Skullgirls/Painwheel

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SG pwl.jpg

Painwheel

Voiced by: Danielle McRae (EN), Izumi Kitta (JP)
Age: 15
Birthday: October 23
Bloodtype: SG
Height: 5'1
Weight: 375 lbs
Measurements: 21B-18-23
Likes: Flowers, Gardening, Walking on the beach at sunset, Family, Sound of wind chimes, Dogs, Nostalgic memories, Friends, Magenta, Proper etiquette
Dislikes: ASG Labs, Valentine, Brain Drain, The Skullgirl, The Skull Heart, People, Her Body, Mind Control, Torture, Pain, Frustration, Gossip, Styrofoam sounds, Loud noises, Bad puns
SG Painwheel icon.png

Skullgirls main page


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.

Basics

Painwheel has the ability to fly, which is a very unique kind of movement option. It's not only useful for flexible air mobility, but since it's a special move, she can use its canceling abilities for conversions and mixups as well. She also has a special kind of armor, Hatred Guard, on many of her normals, which deals back damage taken to the opponent.

  • Can use her Fly special move to move freely in the air and dominate the skies with her large and powerful air normals. Can repeatedly cancel normals into flights for combo extensions and strong neutral confirms. This also allows her to fish for hit confirms, making her offensive approach to opponents safer than most characters, while also letting her back away when needed for defense. Her ability to cancel all normals and special moves into flight is not only incredibly versatile, but necessary when attempting to play this character at a high level.
  • Has armor on most of her ground normals and on one of her air normals, giving her strong offensive options. Use the armor to absorb the opponents attack as a read in neutral, stagger into armor moves in blockstrings to catch assists, or simply use the armor to bait out reversals into devastating punishes. Combined with their cancel ability into Buer hitgrabs, flight to stay safe or add more pressure, or any supers, makes her armor options incredibly strong in most matchups.
  • While Painwheel is typically played on point due to her strong offense, she also has an extremely strong DHC option in Hatred Install. While it is 2 bars on point, it only costs 1 bar when you DHC into it. Not only is it mostly safe and lets her powerup, but this can also be incredibly useful when used early in combo confirms. Hatred Install combos can rack up damage extremely fast, and often enough can do much more damage than most normal point character full combos into DHC.
  • Painwheel's reversal options are not the strongest. The armored normals don't have armor on frame 1 and are typically too slow, and Death Crawl's small hitbox leaves much to be desired. Level 3 is very strong and fast, and Buer Thresher is one of the better air reversals, in part thanks to the input being the same as flight, meaning youcan just fly out of many slow crossup reset attempts from the same super input.


Important moves:

  • j.MP - Slow startup, but amazing disjointed hitbox with large hitstun and blockstun that can even eat up DP assists and armor for breakfast. Use this button primarily for your air offense because opponents must respect this button.
  • L Buer (236LK) - Essential move for combo strings and ground confirms. Learning to confirm into this Buer is going to be essential for most Painwheel strings.
  • c.LK - Slowest cLK in the game, but extremely far reach that confirms from most every distance into other normals/specials.
  • j.MK - Large hitstun and hitbox on this decently fast move makes this an amazing tool for hitconfirms, even from high in the sky, when used in conjunction with fly cancels.
  • j.HP - An armored air normal that can eat up 1 hit, making this extremely useful not only to get through zoning attempts, but can also cancel into specials or supers to catch the opponent pressing buttons.


Movement
Walk: Slow
Jump: Single jump
Dash or Run: Medium speed and distance forward and backward dashes
Air Dash: No air dash
Weight: Light
Chains
Standing: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Hatred Guard

Painwheel surrounds herself with a red lightning effect as she charges her Hatred Guard attacks. Like with armored attacks, the held start up frames of a Hatred Guard can absorb an incoming attack as recoverable damage. Painwheel stores the recoverable damage for up to 33% of the opponent's total team health. Painwheel applies 33% of her stored damage when connecting with a light Hatred Guard attack, 50% with medium attacks, 66% with heavy attacks, and 120% with her Buer Overdrive level 3 super. Hatred Guard never protects Painwheel on the first frames of start up or the active frames of the attacks, except on her level 3, or during Hatred Install. Charging for at least 7 frames will keep Hatred Guard active until the first active frame of the attack. Some Hatred Guard attacks gain additional properties when fully charged. Hitting a dead body with a Hatred Guard attack will not spend the stored damage bonus.

