Painwheel
Team Value
Dr. Strange. Bring her in through Hatred Install DHC or tag into Hatred Install and melt your opponent’s lifebar. Also serves as one of the two truly safe DHC’s that don’t lose to Alpha Counters, which is VERY nice to have. Her general purpose assists are below average in function, but her Pinion Dash set of moves can be very nice for certain characters.
The meaning of "Dr. Strange": UMVC3 Hsien-Ko maximum damage Combo - YouTube
Skullgirls example: Valentine > Painwheel 3-bar ToD
What they bring
Damage Engine: Easy to bring her in mid-combo both with and without meter (Hatred Install and her tag, respectively), and do a lot of damage
Hatred Install DHC is safe on block, melts your opponent's life bar on hit
Her assists may not be the greatest for neutral or lockdown, but can be really good for zoning and combo conversions
What they want
Assists that control a lot of ground space while she controls the air
Anti-air assist if the opponent dares to challenge you while flying
Meterless reversal options are poor, so she likes DP assists
Assists that work well with Buer + assist call for conversions and keeping her safe if blocked
Battery character on the team to build meter for her Hatred Install and metered reversal options
Position - Mid, Fake Anchor
Very much likes having an assist to help play matches at her own pace, and Hatred Install is one of the strongest DHCs in the game for both damage and escaping hairy situations. As a fake anchor, the goal is to let another character play neutral, then tag or DHC in Painwheel before she’s left as the last character on the team. Good option if you have characters who can actually make good usage of Painwheel's assists, or if playing a character who has great neutral but poor damage output.
Not related to team synergy, but it is worth noting that Painwheel can call assists while flying, letting her call assists at super-jump height.
Most Common Assists
Pinion Dash (22K) -
Pressure, Zoning (M, H), Combo Tool
Painwheel comes out and drives into the opponent. The hitboxes on Pinion Dash make them hard to contest, as you risk trading or outright losing to the move. Deals a good amount of blockstun and hitstop to keep opponents in place for a decent amount of time for both blockstrings and combos.
L Pinion - Close-range and the fastest. Best option for use in blockstrings and getting combo conversions off of mid-range confirms. Can be used for some funky crossups.
M Pinion - Painwheel charges up a bit before shooting forward. Pushes the opponent back far on block, and fullscreen on hit making it great for keepout. Also nice for funky crossups like L Pinion.
H Pinion - Has the longest charge up time. Sends the opponents a fair distance on block, but sends them in the opposite direction on hit for combos from fullscreen. Quite nice for the characters with strong long-range tools such as Big Band.
Gae Bolga Stinger/"Nails" (236P) -
Projectile
Can cover gaps in zoning for zoning characters, while rushdown characters can use it to approach.
L version is less of a projectile and more of a jab with a LOT of hitstop to use for combos. Useless for neutral.
M version travels forward just like a standard fireball. Moves at a speed that some characters can easily run behind and use as a shield to eat an opposing projectile or keep the opponent from trying to check with a button. Most commonly seen version.
H version travels upwards in an arc.
Cruel Lily (2MP) -
Lockdown
It doesn’t at all stand out among the more popular lockdown assists, but it does its job. On Alpha Counter, Painwheel can go into Hatred Guard from this move for the armor and potentially cancel into Fly.
Partners
Beowulf
Recommended Assists:
Grendel Flex (chairless 2HP), L/M/H Hurting Hurl
Grendel Flex - Armored Space-Control, Combo Tool
Armored wall for Painwheel to hide behind, and with its blockstun Painwheel can easily fly in to start pressure
Good for up-close pressure for the same reasons
Snatch opponents from a distance/anti-air with M/H Buer + assist and get a combo off of it, even being able to get a fully charged 2HP on hit, or just leaving the assist to protect her on block/whiff
L Chair - Projectile Sweep
Covers a fair bit of ground space, great for clipping armored approaches and assists
Hits low, so good for Painwheel's mixups alongside flight
M Chair - Projectile Overhead
Has two hits with the second hit being overhead, making it good for both general pressure and mixups
The assist of choice if you want a pressure option, but don't wish to rely on Grendel Flex as it requires Beo being chairless
H Chair - Projectile DP
Anti-Air DP that covers a good amount of air space, aiding in Painwheel's air dominance and defense
Pros:
The function of Beowulf's assists are nice for Painwheel, offensively and defensively
Beo is a good battery to fuel Hatred Install
Hatred Install DHC is great for adding damage and safety, Painwheel gets a safe DHC with Airwulf
Beo can combo into Painwheel's tag easily
Cons:
Painwheel's assists are ultimately not great for Beo's neutral or resource building
The cooldown of Beowulf's chair assists makes it harder to play the match at Painwheel's pace
Synergy:
Decent for Painwheel, Decent for Beowulf
Fairly poor as a duo since neither character wants to be the true anchor, and their support for each other is just "alright".
