Painwheel's so good she's in 2 tiers.
OH SHOOT YOU KNOW WHAT HAPPENED
I mean to switch Painwheel to Top 5 and put Bella in Skullgirls tier and just forgot make the replacement bleh
I don't see how Gregor is bad other than it's pretty easy to stuff with forethought and setups, though I feel like most mashproof resets/setups work on almost everything and Gregor isn't somehow special.
6 to what Sage said about Fukua Fireball DHC being pretty punishable. People really underuse PBGC as a punish tool, myself included. Not going to pretend I'm better than the average nerd, though if you use Filia c.MK on me and don't have an assist coming out expect to get smacked.
Bella:
Really great damage off of just about everything, has some of the best reversals in the game, and has good spacing and zone control normals. LnL is minus 6 for whatever reason and not that much trades well since it has armor, so it's a very safe way to get in or use armor hitfreeze to make a read. Some of her air normals are weirdly good, albeit slow, like j.MP and j.HP. The biggest thing is that she has bonkers damage and offers bonkers damage as an assist through LnL and Excellebella. Dynamo is one of those supers that somehow always manages to kill. Her neutral game against rushdown is perfectly acceptable because of her range and reversals, though she does struggle to get in on zoning. Reflector helps a ton. Hustling rocks is kinda the best. She has solid vortex because of low/throw and the occasional instant j.HP or j.D + MP xx Assist call.
Her mobility is well-rounded, but not fast by any means. She's simply too easy to run away from if you choose to. Her common approaches are pretty easy to handle or stuff for most of the cast. Neutral against her is not challenging since her good pokes are also slow, and as long as you are pushblocking and paying attention she will struggle to find a command grab. She's just average, or even below average, in neutral. Once you get a lead over her, it's far too easy to control the pace of neutral and in effect the match. That said, her comeback potential is incredible because of rocks and her damage in general Once she gets going her damage reward is crazy and is what makes her a strong character along with her reversal options.
Eliza:
Eliza has some really exceptional normals. Great range on just about everything. Excellent combo-ability and damage in her longer combos. She's frustrating to pushblock because she kinda just keeps hitting you anyway. Instant air dashes also help her stay in. Her throw range is great. Dive of Horus offers amazing utility and essentially makes how disadvantageous she is on block irrelevant. Sekhmet, with my and most peoples current skill level, is insanely good and hard to deal with even if she's not to hard to block. She's a great neutral game tool, way to punish assist calls, and lets Eliza do some double overhead stuff once you block an aerial.
In the long run, I feel people with figure out how to stuff j.MK as Skullgirls players figure out how to use more of their normals as anti-airs. Sekhmet is also definitely punishable off Axe. I complain about this a lot because I get salty, but you CAN grab her when she is in range and you can ALWAYS snap her, more or less. People will learn how to deal with Sekhmet without a doubt. Eliza as a character is extremely prone to PBGC punish, which I find extremely detrimental to her overall strength. She has a very lackluster reversal and her only other reversal costs 3 meter and has meh range.
Her damage, mixups, and Horus make her a very strong character with commanding neutral, but none of her tools other than Horus, her long range normals, and to an extent Sekhmet are very good. She is not unstoppable by any means.