[Really long thread warning] This post will have two texts: the first describing my issues with Painwheel's character ability, Flight Risk, and the second with my suggestions to make it useful. Part 1 We all have fought a Painwheel in a Rift Battle or high streak prize fights. Many players equip a a projectile blockbuster to instantly punish her as soon as she becomes airborne. That is why the super aggressive AI for Rift Battles never ever uses Flight Risk. Players don't use it as well because its dash attack can't be used in a combo; its tap attack is really hard to connect and you can't really move yourself, only attack, making it impossible to approach an enemy who is out of reach, even if they are just a little bit out of the range for your grab/dash/tap to connect, you won't be able to use the attack you want to. There are a few situations where you can connect your attacks, like using your dash attack for punishing an opponent who tagged in as Double, but those situations are extremely specific, and Painwheel's animation for going airborne takes way too much time to react properly to those attacks. When your attacks finally reaches an enemy, it will: a) hit a few times and not allow you to combo after that(except for air grab) or b) be easily blocked, leaving your guard wide open for the AI to shove a 1 meter-long diamond on your face. Part 2 Oh boy, this is my favorite part: these are my suggestions on how Flight Risk's moves could be used in our daily gameplay. 1: Make an unblockable charge attack(that has just a little bit more of minimal cooldown) for her airborne mode. That is easy to punish with any attack that hits overhead, but, just like every other charge attack, you need to retreat or it will do a really annoying amount of damage. 2: Make it possible for her Flight Risk attacks, or even that one special attack, Violet Grudge, to be used after an air juggle. They have a small amount of hits with good damage, in that way we can get a nice little combo without filling the enemy's blockbuster meter, and would make attackers even more scared of painwheel. 3: Make it so the AI can't block her Flight Risk attacks as often, but use blockbusters if they block correctly. In my opinion, that would change Flight Risk from a "get yourself killed" to a "high risk, high reward" option. 4: Just let us move around a bit so we can hit our attacks. The main reason I am writing this is because I like her airborne mechanic is an awesome idea, that is just not useful for now. I have asked players with their levels ranging from 41 to 60, and the responses to "do you use Painwheel's Flight mechanic often?" were mostly "never", "rarely", or "I don't like it at all". It is pretty obvious that my suggestions would not be easy to add into the game or finding balancement for them, so I have posted this thread to let other people share their opinions about it and build up better ideas.