Painwheel is a lot of fun to mess around with and just see what you can make work combo-wise. Here's one that I came up with with the intention of making a combo with as much screen carry as possible:
c.LK c.MK s.HP XX fly, f j.MK s.LK s.MP sjc j.HP(3 hits) j.HK, s.LP s.MP sjc j.MP(4 hits) j.HP(3 hits) j.HK, c.LK s.MP sjc j.LK j.MK XX fly, d/f j.LP j.LK, c.LP c.LK c.MP(4 hits) s.HP XX qcf+LP, f+HK+HK+HK+HK XX qcf+HK, land super (does 7378ish)
I had to revise it once or twice due to character inconsistencies, but I believe this version now works for all cases. You could also potentially extend it by either cancelling the s.HP at the end into fully charged spin dash or just doing the full charge spin dash after the qcf+LP, but in both cases your timing on activating and your mashing both have to be fairly precise for the spin dash to combo.