Alright, let's see what I can remember.
QCF BB is great for starting off a match. High Crushes, fast, has range, and is difficult to step. If they do something faster you can always do something like 6BB. If they keep starting off with a mid like a lot of opponents will, you can do her B+K mid auto-gi into K.
Her regular pokes seem to be:
6BB (One of the fastest moves in the game (i11), -8 on block, +2 on hit, linear high). This seems to be the best option to punish. It's also the best option after a safe move is blocked, other than a high crush or blocking, since it's so insanely fast.
2A (Low range, fast (i14), safe (-5), high crush, circular) 2A seems to be the best option when at advantage. If they do a move, their move will pretty much get beat, even at +2. 12 frame special low!
1A (Good on hit (?), low, average speed (i17), poor on block (-21! be careful), high crush. Circular) Seems like +2 on hit or more, can anyone confirm this for me?
3A (Fast mid (i15), relatively safe (-8), circular.) I think this is 0 on hit, can anyone confirm it for me?
BB (fast mid (i15) with +4 on hit, -6 on block. Linear.) I'll probably use this over 3A, unless my opponent really likes to sidestep. It is better in pretty much every way.
When people block your safe pokes, you can start rolling out "counters" to certain hit types, or block. Vs mids, the obvious option is to B+K auto-gi it, into K. Vs highs you have a lot of options. You can go the safe route and use 2A. You can go for the shakeable stun with 6B+K. But the best option is probably 3BA. Good amount of guaranteed damage to really punish somebody for doing a high. Just be careful since it is -11 on block. Try to mix up finishing it and not finishing it. Vs lows the best thing would probably be BB, 3A or 2A, just your fast mids. Most lows tend to be slow, and get beat out by fast mids. Be careful with the parry since you can be thrown, but a fast mid is usually the best interrupt somebody can do after blocking your safe poke.
Her best stepping manuver seems to be hold3/9, B. Safe launcher ftw, thanks Junior for this one.
Her best wakeup strat seems to be using A+B stance. A+B K will do a sweep that can't be roll evaded. It's also safe, I've pretty much tested that. It's pretty slow though, but high crushes. A+B B provides a hard to shake stun, where it seems to be best to do 66BA afterwards. I've tested A+B B to be -2 on block, extremely safe. Other options on wakeup can be QCF KK and QCF BB for different situations. If you're sure the opponent will get up and block, you can always do A+B A+K B for the unblockable, for some nice damage.
66A+B seems to be her best ranged attack by far. Like a lot of things, it also high crushes. It's linear though. It is unsafe on block, but when used at max range it seems to be safe vs block.
Does anyone know some situations to fit in 66A and 1KA in, since they're + on block?
I think that's about it for now, I've gotta think a little more about what she has, and what are the ways to best get damage with her.