Alright, so Painwheel has some pretty nice damage options. Optimizing her damage requires you, during hit-confirm, to identify where she's at relative to the corner, and doing the respective combo (There's 3 main combos). They're mostly universal, save for the heavier characters, but once you've got a handle on these, they're not that hard to alter, and usually a quick assist call will allow you to extend the combo without losing damage or deviating that much.
CORNER (10k to 11k for 1 Meter)
So if you're very close to the corner, you should be going for:
cr.LK,cr.MK,cr.HP xx HK.Buer xx Fly >
Now, on most characters, you can do 9j.MK xx Air.LK.Buer xx Fly > 9j.MK xx Air.LK.Buer, land, and OTG with s.MK,s.HP xx LK.Buer. The best part is, you don't start generating stun until the OTG.
That combo is almost entirely universal. The second j.MK string works because you haven't left Stage 5 IPS yet. On some characters during the second major air series, however, it requires a 1j.HP after j.MP(4) xx Air.LK.Buer in order to connect properly. On Double, you'll have to try a different route, as on characters where you can't land the double j.MK xx Air.LK.Buer, you can omit the second j.MK, and on Double, the j.HP won't connect.
Important Note for ease of use:
All s.LK,cr.MP,f.HK xx HK/LK.Buer strings can be made much simpler by doing s.LK,s.MK,s.HP xx LK.Buer. They are interchangeable in the corner, but the f.HK string does something like 100 more damage at minimum scaling.
CORNER CARRY (9k to 10k for 1 Meter)
If you're halfway to the stage limit, or closer, you can do a modified fullscreen BnB that will preserve most of your damage, allowing you to do about 10k for 1 Meter:
cr.LK,cr.MK,s.HP xx Fly > 3j.LK > s.HP xx LK.Buer xx Fly > 3j.LP > s.MP > Air.LK.Buer xx Fly > 9j.MK xx Air.LK.Buer xx Fly > j.MP (Or a variation from j.MP depending on weight)
(Lights):
http://youtu.be/crZb26Vtgik
(Heavy variations):
http://youtu.be/MHjPusxQor8
(Ignore the assist extension towards the end, but you can play around with your own ender for max damage)
This is the most optimal starter if you're near enough to the corner that you can land the Air.LK.Buer xx Fly j.MK series. The reason why it starts the air series with raw Buer is that Stun vs. Damage, Buers win out over every other attack, so not burning a starter to connect Air Buer is a good deal.
FULLSCREEN (7.4k for 1 Meter)
Now, if you're over halfway from the stage edge, you're damage options become significantly less potent. You can't connect Air Buers because they send the opponent too far away (and the corner won't be there to keep them close enough for follow ups). That means your best option is a bunch of j.HP(4)s, which is one of PW's top damaging normals.
Should work on mostly everyone but Double, who requires a different air series.
Sometimes, it's smarter to reset the opponent back towards the corner, then go for PW's more damaging options.
THROW FULLSCREEN (Sad Damage)
Why'd you throw them away from the corner? You mook. Go reset them back in the proper direction.
THROW CORNER CARRY (Roughly 8k for 1 Meter)
I haven't made a video of this, but you can modify the combo from CORNER CARRY by inputting the combo like so:
Throw xx Air.LK.Buer (This causes you to land-cancel the Buer animation and reset to neutral) >
Walk Forward > cr.MK,s.HP xx LK.Buer xx Fly >
3j.LP >
s.HP xx LK.Buer xx Fly >
6j.LK >
s.MP >
Air.LK.Buer > Rest of the CORNER CARRY combo.
Again, doesn't work on Double. :| Oooops.
THROW IN THE CORNER (9k to 9.3k for 1 Meter)
So, now that you know how to Buer Cancel your Throw back to Neutral, this opens up a lot of damage potential for PW, because she doesn't hit Stage 5 until her ground string and her first air series is over. This means you can do the CORNER combo listed at the top of this post off of a throw, with a small variation in the starter. It looks completely identical to the CORNER combo.
Throw xx Air.LK.Buer Cancel >
cr.MK,cr.HP xx HK.Buer xx Fly >
9j.MK xx Air.LK.Buer > xx Fly >
9j.MK xx Air.LK.Buer > xx Fly >
Combo combo combo combo.
Reset at the end instead of going into Deathcrawl, and you can get another 5 to 7k for 1 Meter before ever hitting Undizzy Burst, depending on your starter.
So there you have it, that's what a Painwheel Combo Flowchart looks like. Learn these, and you'll be doing obscene amounts of damage, and always skirting the edges of Undizzy.