Not the most flexible shell, you'll really want an anchor character for a trio
Big Band
Recommended Assists:
H Brass Knuckles, L/M Beat Extend, H Take the 'A' Train
Brass Knuckles - Armored Neutral, Anti-Zoning
Helps Painwheel control the match's pace as Brass has such a commanding presence
Either play aggressively and force your way in with Brass, force the opponent to do something while you reposition, or just wait and use Brass as a counter to the opponent committing to something such as assist calls
Beat Extend - Anti-Air DP
Top level DP assist and a generally good check for people trying to contest Painwheel in the air
L Version if you want Beat Extend to hit higher (anti-airs), M version if you want it to hit wider (stopping crossups, combo conversions)
H Train - Anti-Air, Combo Tool
Similar to Beat Extend in controlling the air space in front of Painwheel, but trade in DP invincibility for big combo damage
Pick if you just really want to explode your opponent's health bar more than anything else
Pros:
H Pinion is great for Band's neutral, and helps with SSJ and Giant Step conversions like no other assist can
Band's assists are top class in controlling screen space for Painwheel
Hatred Install is a safe DHC for situations where your reversal Super-Sonic Jazz is blocked (!!!), on top of leading to a combo that explodes your opponent's health bar when you do hit
No problems getting a combo into Painwheel's tag-in to get Big Band out meterlessly
Cons:
N/A
Synergy:
Favorite for Painwheel, Favorite for Big Band
A strong duo, but you will very much want Painwheel to die first so she's not fighting alone.
Easy to work in any third character
Cerebella
Recommended Assists:
Cerecopter, H Lock 'n' Load
Cerecopter - Lockdown, Space-Control, Anti-Armor
The ground blender to Painwheel's air blender, creating a wall that Painwheel can wait and see how the opponent reacts to
If the opponent blocks, Painwheel gets to go in
If the opponent tries to jump over Copter, Painwheel fights them in the air - her domain
If the opponent tries to punish Copter, Painwheel looms over for a chance to punish
If the opponent waits, Painwheel readjusts her position
H Lock 'n' Load - Armored Neutral, Pressure
Can lead to a game plan similar with Cerecopter, though it's less of a wall and more of a spear
Great for adding damage to a character that can already deal a lot
Great meter gain as well
Pros:
Bella offers great assists to control the space closer to Painwheel and make her pressure scarier
Painwheel's assists are surprisingly nice for Bella overall in helping her approach
Bella builds bundles of meter for Painwheel to play with
Good DHC synergy both ways; both characters hit hard and offer combo extension supers, along with Hatred Install DHC being safe
Easy for Bella to combo into Painwheel's tag-in for damage or just to get Bella out to safety
Cons:
None
Synergy:
Favorite for Painwheel, Good for Cerebella
A nice duo, just don't leave Painwheel alone.
Open for adopting any third trio character
Double
Recommended Assists:
M Hornet Bomber, Cilia Slide
M Bomber - Neutral, Lockdown
Great assist for ground coverage and giving Painwheel time to fly in when it makes contact
Easy conversions if you make the right call throwing out M/H Buer in neutral, protects Painwheel if the opponent blocks
L Bomber is also great if you want the DP function, but M Bomber is the more popular pick
Cilia Slide - Sweep
Travels far and fast making it another great assist for neutral
Added addition of helping out with mixups as it hits low
Trade in M Bomber's lockdown for armor-breaking properties and better combo damage
Pros:
Painwheel gains some nice neutral assistance from Double
Double gets good mileage out of any version of Pinion Dash for zoning and mixups
Easy to combo into Painwheel's tag-in for damage, or to get out Double if she's bleeding
Safe DHCs that also work as combo extensions
Cons:
N/A
Synergy:
Favorite for Painwheel, Good for Double
A good duo as Double is a great partner for Painwheel, and both characters can easily tag into the other meterlessly if you need to fix your order or heal up.
