opponent, you're BEING pressured, and from pressure comes a combo eventually, if they cannot pushblock properly or maybe counter it.
But yeah you will need a decent combo when you do get a hit in, in order to KO the opponent before he can. Why, did i ever say otherwise?
Oh, and you dont need extensive combo knowlege to know a character's mix-ups and jump-in tactics, or such. Its only useful for learning when to expect a reset early on, instead of doing so the hard way after eating 2-3 combos.

Hm, i assume with metagame you mean good ol jumping around, trying to get a hit in, and whatnot. Well, combos are what you do afterwards, if you ask me. And now you're just making false assumptions, or you need reading glasses, combos are needed, but they're not the entire game.

Hm, why do i even bother... Guess i got nothing better to do right now.
DuckieMcduck Apr 18, 2014 @ 2:31pm 
Originally posted by CarThief:
Why would an opponent open themselves up?
I don't know where you want to go with this question nor what went through you head when you made it.

It's logical someone doesn't open their defense on purpose to get hit, they do it however to hit the other guy and that's why most matches don't result in a "Perfect". Otherwise people would never get hit.



Originally posted by CarThief:
who the crap plays defensively? If you're not putting pressure on the opponent, you're BEING pressured, and from pressure comes a combo eventually, if they cannot pushblock properly or maybe counter it.
Exactly. You don't play defensively in this game, to patiently bait and punish. You're either doing blockstrings or attempting to get out of one to start performing a blockstring yourself. It's almost non-existent.



Originally posted by CarThief:
Hm, i assume with metagame you mean good ol jumping around, trying to get a hit in, and whatnot. Well, combos are what you do afterwards, if you ask me.
Nice assumption and witty remark at your own comment, dweeb.

The metagame here is playing a 3 character team, to expand a greater combo and reset potential. Assists are pretty much mandatory and playing a team guarantees a moment of relief if a character dies.

Sure you can go against the meta but it's needless effort and you'll tire yourself out like I have. Combos are the base of the game and if you don't like doing them you won't like this game.
Last edited by DuckieMcduck; Apr 18, 2014 @ 2:32pm
CarThief Apr 18, 2014 @ 3:56pm 
Well i guess the point of this conversation came across; combos simply aren't everything. Plenty of other factors people also need to be good at to get anywhere.
And thats about it because your message did not add anything new.

Hm, curious though, assists to lenghten or use during a combo... I guess thats a uncommon tactic, but not one that would work with my playstyle i suppose, unfortunately.
Hopefully for once you wont make false assumptions or go typing like mad before reading everything properly. I dont expect you to admit it, though, whoever does on the internet?
Last edited by CarThief; Apr 18, 2014 @ 4:01pm
< >
Showing 1-15 of 24 comments
Per page: 1530 50

Date Posted: Apr 13, 2014 @ 5:34am
Posts: 24