Reveal the entirety of my gameplan? Sure, why not, since so many people in this Soul Arena just bitch about her anyways. I'd love to talk about some of the cool shit she can do.
- 66K into throw/3B on hit. There are enough plus frames to almost guarantee a throw attempt, and if they're crouching or breaking, smack them with 3B which is the exact same speed and hits mid. I've actually been using 3A+B instead, but 3B is the same speed and should prove more effective for reasons I'll detail later.
- 2B+K, AA BE, 3B. Getting that quake step is a bit tough, but if you do, the cool thing about this combo is that it can carry your opponent to the wall, which means bonkers damage.
- Feints. Not the +8 on block feints; I hardly ever use those. I mean the guard cancels. The possibility of guard canceling is what makes 11AA and 2A+B not suck, and it makes 3B+K (you guard cancel the second K) more useful than it already is. I hardly ever 3B, 3B+K anymore, but the guard cancel could prove a useful trick to extend damage. After guard cancels, I like to throw since they stand up immediately upon realizing the low's not coming. If you GC 3B+KK, then 3B should work if they stay crouching, but the other ones leave you BT, and throws are the only moves that work the same BT. But that's all fine and dandy. BT B+K them if they stay crouching, and get that iWS B BE combo.
- 223698_889632B. So if you look at that input, you'll see it's a quick step followed by a half circle over to the opposite direction, followed by B. And what exactly is the point of that? Well, 22_88B doubles back on itself. How many times have you attempted this move only to walk back into your opponent's attack? No more. This input lets you continue in the direction you were already going. Depending on how fast you input it, there is sometimes a slight delay where you stop moving for a brief moment... but it's better than walking back into your opponent's attack.
- 22_88B+K. You know, the twirly auto-impact. This impacts all non-thrust non-kick highs and mids, which is actually a decent chunk of moves. Not only that, but it has a rather gracious impact window. If you're already moving, you can do this on reaction to nearly any move, otherwise it's good for prediction or reaction to slow moves. If you catch a move with the impact, BHH B them and get launcher shenanigans. Otherwise, use the BHH K series to open them up.
- 1B. This move is the best move she has, and it makes her launchers scary. It goes into FC, but the damage isn't great... so what's the point? An untechable knockdown. Another person in the forums put its utility quite nicely: "I'm going to do FC stuff, and I want you to stay right at my feet while I do them." Doing this move after any launcher guarantees that the next OTG attack you do will at least touch them. I always favor 1B after launchers instead of 3B+K because the mixup damage I can get is better than the guaranteed combo damage, and that's if I guess right only once. I use it in combination with FC 3B and WS A+B most of the time, which is already a mid-low mixup that they have to take. If they try to wake up into an attack, FC 3B relaunches them. You have no idea how many times I've done FC 3B, 1B, FC 3B, 1B, FC 3B, etc. But I can mix it up even more, and usually right back into FC.
- FC 3bB. I love this move. Sure, it's reactable, but the instinctive low block screws your opponent over since it's +8 on block. And honestly, most people just don't block it. On hit, I combo it into 6KK, which leaves me FC and +8, and I get to start my FC game all over again.
- WS A+B. This is my favorite thing to do from FC because it branches off into so much. The first and most obvious thing it can do is the low/high/low with WS A+BB, which is all nice and fun. It's decent enough. You probably want to start out doing this since it conditions the opponent. But then you want to start doing the other options. First off, there's the BA, WS A+BbB. That's +11 on block, and on hit, down they go. Easily jumpable, sure, but still worth doing. But the best way to mess with your opponent's head is to do only WS A+B, and then do any standing option once you're back on your feet. My favorite things to do out of WS A+B are 3B, throw, 2K, and 2A+B.
So I think those are my big ones. I'll add more if I think of them.
EDIT: Realized some BT implications from guard cancels.