Giving some insight to an idea of how H-Arc should be viewed in the sense of players starting or getting better with her:
- H-Arc ground normals are fast. They do force good trades now thanks to the new CH system. Also, hit confirms are easy enough to carry opponents to the corner w/o losing too much damage.
- H-Arc is still able to inflict good and consistent damage from PS2.
- H-Arc is one of the best carriers in this game thanks to combos continuing from 214B jump cancel.
- H-Arc has a great run and can cover space on the ground well.
- H-Arc has a great defense modifier.
- H-Arc blockstrings are strong, tight, but must have a good knowledge of understanding her normals.
- H-Arc only true mixup is post throw/post j.2[c] midscreen. They can go many ways but there is no forcible option. It is all choice.
What does all of this mean?
H-Arc is mainly versatile on the ground moreso than the air. Her air game is good, yet not as good as a good set number of the cast. Her best normals are not her air ones, but her ground ones. If you can force an opponent to the ground from a bad jumpout/failed spacing then it is an opportunity to get them back down. Air throw with H-Arc is pretty much useless since there is j.2[c] to force a knockdown long enough to start any sort of mixup with her.
As I've stated before, her carry is very strong for a number of reasons. Smaller stage, 214B jump cancel combos, and 4C carry. Since she does have a strong carry game, you should be leading to the corner much more than in PS2. The corner is no exception for any other character in the game: she is a beast there so you should do your best to convert your combo to be sure she gets there. Damage shouldn't be of a concern here either since most of her corner carry combos net the best damage.
Once you get in the corner? This is where your ground normals shine brighter than anywhere on the screen. Knowledge of your normals to make tight blockstrings that would either 1 of 2 things: shake the opponent from fear or force the opponent to press the wrong button. H-Arc normals are more fast than stronger in other frame areas. Convert an opening into a combo that ends in j.2[C] to start a high/low. Add in a few throws to start running choices. Super jump high/low can be expanded onto crossups, sandoori, or cross hops.