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.

Assists

Default Assists
  • H Pinion Dash: 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 the Pinion Dash versions can only be done as an assist.
  • c.MP: A multi-hit lockdown assist. Doesn't use Hatred Guard, but if called as an Alpha Counter, MP can be held for Hatred Guard.
Noteworthy Custom Assists
  • L Pinion Dash (22LK) - fast horizontal move with decent hitstun and blockstun, allowing for some unique conversions or crossup setups for certain characters
  • M Pinion Dash (22MK) - long startup, but knocks opponents decently far away 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.

Move List

Normals

Standing Normals

SG pwl slp.png

Enmity Nail

View hitbox
(?)

s.LP Standing SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (1 hit) 200 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
3, (12), 5 3 12 16 19 8


  • Painwheel's fastest Hatred Guard attack. The speed makes it her best choice to absorb an oncoming attack on reaction and chain into a full combo, making it a functional parry.
  • Due to most of Painwheel’s other normals being very slow, sLP is one of the main punish options she should use on opponent’s attacks



SG pwl smp.png

Revulsion Shank

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (2 hits),
Launcher
675 7.5% +10 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
4, (12), 10 3 21 33 18 10


  • A launcher with Hatred Guard. It can only chain from LP and LK attacks, but will not chain if charged. If Painwheel absorbs at least 1 hit with the Hatred Guard, she will always turn to face the opponent for the attack's active frames. This property makes s.MP the perfect choice to absorb an incoming cross up attack.
  • A generally easier-to-use launcher than sHK, making it preferable in some combo strings



SG pwl shp.png

Fury Sledge

View hitbox
(?)

s.HP Standing SG hp.png
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (3 hits) 900 10% -1 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 24 25 18 12
[ SG hp.png ] Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (3 hits) 1100 10% Stagger (+38),
KD (vs air)
-8
Startup Active Recovery Hit Stun Block Stun Hit Stop
6, (27), 10 3 24 32 18 15


  • A slow, Hatred Guard normal that staggers on hit when fully charged. A chain cancel into this move can force a reset while Painwheel charges and absorbs a reversal attack.
  • Charging this move in blockstrings is useful to see what the opponent is doing and absorb assists calls. If they block, fly canceling is safe.



SG pwl slk.png

Puncture

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid 375 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3 14 17 20 8


  • Higher up hitbox over cLK makes it useful for certain combo strings, especially near the corner



SG pwl smk.png

Warp Spasm

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (2 hits) 200 x3, 500 1.875% x4 +3 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
5, (20), 8 2, 4, 3, 3 18 22 x4 16 x4 6 x3, 10


  • A 2 hit Hatred Guard attack that covers a large area in front of Painwheel.
  • Usually confirms into m buer at lower heights or from the ground. If close enough, can convert into h buer as well. Can convert with even a fHKx4 for a full combo conversion, but be wary that the more of hits of sMK push the opponent further away, so cancel early for best chances.
  • Does the most damage of the mediums in combo strings, but be wary that the timing of sMK sHP L buer will change depending on character weights.
  • Launches opponents into the air for the hits, allowing for sMK xx H buer strings which are very useful in corner combos to rack up damage.



SG pwl shk.png

Fracture

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 300, 400, 500 3.3% x3 -4 -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3, (6), 3, (8), 3 35 24 x2, 33 13, 15, 19 7 x2, 10


  • A 3 hit launcher, offering the the super jump cancel only on the third hit.
  • Due to the small size of the hitbox, this launcher is awkward in a lot of combo strings compared to sMP. Easiest results come from using cMP.
  • The first 2 hits pull the opponent towards painwheel, allowing for some tricky crossup resets when combined with h buer + assist like so (link of reset)



Crouching Normals

SG pwl clp.png

Lacerate

View hitbox
(?)

c.LP Crouching SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (1 hit) 325 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
4, (12), 6 3 13 17 20 8


  • Hatred guard starts up 1 frame later on this move compared to sLP, but otherwise identical.
  • Does 100 more base damage, so use this move in combos over sLP.



