Some synergies I've been working on with painwheels new stinger cancels:
Incoming opponent:
Always hp fireball and flight cancel, mix up the double call by calling during the stinger, or during the flight startup.
Timed right painwheel can do some crazy shit with this setup both midscreen and in the corner and it forces block from the opponent.
Neutral game patterns:
I'm really liking the above pattern as a keepaway strat versus updo turt... Er.... users. Engineer space and then do an hp fireball while calling double assist or cancel that into flight and call double assist on flight startup, and depending on what you see or think will happen you can either easily followup with an otg j.mp into fullcombo or you can immediately charge a low j.hp to both further protect painwheel with armor and also to give pressure to the opponent on assist hit or block.
This pattern also works really well with just straight up fly plus assist, but is much more dangerous that way because of the ability to be happy birthdayed by someone else's assist... So a protip: only use fly plus assist when safe or when the opponent has just WIFFED THEIR ASSIST, or is in some sort of other assist cool down.
I use it on assist (ie stupid yolo during neutral when the opponent has access to an assist and can blow this up) because it's damn good pressure against a grounded opponent. Also, it works REALLY WELL against dash up low throw mixups of any sort, but will lose badly to most of the high hits of said mixups.
Another good pattern:
Dash forward and charge st.hp plus assist as a way to go offensive against an opponent or use it on defense.
But why not just block and call assist, dime?
When blocking while calling assist, you are still susceptible to quick high/lows and you will be vulnerable to happy birthdays as well. But when charging armor, you are only vulnerable to throws which have there damage reduced forcing the opponent to use more meter for a kill or more resets, allowing you more of a fighting chance, and generally making it so that your next character or 2 characters have a better fighting chance to make a comeback cause the opponent will be low on resources... A good example is filia does hairball and breaks your armor... Ok cool. But she has to immediately go into super without having really built any meter, in order to confirm... Which is better than being hit by an assist into fullcombo or a normal into full combo.
Anywho it's something to think about.
The next pattern is both great and not so great:
Down plus assist macro, immediate up:
Call assist then immediately super jump.
This is actually much better than it sounds, painwheel gets high in the air so she auto has more priority with jump attacks, and it's a very good way to gain ground while putting big distance between her and her assist.
Just use it and I think you will find its applications good. It's very different from super jump then fly cancel then call assist. So play with it.
Another pattern:
Basic bait against updo users:
Engineer space, dash jump j.mp 1 hit xx fly plus mk bomber assist fly backwards.
A basic updo bait that gives you safe pressure while advancing forward.
Another pattern:
Fly.
J.mp as a jumpin attempt, call bomber just before hitting ground
If your j.mp wiffed, then bomber comes in and saves the day, also good when j.mp is blocked and they pushblock it.
Another pattern:
Should have listed this one higher... But meh:
Midscreen combo as a happy birthday, cr.mk,st.hp plus mk bomber, xx fly, otg j.hk, cr.lk,st.mp, j.mp bla bla combo into restand xx snap
Has much more corner carry than any other snap combo that i know of. If double isn't available, then just snap anyways, why?
Because its free corner with flying painwheel and double mk bomber uncrouchable lockdown with the opponent having their assist locked out... Ie EXTREMELY good positioning, maybe even worth more than just taking a double snap.
Anywho none of these are game breaking they are just "tips" that everyone has already thought of or will with enough time spent with the game, I only post them for those new to the wheel.