Flight gives much in terms of resets
Know that you can only fly cancel once after her Buer Thresher and buer
Fly is 5 frames faster in the air and when canceling from specials. Any ground flight cancel overhead can not be considered instant.
Painwheel has incredibly strong block pressure, so it may be nice to just put the opponent in it for a setup
-¹(How to instant overhead)QCF QCB K + P allows for a fast stinger cancel. Another way of writing this is 236214 Kick and Punch. This allows for Painwheel to use an 18f overhead attack and can make stinger cancel combos easier.
-As Dime likes to say, you can do a "slowverhead" which is delaying an air move when flying to catch people that go high then low to try and defend against you
-Fly above them with assist for a decently safe and effective crossup(superjump puts assist on cooldown, but fly resets that, so this is even effective out of an air string)
-Fly above and j.hk for a crossup
-Since Painwheel faces the opponent when flying, you can use the autocorrect of fly with a move such as a falling j.lk into j.hp
-Painwheel can dash under some light characters after c.hp into L stingers like Valentine, Painwheel, Peacock, and Squigly for a crossup and a mixup
-Painwheel can do s.hk(2), assist, into H/M Buer for a somewhat risky crossup
-Painwheel can do s.hk(2) into M/H stinger for a crossup on Squigly
-s.hk can help setup crossups and crossunders, 2 hits into flight into crossup stuff(such as j.hk) as well as crossunder stuff after the launcher by utilizing fly
-Painwheel can jump above and do (air)hk Buer for a Crossup. Scales a bit though.
-s.mp into j.mp(4) j.mk sets up a bit of a cheesy crossup on the lighter cast members
-s.mp into j.lp will put you above your opponent and setup a crossup
-Low/throw when applicable. Grab can be converted off of without losing otg
You can tick throw by pressing s.lp and then pressing s.lk into s.lp in rapid succession.
-You can easily take advantage of fuzzy guard! Since blocking stance does not change until another hit, a rising j.lp has the potential to hit someone blocking low after a high hit. You can convert using flight cancel into j.lk, H buer xx fly, or call an assist beforehand so it picks it up
-You can setup with L stinger since it gives a nice lengthy stun.
-Do a whiffed j.mp close enough to the ground so that your opponent tries to block high, but you land and go for a low
-Reversal Safe strings
(c.mk xx fly
3.lk)¹
and
(s.hp xx fly
j.mk)
will both hit the opponent if they block or just don't and get hit, but WHIFF AGAINST MOST REVERSALS(Big Band ssj and Valentine counter super will go through this) allowing you to punish. Watch out for pushblock, alpha counter, and maybe watch out for slower reversals in case those mess you up. Remember, you can take advantage of fuzzy guard setups.
-s.hk(2) into flight allows for an air grab on the non heavy cast
-Charged c.hp and c.hk for a slow mixup that also functions as bait.
-Interrupt any mid air string that does not knockdown with flight into grab.
-s.mk f.hk(3) allows for an airgrab on the nonheavy cast
-s.hp, fly, up forward j.lp into fly for a high and falling for a low
-j.hk has a very low unblockable protection time so it is effective to combine with low assists
-If your assist keeps the opponent grounded, then you can call the assist so that you are able to hit the grounded oppenent with a charged c.hp, which gives you a lot of time to setup a mixup(You can cancel c.hp into flight unlike L stinger)
-During Hatred install, grab does a lot of damage. Meter gain is low but don't underestimate the damage.
-During Hatred install, do a ground bounce then do a fly forward j.mp to setup a crossup.
-Dime's s.mp advice
Parasoul only:
1.L buer xx fly 9 j.lp,j.lk, st.mp xx fly 9j.mp the j.mp crosses up here
2.L buer xx fly 9 j.lp,j.lk, st.lp,st.mp xx fly 9j.mp does not crossup. The difference is 2 has a standing jab before the st.mp, which pushes parasoul out a bit and makes the j.mp not crossup.
-Launchers can be canceled into fly. This means that you can do things such as.
fly and crossunder with an assist
fly into air throw
fly to their other side(or fake it) and mix them up
Beware of double jumpers and falling j.lp.