SG pwl cmp.png

Cruel Lily

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (2 hits) 210 x3, 350 1.875 % x4 -8 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
5, (20), 7 4, 4, 3, 5 28 16 x4 15 x4 8 x4


  • Does the 2nd most damage of her crouching mediums in normal combo strings, and is more consistent than sMK, so use at your own discretion.
  • Due to lowering Painwheel’s hurtboxes low + the hitboxes that hit all around her makes this charged move useful for a surprisingly useful anti-air.



SG pwl chp.png

Animosity Barbs

View hitbox
(?)

c.HP Crouching SG hp.png
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Hatred Guard (3 hits) 950 10% Ground Bounce -19
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 4 38 25 22 12
[ SG hp.png ] Guard Properties Damage Meter On Hit On Block
High Hatred Guard (3 hits) 1150 10% Crumple,
Ground Bounce (vs air)
-19
Startup Active Recovery Hit Stun Block Stun Hit Stop
7, (18), 15 4 38 25 22 15


  • 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 a stagger, allowing for an easy high damage crumple.



SG pwl clk.png

Pierce

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 4 12 17 20 8


  • Far range disjointed poke. Note that this move is the slowest cLK in the game and slower than a lot of other mediums, so be wary when using this move for punishes



SG pwl cmk.png

Disfigure

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 650 7.5% +3 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2 20 24 16 10


  • Is always in range to confirm off of cLK, is just fast enough for buer fly links.
  • A second chainable low giving pw access to a decent mixup when going for staggered resets



SG pwl chk.png

Malice Clover

View hitbox
(?)

c.HK Crouching SG hk.png
SG hk.png Guard Properties Damage Meter On Hit On Block
Low Hatred Guard (3 hits),
Sweep
900 10% Soft KD (Invuln.) -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 7 23 14 17 10
[ SG hk.png ] Guard Properties Damage Meter On Hit On Block
Low Hatred Guard (3 hits),
Sweep
1000 10% KD -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
5, (20), 15 10 23 14 17 14


  • Painwheel's standard sweep causes a normal knockdown when fully charged. Unlike after a standard sweep, the knockdown sends the opponent towards Painwheel for an easy OTG and combo.



Jumping Normals

SG pwl jlp.png

Skewer

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 325 2.5% +5 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 14 20 15 8


  • 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.



SG pwl jmp.png

Violet Grudge

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 250 x3, 425 2% x4 +3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 15 25 18 x3, 16 16 x4 7 x3, 12


  • 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 recklessly throw herself at an opponent behind this attack's overall priority and confirm to a combo off of any glancing hit.
  • 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.



SG pwl jhp.png

Deadly Flail

View hitbox
(?)

j.HP Jumping SG hp.png
SG hp.png Guard Properties Damage Meter On Hit On Block
High Hatred Guard (1 hit) 300 x3, 550 2% x4 +16 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 15 35 22 x3, 27 16 x4 7 x3, 12
[ SG hp.png ] Guard Properties Damage Meter On Hit On Block
High Hatred Guard (1 hit) 300 x5, 550 2% x6 +16 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
2, (16), 19 23 34 22 x5, 27 16 x6 7 x5, 12


  • 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 or a j.MK if low enough.
  • 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



SG pwl jlk.png

Prod

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 350 2.5% +3 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 5 15 22 16 8


  • Painwheel’s second fastest air normal, hits at a relatively lower height than j.LP and has more hitstun, making it more ideal for single lights for fly loops and such.



SG pwl jmk.png

Bludgeon

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 650 7.5% +8 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 4 15 26 19 10


  • Decently sized and decently fast normal makes this move fairly good for pressure and coming down on opponents if j.MP is too low/slow.
  • Very very useful move for combos and fly confirms due to the relatively high hitstun and bringing the opponent down to the ground.
  • Using this move after a fly canceled ground L Buer just barely uncombos, making this a pretty good tool for overhead resets during fly loops.
  • Can be used to fast fall for j.MP when j.MP is blocked to add another layer of pressure options.



