http://www.youtube.com/watch?v=7z3BUX5mivE&feature=youtu.be
The first of four videos showing a session between me and Disco. It's my first time uploading and making sense of it all was a bitch at first. Looking forward to uploading the second video by 7PM EST today. I think this could be a fun little thing for me.
Lol'd at the description.
"Use this footage to figure out what NOT to do against solo Painwheel.
Trust me when I say that learning the Painwheel matchup is probably one of the more difficult hurdles for a novice player to overcome. This matchup will test your blocking ability and your overall knowledge of defensive tools in order to keep her off you and it will test your offensive knowledge of the game in order to keep her from playing the game she wants to play, for these reason I think she's probably the best character to learn the game against. I had a friend during the game's first few months who would run a Painwheel team with Cerebella Diamond Drop Assist and Napalm Pillar Assist. After each and every combo I would be thrown into a situation where, if I ground blocked he would throw out Diamond Drop into another combo, if I jumped he'd airthrow me into another combo, and if I tried to retaliate there was the looming threat of Napalm Pillar which meant I'd be sitting through another combo. She's very much a momentum based character who thrives on getting her opponent into situations where they're forced to deal with mixups during any part of her offensive. Your job as her opponent is to stop her from playing her game. If you can discourage your Painwheel opponent to the point where they second guess their choice to go into fly mode then consider the match yours.
You have to know where you can make holes in her offense and capitalize on these holes in order to give you breathing room. If we were to compare the first match in the video to the last match I think the situation becomes like night and day. In the first match you're not pushblocking as effectively and Napalm Pillar feels more or less like a non-issue throughout the course of the game, contrasting with the last match where you're able to pushblock and throw me off my game more frequently due to tools like LP Item Drop and good placement of the Pillar assist to keep me from getting too close. In the last match you forced me to accommodate my playstyle to deal with yours, I was playing your game due to the strong defensive play showcased by your Peacock.
The Downfalls of Painwheel
She needs Fly. Fly is her greatest asset and the backbone to every fundamental part of this characters game. It is what simultaneously makes her so terrifying and I think what ultimately reveals her inherent limitation. She has
nothing to fall back on if Fly is neutralized as a factor in any given matchup. You've gotten decent I think at playing a defensive game against her onslaught, you know how to use Peacock's various defensive tools to make it more difficult for her to get in and get started but you've yet I think to take the extra step needed to keep her from the air. I've mentioned it at every step of my critiques to your game but the key to beating this matchup is to stop playing defensively and to be willing to take her out in the air, meet her in her arena and rip it away from her.
THAT I think is still the fundamental missing factor to your Peacock's play. She HAS the tools to DENY Painwheel's air dominance, they're there and waiting for you. In the later matches (not showcased in Part 1) I'd literally fly in a single spot on the stage just outside of the range of Napalm Pillar, Air George, and LP item drop. I'd sit there and wait for you to do something at all to take me from my perch.
What did you do? In most cases you kept calling assist or LP item drop for a time, you'd keep backing up, you'd keep throwing items and trying to zone a stationary target sitting at mid range. Later on you transitioned to HP item drop as you knew the pace of my play had changed.
What
didn't you do? You didn't run forward and use Napalm Pillar assist to put it in its effective range. You didn't (in most cases) teleport away. You didn't air throw me. You didn't jump MP or HP to disrupt flight. You kept ultimately trying to win the matchup on defensive Peacock play alone and you choose to ignore a part of Peacock's play that would be instrumental in turning the matchup around for you.
Pushblocking a Painwheel
This is a pretty key component of this matchup I think. When a Painwheel has gotten in and is pressuring you on the ground she'll only have a single thing on her mind, getting back into the air. The key to disrupting this is to pushblock the move that she cancels into fly from. In my case I will almost always do c.LK - c.MK - HP (Fly). So 3 hits, on block or hit, I'll cancel into fly. Pushblocking the third hit will give you enough room to easily teleport as Peacock or call in a defensive Napalm Pillar assist with ease.
You've blocked a Painwheel ... what not to do next.
In pressure situations, as showcased pretty clearly in the video I think, you have this tendency to hold up-back and try to jump away from pressure ... this is the worst thing you could do against a character that dominates the air. Do NOT jump in situations where you haven't correctly pushblocked her offensive. You WILL get air thrown
over and over again.
That really made me want to get back into the game, I just wish I was able to play PS3 more often. If you guys ever want to have a go at it, just post in here, I actually may be able to play tonight. I'm on the East Coast btw.
Hey, yeah I'll definitely be on tonight if you're willing to go some matches. My PSN is DiscoShark, feel free to add me.
Even though it's only like three people, it's good to see this thread get bumped occasionally.
...And, no guarantees, but I think yesterday's patch build might have been The One.
Crossing my fingers. :x
So, the patch might be coming soon?
Also, can you give us any info on how progress is going on the DLC characters?
The last news we heard in terms of DLC development was posted back in July at
http://revergelabs.com/ "It’s been a few weeks since our last Fan Art Friday – Evo happened, and we’ve been finalizing the patch and working on the first DLC character." Since then I guess the only assumption a person could make is that various problems with the patch have caused plans to be changed in that regard. Hopefully after this is all behind everyone the team can start working on a constant stream of DLC. My wallet is waiting. ^^;