True! i just want to expedite the process by fighting other PW players that might know of this set up. Thanks guys. i'll get back to this thread and see how the next set goes.
This is a very hard setup to get out of. Your timing has to be good if your attacker's timing is good. If the attacker's timing is bad, the setup isn't as powerful as it seems. Here's a few tips.
1. Assists are reactable. If you keep a peripheral eye for when Filia assist is being called, you can simply block PW as normal, and switch to crouch block at the very last moment. This doesn't guarantee that you'll block correctly, but the Painwheel on point is going to have to be nearly frame perfect with when j.HK connects. If j.HK connects too soon, you're blocking standing, then moving to crouching. If j.HK connects at the same time, or within a few frames of cr.MK, Unblockable-Protection kicks in and you get to block for free.
2. When people say "Mash Super" they don't really mean roughly mashing out the command. Try aiming for the reversal window. Try to be as deliberate as possible. You might find that your accuracy for reversals increases. It may be hard to react to a dropped PW combo in some cases. I do the same thing your opponent PW was doing, except with LK.Bomber. The advantage is on myself, because I will likely know if I botch a motion or timing window before you do. There are certain key "Fuck up" points that I have trouble with, so I turn them into reset opportunities.
3. There's very few situations where PW is doing a combo where she can simply fly into j.HK without leaving a big opening of "nothing". The reason for this is that flying from a grounded state is a 15 frame animation, flying into position for j.HK takes extra time, and the j.HK itself has a bit of startup. If you're not used to it, it feels quite quick, but once you get acclimated, it ends up always being reactable. Super PW on reaction every time.
If you can't, j.HK is in play. Once that happens, it has three major uses:
a. As a Crossup. This can take a lot of flight time to get PW into position if she's going for this from a standing state, even if she's cancelling s.HP on hit, the move that roughly grants the most frame advantage. Hatred Install's buff to flight speed makes this a much more viable option for Painwheel, as it shaves off precious frames that the defender would normally be using to react to this situation. If you really think j.HK is coming, you can also just jab her. I am notorious for jab disrespect. Jab into other normals can hit PW and the assist in many situations, and it leads to a full combo.
b. Catching a whiffed Pushblock. Kind of self explanatory. If you're pushblocking on prediction to something, PW can simply fly forward and throw out a late j.HK as a catchall. If you do nothing, it may even crossup. Yippeeeee.
c. Combined with a Low Assist. What you're dealing with. However, if you reaction Super, you can catch PW, AND her Assist. This is where DHCs are super useful, as you can turn one good Reversal into Mega-Mondo-Damage.
Low assists are simply crazy good. The trade-off is that they're fairly useless in Neutral, and they're sacrificing a slot of "zomg DP Assist". Take advantage of this and snap in Parasoul. Suddenly, he has NO assists that are good in neutral or on defense. Parasoul is also extra bad on incoming <3 <3 <3
Most PWs don't usually run lows because they've already sacrificed a DP assist slot by picking PW. Cruel Lily (Her cr.MP) is really good, but isn't really applicable in many matchups unless you get inside. Make him regret not picking Updo. Hoohoohoo. Low Assists with PW makes for some of the best offensive pressure in the game when used correctly.
Anyhow, that's all I have from my experiences as a PW player.