SG pwl jhk.png

Tortured Rose

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 225 x6 1.8% x6 +7 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 OR 15 * 24 14 22 x6 16 x6 2 x6


  • 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.


* j.HK has 15 frame startup when used from a upforward (9) jump angle instead of the normal 17, and gains an additional hit.



Command Normals

SG pwl fhk.png

Ratchet Poppy

View hitbox
(?)

f.HK F.png + SG hk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -23 -26
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 3 41 17 17 15 (12 on block)
x2, x3 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 250 2.5%, 3.3333% -26 -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 3 41 17 17 15 (7 on block)
x4 Guard Properties Damage Meter On Hit On Block
Mid - 700 3.3333% Ground Bounce,
KD (vs air)
-20
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 3 35 21 17 15


  • A self chaining, long range command normal that causes ground bounce on the fourth hit. It leaves the opponent at an ideal range for a HK Buer Reaper, or it can cancel into Flight for a more difficult combo.
  • All hits cannot be cancelled during the last 11f of recovery.



Throws

SG pwl throw.png

Vice Crush / Hatred Piston

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 1000 OR
0, 1000, 1300 (during HI)
0, 15.0% OR
0, 5.0%, 10.0% (during HI)
Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Painwheel's normal throw and normal air throw have the same animation. Painwheel ends these attacks in the air where Flight can cancel the recovery and start a combo. Using a Flight Cancel on the recovery will only let Painwheel cancel to Flight once for that jump if it is her first Flight Cancel in that jump.
  • Can fast fall using any buer input, allowing Painwheel to save otg in throw confirms using a ground button, special move, a microdash, or even with a rising jump button.



SG pwl airthrow.png

Rail Spike / Hatred Piston

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0, 1000 OR
0, 1000, 1300 (during HI)
0, 15.0% OR
0, 5.0%, 10.0% (during HI)
Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Virtually identical to her ground throw, but it can send opponents farther distances than her ground throw does (check this!). Can affect certain throw conversions on a case-by-case basis.



Team Moves

SG pwl tag.png

Rail Spike / Hatred Piston

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid (also techable) Tag,
Hit Grab,
50% Damage Scaling
0, 500 OR
0, 500, 650 (during HI)
0%, 15% OR
0%, 1.6667%, 3.3333% (during HI)
Ground Bounce +11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 19 60 N/A 13 9


  • 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. Like any throw, comboing into the attack or landing it as a counter hit prevents the opponent from using a throw break.
  • When viewing the frame data for this move in game, the recovery is not shown due to a bug.



SG pwl snap.png

Snapdragon

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 4 28 10 17 (9), 13


  • Abnormally bad hitbox for a snapback



Specials

SG pwl qcbk.png





Flight Qcb.png + SG k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 N/A N/A N/A N/A N/A
Air Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 N/A N/A N/A N/A N/A


  • As a quick special move with no active or recovery frames, Flight is a powerful offensive tool for canceling the recovery of other moves and extending combos. Painwheel can fake Hatred Guard attacks by canceling to Flight during the charge.
  • Attacks made from flight mode preserve Flight's momentum, which can subtly change the behavior of her air normals.
  • Starting Flight from the ground gives Painwheel enough height to use j.LP, j.LK, and j.MK as a fast overhead attack.
  • Flight then ↗+j.MP will let Painwheel use j.MP before hitting the ground
  • A PP command during Flight causes Painwheel to immediately stop flying, allowing her to block and preserving either half of her backward momentum or all of her forward momentum.
  • Painwheel can call assists at any time while flying, even if Flight starts during a super jump.



SG pwl pp.png





Flight Cancel During Flight
SG p.png + SG p.png


  • Painwheel can use this command to end Flight 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.



SG pwl qcfp.png



View hitbox
(?)