Any third wheels are appreciated when making a trio
Eliza
Recommended Assists:
Butcher's Blade, H Osiris Spiral
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Very much like Cerebella's Cerecopter assist in function, but covers more horizontal space and has armor
Amazing assist to counter-call the opponent's assists with
H Spiral - Space-Control, Lockdown, Chip
Trade Butcher's horizontal width for something more vertical
More of a defensive option than offensive, but still good for pressure once Painwheel does get in
Deals 900 points of chip damage (1.0 ratio), so even if you don't open your opponent up, you can retreat to create space and still get something out of the exchange
Great for mixups with how it pops up the opponent
Pros:
The combination of lockdown and space-control from Eliza's assists are quite nice for Painwheel
Hatred Install DHC for safety and damage, and can combo after Lady of Slaughter in the corner
Both characters can easily tag into each other mid-combo if you need one to recover health, or for the sake of a matchup
Cons:
The forced lockout of Eliza's Sekhmet assists makes it harder for Painwheel to play to her pace
Painwheel's assist options really just aren't great for Eliza
Synergy:
Decent for Painwheel, Decent for Eliza
Functional, but just a decent duo. Eliza basically just gets Hatred Install out of the relationship, and while the Sekhmet assists can be really nice for Painwheel, it is harder for her to control the match pace as the additional assist lockout gives the opponent a clear opening to close in on her.
Easy to fit in any character in any slot for a trio
Filia
Recommended Assists:
H Updo, H Hairball
Updo - Anti-Air DP
Good defensive measure for Painwheel both for flight neutral and situations where she's being pressured
Hairball - Lockdown, Neutral, Anti-Armor
Travels far along the ground and locks the opponent down for a while, encouraging the opponent to either jump toward Painwheel's air-space, or away while cornering themselves
Excellent for pressure overall
Easy conversions with M Buer + assist
Pros:
Filia provides overall good assist support for Painwheel
Good combo DHCs both ways, and Hatred Install DHC for safety
With Filia's low damage, she very much likes having Painwheel tag-in during a combo to up the output without spending meter
Canonically friends
Cons:
Painwheel's assists aren't exactly bad for Filia, but they're pretty mediocre overall
Synergy:
Good for Painwheel, Good for Filia
A bit lacking as a duo as Painwheel does not want to be anchor, and Filia is not the most threatening anchor character. Painwheel gets nice assistance from Filia, but Filia's benefit in the relationship mainly comes from the ability to bring Painwheel in during a combo.
A good anchor to support both characters is highly suggested, though a good point character is still a fine choice
Ms. Fortune
Recommended Assists:
H Fiber Upper
Fiber Upper - Anti-Air DP, Meter Build
Not the best DP assist for most characters as it is hard to combo after, but Painwheel has a much easier time making use of it while she's in flight
It is hard to convert if Painwheel is on the ground and Fiber hits as an anti-air, though resetting the match to neutral is not the worst scenario for Painwheel
H Fiber builds a good chunk of meter on hit, so if Painwheel incorporates it into her combo routes then it gives her a much appreciated boost in meter gain
Pros:
Painwheel actually works with Fiber Upper assist pretty well
Fortune builds a ton of meter, giving Painwheel plenty of meter for Hatred Install and her metered reversal options
This shell is largely about the Hatred Install DHC
Fortune builds meter, spends it so Painwheel can DHC in and deal massive damage
3v3 Touch of Deaths when you start with a little over 2 bars, which Fortune will build up quickly
Cons:
Fortune's assists are only good for helping to defend Painwheel as opposed to helping control the match's pace, so things may be rough when she needs to be the aggressor
Painwheel's assists are still just "Decent" even if Fortune isn't very picky
Head-on Fortune can't easily combo into Painwheel's tag-in; Headless can easily so do, but is potentially getting less combo damage than she could get on her own
Synergy:
Good for Painwheel, Good for Fortune
While one of the game's scariest shells in the damage department, as a duo they lack in neutral. Painwheel gets defensive assists that she likes from Fortune, but these assists don't help her be the aggressor if you're behind in the life lead. Fortune gets to do Fortune things, but with her on point you run the risk of ending up with a solo Painwheel which is... not good.
For a trio, it's advised that you get an anchor character with a good neutral assist
Fukua
Recommended Assists:
H Platonic Drillationship, L Love Dart
H Drill - Lockdown, Neutral, Anti-Armor
Good threat in the mid-range and provides nice lockdown
Conversions with Buer + assist on hit, protects Painwheel on block
Good Alpha Counter option as Drill regains its invulnerability
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
If Painwheel flies high enough, L Dart isn't visible during the lower point of its arc, and not at all if the opponent jumps to let Painwheel fly even higher
Good choice if on a trio and you already have your lockdown/combo needs fulfilled
Pros:
Fukua grants Painwheel good assists for neutral play
Fukua herself doesn't do a lot of damage, but she can easily tag into Painwheel to make up for this weakness, while also regaining the red life she accumulated from using her clone specials
Cons:
None
Synergy:
Good for Painwheel, Favorite for Fukua
Very strong as a shell, but as a duo you run the risk of Fukua dying first and leaving Painwheel to fend off on her own, which is not what you want. That said, it is easy to fix your order once you land a hit with Fukua.
