I guess I'm just not sure where to be in JS. Against folks that wanna be close all I feel like i can do is guard and look for a 4K shot while vs longer range characters i keep moving and look for a WR A.A to get a knockdown after they whiff something
Jolly seems to really like lows now. My main gameplan has been conditioning enemies to expect 1A, 1B, 1K, or 236K on wakeup (especially after a consistent knockdown move, like 1A), then just hitting 'em with a launcher when they're trying to duck low.
When you're looking for a fast way to get someone off you, don't be scared of trying reversal edge and GI. RE is especially good for Jolly as it builds her a ton of meter to use later.
Faster buttons I've noticed are of course AA and 4K, but don't underestimate (A). It seems like it's decently + on block, but I could be wrong there.
3A,B is a nice decently-ranged low-mid string that goes into Gestopft aftwards. I believe it stuns and knocks down on counterhit, so you can hit confirm into Gestopft, headbang, and fish for the moodswing lethal hit. (Combo for Getsopft A's lethal hit is pretty easy, just do 4A, 4K, 66A+B. I think you can just launch off the B lethal hit, so do a normal combo there)
44K has decent range, hits twice, and puts you in backturned for a quick BT B+K, which also goes into the Gestopft stance so you can fish for a moodswing and lethal hit.
Don't underestimate the power of the 4B string. It has slow startup, but if you've got the advantage, you can mix up your opponent really well by switching up between 4BBB, 4BBK, 4BAK, and 4BAB. Just remember the A followup is slightly slower, but has a low and a high hit, so people tend to open up once they get hit by A's weak low and leave themselves open to the third attack.
44A and 2288A seem like nice 8WR options, although 44A's first hit is high, it goes into a low hit afterwards, which then puts you in crouch state.
From crouch, I generally use WR K, as it pushes back a bit on block and can ringout on counterhit.
66AA is definitely a good answer for longer-range engagements, especially if you're soul charged and you do 66AAA and they're caught off guard by the third attack - this attack can lead into some pretty nasty combos/pressure depending on what moodswings you get with the followups.
Sorry if these tips are a bit disjointed, but hopefully they help!