Gae Bolga Stinger Qcf.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid 50% Damage Scaling (except in HI) 650 (90) (2.5%) 4.5% +38 OR -4 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 8 46 28 21 55 OR 13 (8 on block)
SG mp.png / SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Flight Cancel
350 x5 (100 x5) (2.5%) 6% x5 +8 to +12 ±0 to +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
13, (36), 16 - 30 25 17 12 (8 on block)
SG mp.png / SG hp.png (Hatred Install) Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Flight Cancel
350 x5 (100 x5) (2.5%) 6% x5 +13 to +17 +5 to +9
Startup Active Recovery Hit Stun Block Stun Hit Stop
13, (13), 16 - 25 25 17 12 (8 on block)


  • SG lp.png
    • First use in a combo has extra hitstop effect
    • No forced damage scaling during Hatred Install.
  • SG mp.png / SG hp.png
    • A volley of barbs that travel in various directions. The MP and HP versions create a spread of projectiles, which Painwheel can throw to figuratively pin down an opponent before she cancels to Flight approaches from full screen. Holding the button increases the number of projectiles to a maximum of 5 for these versions and Hatred Install shortens the charge time.
    • Can hitconfirm closer distances with a fly cancel into jMK.
  • Commonly referred to as "nails"



SG pwl qcfk.png



View hitbox
(?)

Buer Reaper Qcf.png + SG k.png (Air OK)
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid 50% Damage Scaling,
Hit Grab,
Flight Cancel
0, 1400 (100) (2.5%) 0%, 3.75% +3 (+8*) -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 4 32 N/A 17 11
SG mk.png
and all air
Guard Properties Damage Meter On Hit On Block
Mid 50% Damage Scaling,
Hit Grab,
Flight Cancel
0, 1400 (100) (2.5%) 0%, 3.75% KD -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 4 32 N/A 17 11
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid 50% Damage Scaling,
Hit Grab,
Flight Cancel
0, 1400 (100) (2.5%) 0%, 3.75% KD -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2 34 N/A 17 11


  • Painwheel catches an opponent with a blockable throw. All versions can cancel their recovery to Fight and end with Painwheel in the air.
  • SG lk.png
    • The ground LK has the shortest range and leaves Painwheel at enough of an advantage to combo her standing opponent.
  • SG mk.png
    • The MK version has a longer horizontal range that is useful for corner carry.
  • SG hk.png
    • The HK grabs at an upward angle and is unblockable on rising opponents.
  • Air
    • The air LK is a horizontal grab, air MK version is angled downwards, and air HK is straight down. All of these versions knock down. Be warned that these can miss opponents at extremely close range. Using a Flight Cancel from an air version of Buer Reaper will not let Painwheel cancel to Flight twice in a jump if it is her first Flight Cancel out of the air.
  • During Hatred Install:
    • Ground LK version of Buer Reaper causes a Stagger or leaves Painwheel +8 (if stagger was used already in the combo).
    • Ground MK, HK, and air LK version of Buer Reaper causes a Wall Splat.
    • Air MK version of Buer Reaper causes a Sliding KD.
    • Air HK version of Buer Reaper causes Ground Bounce.
    • Damage scaling changed to 70% on all versions
    • All versions have increased hit stop (increased window for Flight Cancel) during Hatred Install.



SG pwl ddk.png



View hitbox
(?)

Pinion Dash D.png , D.png + SG k.png (Assist only)
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 1050 (100) (2.5%) 5% +1 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 25 32 33 16 12
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 1150 (100) (2.5%) 5.4546% KD -43
Startup Active Recovery Hit Stun Block Stun Hit Stop
33 (11 as AC) 25 32 13 16 15 (12 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 1250 (100) (2.5%) 6% KD -50
Startup Active Recovery Hit Stun Block Stun Hit Stop
42 (14 as AC) 25 32 13 16 18 (12 on block)


  • 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.
  • SG lk.png
    • Fast startup, plenty of hitstun to confirm off of.
  • SG mk.png
    • Long startup, sends the opponent flying away
  • SG hk.png
    • 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.
  • 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.


The frame data graphs show the move as an alpha counter.



Supers

SG pwl qcfpp.png



View hitbox
(?)

Death Crawl
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling (HI only)
220 x26 (15 x26) OR
200 x26 (15 x26) (during HI)
-100% Ground Bounce -32
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 + 8 2, 2, 2... / -- (On whiff) 53 19 x26 21 x26 (9), 0 x26 (1 x26 on block) (4 x26 on OTG)


  • Painwheel's ground super will always connect for full damage against a standing or crouching opponent. Painwheel moves significantly faster if she switches sides with her opponent after missing the attack. She always crawls at this faster speed during Hatred install.
  • Can always connect after a L buer. Can also connect from an M buer even from far distances, however this needs otg even when done in the corner.
  • Does more damage than Buer Thresher at the end of combos, so always end combos in this super if you can.