Any character will fit nicely for a trio
Parasoul
Recommended Assists:
Napalm Pillar, L Napalm Shot
Napalm Pillar - Anti-Air DP
DP assist that covers a lot of space, helping Painwheel both in the air and while she's being pressured on the ground
L Shot - Projectile, Pressure
Use the projectile as a means of approaching the opponent, as the shot itself and the residual tear will force them to make a move or let Painwheel fly in for free
Good blockstring tool with the leftover tear remaining a threat, also a cover for mixups
Pros:
Painwheel gets generally good assist support from Parasoul
Para gets surprisingly good assist support with the Pinions that work with several playstyles
Parasoul doesn't deal a lot of damage herself, but Painwheel makes up for it with Sniper Shot DHC unscale -> Hatred Install, or even just tagging into Painwheel without meter
Cons:
None
Synergy:
Good for Painwheel, Favorite for Parasoul
A fine duo as even if the opponent tries to kill Parasoul first to have you end up with solo Painwheel, Parasoul loves Painwheel's support and can easily tag into Painwheel mid-combo both with and without meter.
Any character can be tossed in for a good trio
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Especially silly with Painwheel as the bomb can't be seen if Painwheel is flying at the right height
Pros:
L George assist really holds it down for Painwheel
H Pinion is a good addition to Peacock's zoning
Hatred Install DHC already provides a lot of damage, but Painwheel can also take advantage of Hatred Guard and Lonesome Lenny's explosion to... explode both her own and your opponent's health bar
Cons:
N/A
Synergy:
Good for Painwheel, Good for Peacock
A weird, but fine duo combination. Peacock builds a lot of meter, and you have safe DHCs in both directions which is very nice to have as both characters hate being rushed down.
The most bang for your buck in a trio would be to look for a good anchor character, as your point and middle slots are pretty much taken with this shell
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
H Beam - Beam Projectile, Anti-Armor
Top level neutral assist to really help Painwheel control the match pace whether you want to play patient or be the aggressor
Great for M/H Buer + assist, easy conversions and Beam will generally keep Painwheel safe
Beam can be crouched, but Painwheel has flight overheads to open the opponent up, and armored normals to call out cheeky crouch normals whiff canceled into reversals (just don't get hit by sweeps)
Saw - Armored Lockdown, Anti-Armor
Trades Beam's neutral presence for a better defensive option and more reliable lockdown
Pros:
Beam assist is one of the strongest options Painwheel can be backed up by in neutral
Painwheel's assists help with Robo's offense, both with zoning and rushdown when she needs to go in
Magnet DHC allows for an easy combo extension after any of Painwheel's supers, Hatred Install gives Robo a safe DHC
Robo benefits nicely from being able to combo into Painwheel's tag-in to get more damage or safely get her out
Cons:
Death Crawl into Magnetic Trap DHC is NOT safe on block
Synergy:
Favorite for Painwheel, Good for Robo Fortune
As a duo they have the flaw of both characters being fairly weak when solo, so not recommended as you likely won't get enough meter from one character dying to enable a strong comeback.
While a good anchor is recommended for the reasons mentioned above, a character with high meter build can also work so whoever does end up as the last one standing at least has the resources to deal good damage when they land a hit
Squigly
Recommended Assists:
Drag 'n' Bite, Cremation (2HP)
DnB - Lockdown, Neutral
The opponent absolutely does not want to block DnB, so they'll be pressed to either retreat, jump into Painwheel's air-space, or counter-call with their own assist
Long time to convert with M Buer + assists
Very lengthy lockdown to run pressure
Possible to combo after Deathcrawl super with DnB
Cremation - Low, Lockdown
Does not have as much range as DnB, but good for a 50/50 mixup
Pros:
Painwheel receives good offensive assist support from Squigly
Safe, combo extending DHCs in both directions
Two excellent mid characters who can also play point
Cons:
Painwheel's assists just don't do much for Squigly at all
Both Squigly and Painwheel have strong, safe DHCs, but neither are good meter builders
Synergy:
Decent for Painwheel, Decent for Squigly
A duo with poor defensive options meterless, great options with meter thanks to their safe DHCs, but low meter build overall from both characters. Add on that while the order of Painwheel/Squigly is pretty good, the order of Squigly/Painwheel leaves Squigly with very little neutral support, and potentially not the greatest stores of meter to fuel her utility supers if Painwheel started on point. Not a very strong duo.