SG pwl jqcfkk.png

"Feel... pain..."

View hitbox
(?)

Buer Thresher
Level 1
(Air Only) Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Hit Grab,
Flight Cancel,
45% Min. Scaling (Except first 3 hits, unless during HI)
150 x3, 70 x15, 500 (150 x3) OR
150 x3, 70 x30, 500 (150 x3) (during HI)
-100% KD -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
3 + 4 3, (11), 2, (12), 3 46 N/A 19 x2, 20 (5), N/A (11 x2, 10 on block)


  • Painwheel's air super begins with a series of stabs, then shifts to a throw for a series of faster hits. Painwheel gets a longer animation with more hits when performing this super during Hatred Install. Buer Thresher combos easily off of any Buer Reaper that leaves Painwheel in the air. Using a Flight Cancel to shorten the super's recovery will not let Painwheel cancel to Flight twice in a jump if it is her first Flight Cancel out of the air.
  • Invulnerability for 19f total, covering all start up and some active frames



SG pwl qcbkk.png





Hatred Install
Level 2
Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Full) N/A -200% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
3 + 0 N/A 8 N/A N/A (2) N/A


  • An install which powers up Painwheel in a variety of different ways.
    • All Hatred Guard moves have one additional hit of armor.
    • All Hatred Guard armor starts on the first frame of startup.
    • Damage return from Hatred Guard increased to 50/66/75% for light/medium/heavy attacks.
    • Damage return from Hatred Guard increased to 190% for Buer Overdrive.
    • Damage absorbed by Hatred Guard cannot kill Painwheel.
    • Extends animation and damage of throw, air throw, and tag.
    • LP version of Gae Bolga Stinger does not have any additional damage scaling.
    • MP and HP versions of Gae Bolga Stinger get a reduced charge time, less recovery, and travel across the screen faster.
    • All versions of Buer Reaper are scaled to 70% and have an increased hit stop effect, allowing ground LK and MK version to combo into Death Crawl at midscreen.
    • Once per combo:
      • Ground LK version of Buer Reaper causes a Stagger or leaves Painwheel +8 (if stagger was used already in the combo).
      • Ground MK, HK, and air LK version of Buer Reaper causes a Wall Splat.
      • Air MK version of Buer Reaper causes a Sliding KD.
      • Air HK version of Buer Reaper causes Ground Bounce.
    • 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).
    • Death Crawl travels across the screen faster.
    • Buer Thresher has more hits and increased total damage. Does less damage at full scaling than Death Crawl.
  • The length of the install is determined by Painwheel's remaining life. Full health gives a 660f timer and 1 point of life left gives a 1300f timer. Painwheel keeps Hatred Install after tagging out and the timer will only count down when Painwheel is on screen. The timer drains at half speed when Painwheel is on screen as an assist. Timer does not expire during combos, allowing any full combo to be completed. When used from a DHC, the timer length is 1/3rd of the normal time.
  • 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.
  • 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 in instead, then the timer retains the normal property and the install will only run out after a combo is over.



SG pwl qcbpp.png



View hitbox
(?)

Buer Overdrive
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Hatred Guard (3 hits),
45% Min. Scaling
2000, 175 x16, 1000 (300) OR
2000, 225 x16, 1500 (300) (during HI)
-300% Wall Bounce -40
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 + 2 25 32 35, 19 x17 16 (6) 20, 2 x16, 35 (15 on block)


  • 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 Hatred Guard damage and return it to the opponent with a 120% multiplier. With Hatred Install active, Painwheel returns an especially brutal 190% of her stored damage.
  • Invulnerability for 7f of start up (before super flash).
  • Hatred Guard 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.
  • 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.



Taunt

SG pwl taunt.png



View hitbox
(?)

SMILE SG mk.png , SG hk.png , D.png , SG mp.png , SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 5 0% -42 -39
Startup Active Recovery Hit Stun Block Stun Hit Stop
33 3 48 8 11 5


  • Has a hit on it if you want to be a jerk. Cannot KO the opponent.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > c.MK > c.HK
A basic ground chain combo ending in sweep. Unsafe on block.
2.
c.LK > c.MK > s.HP xx M Buer
A basic ground chain combo ending in a special cancel. Unsafe on block.
3.
c.LK > c.MK > s.HP xx L Buer xx Death Crawl
A basic ground chain combo ending in a special cancel. Unsafe on block.
4.
c.LK > c.MK > s.HP xx L Buer xx Fly
9j.LP > j.LK,
c.LK > c.MK > s.HP xx L Buer xx Death Crawl
A basic combo that utilizes fly cancels. After the air chain you can choose to go for a reset with throw or fly 3j.LK.

Bread and Butter Combos

【Skullgirls Encore】おぼえておきたいペインホイール実用コンボ集2【スカルガールズ】

【Skullgirls Encore+】ペインホイール ヘイトレッドインストールコンボ

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.


Midscreen - ~7300 dmg (video)

c.LK > c.MK > s.HP xx L Buer Reaper xx Flight,
6j.LK,
c.MK > s.HP xx L Gae Bolga Stinger,
Dash, s.MP,
j.MP > j.HP xx Flight,
9j.MK, j.HP (3 hits) > j.HK,
c.LP > s.LK > c.MP > s.HP > L Buer Reaper, Death Crawl.


Corner only - 8406 dmg (video)

c.LK > c.MK > c.HP xx H Buer Reaper xx Flight,
9j.MK xx L Buer Reaper,
(OTG) L Buer Reaper xx Flight,
6j.LK,
s.MK > s.HK,
j.MP xx L Buer Reaper xx Flight,
9j.LP > j.MK > j.HP,
c.LP > s.LK > s.MK > s.HP xx L Buer Reaper xx Death Crawl.


Double Snap combo
Snapback
c.LK > s.MP
c.HK (full charge)
repeat

Conversions

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Throw starter combo
Air throw starter combo
Any other moves where modifications on the usual BnBs are needed

Setups

Painwheel resets

Strategy

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

How to beat this character
Counters to common techniques

Resources

Colors

SG pwl color1.png SG pwl color2.png SG pwl color3.png SG pwl color4.png SG pwl color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG pwl color6.png SG pwl color7.png SG pwl color8.png SG pwl color9.png SG pwl color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original color palette based on Brain Drain.
Color 8
SGColor8.png
Original color palette based on Valentine.
Color 9
SGColor9.png
Based on Kamen Rider.
Color 10
SGColor10.png
Original alternate color palette.

SG pwl color11.png SG pwl color12.png SG pwl color13.png SG pwl color14.png SG pwl color15.png
Color 11
SGColor11.png
Original color palette based the costumes associated with the Dia de los Muertos holiday.
Color 12
SGColor12.png
Based on Sentinel from Marvel Vs Capcom 2.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Vega from Street Fighter.
Color 15
SGColor15.png
Based on Jason Voorhees from Friday the 13th.

SG pwl color16.png SG pwl color17.png SG pwl color18.png SG pwl color19.png SG pwl color20.png
Color 16
SGColor16.png
Based on Eva-01 from Neon Genesis Evangelion.
Color 17
SGColor17.png
Based on Haku from Naruto.
Color 18
SGColor18.png
Based on Basara from Samurai Shodown.
Color 19
SGColor19.png
Based on a "mango" custom color palette for Sentinel from Marvel Vs Capcom 2. Crowdfunding request.
Color 20
SGColor20.png
Original alternate color palette.

SG pwl color21.png SG pwl color22.png SG pwl color23.png SG pwl color24.png SG pwl color25.png
Color 21
SGColor21.png
Based on True Zenon from Disega 2.
Color 22
SGColor22.png
Based on Spiderman from Marvel Comics.
Color 23
SGColor23.png
Original alternate color palette.
Color 24
SGColor24.png
Based on the original character Vile Nemo by Astronblackmoon. Crowdfunding request.
Color 25
SGColor25.png
Based on "monster" Ryūko from Kill la Kill.


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