Trio teams with this shell will likely want to run the order of [Meter Building Point]/Painwheel/Squigly, or Painwheel/Squigly/[Good Anchor]. You already have some of the best characters to put in the mid position, and as mentioned above there isn't much reason to run Squigly ahead of Painwheel.
Valentine
Recommended Assists:
H Savage Bypass
H Bypass - Combo Tool
Combos and resets are basically all you're getting out of this
Pros:
Valentine can play point and tag-in Painwheel either mid-combo through green vial, or post-slide knockdown and let her come in at an advantage
Hatred Install for a safe DHC, or a high damaging combo especially if paired with Valentine's vials
Cons:
Poor assist support both ways
On everyone except Parasoul, Valentine cannot combo into Painwheel's tag-in without green vial
Synergy:
Poor for Painwheel, Poor for Valentine
Straight up a bad duo, but don't let me stop you if you only like those characters.
Valentine wants point, Painwheel wants mid, you're stuck to finding an anchor who benefits both if you want a good team.
Annie
Recommended Assists:
H North Knuckle, H Destruction Pillar, H Crescent Cut
H Knuckle - Neutral, Lockdown
Threatens the ground space, and the lockdown helps Painwheel to get in
High damage assist, making it useful for combos
Destruction Pillar - Anti-Air DP
High reaching DP assist, good for protecting Painwheel and covering additional air space
H Cut - Projectile
Covers the ground well, forcing the opponent to block, jump, or find some way to erase the projectile while Painwheel gets into a better position
Unfortunately, the knockback effect of Crescent Cut may mess up air-to-air confirms
Pros:
Annie's assist support for Painwheel is nice for protection or approaching
This team dishes out a load of damage through high damage assists, combo-tags, and DHCs
Cons:
Painwheel's assist kit is pretty meh for Annie
While Annie can be played without being a meter hog, and Painwheel is more than just Hatred Install, meter usage issues may occasionally arise
Synergy:
Good for Painwheel, Decent for Annie
A team of two damage engines. Neutral is a struggle on Annie's side, but Painwheel gets some good support. Not really a duo I would recommend as Painwheel is not a good anchor, and Annie may not get the meter she needs to mount a comeback.
An anchor character with a strong neutral assist would make for a very strong team with this shell. Big Band, Double, Fukua, Eliza, and Parasoul are all strong picks. Annie and Painwheel already make for amazing mids.
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Hungern Rush
Cliff Hanger - Anti-Air, Neutral
As long as Painwheel flies at the height that Cliff Hanger reaches, she's pretty well covered if the opponent tries to come after her
Good mid-range threat in neutral, its hefty blockstun gives Painwheel time to fly in
Walls off opponents trying to escape the corner
Hungern Rush - Anti-Air DP
DP assist to backup Painwheel's lack of a meterless reversal
Pros:
Umbrella's assists are generally alright for Painwheel
Painwheel's assists help Umbrella deliver the mix
Safe DHCs in either direction, which is nice as both characters lack good meterless defense
Umbrella can easily tag into Painwheel mid-combo if she needs to get out
Cons:
Neither partner gives the other especially nice help with winning neutral
Synergy:
Good for Painwheel, Good for Umbrella
This duo has good damage and nice safety via DHCs, but may get bullied by teams with strong neutral assists as their own assists can't compete.
An anchor with a good neutral assist would be a great help for a trio.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Painwheel can fly at a height where the beartrap is offscreen, so opponents have to be especially wary of where it is
Safe left/right resets with flight
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets are ok for Painwheel, special bullets can be magical
Pros:
Painwheel gets very good mileage out of beartrap assist
Barrel DHCs
Dahlia loves tag combos with Painwheel, this duo gets 9k for one bar off a low (see video below)
Cons:
Painwheel's assists are pretty meh for Dahlia
Both characters can be fairly hungry for meter
No Last Call DHCs
Synergy:
Good for Painwheel, Good for Dahlia
Neither character is a great anchor, and this shell lacks a good neutral assist outside of Dahlia special bullets (which cost meter... which Painwheel wants). Not a recommended duo.
An anchor character with a good neutral assist is highly recommended
marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]