White Len's best pokes are as follows:
5B
2B
All of her other normals have no range, or no priority, leaving her at a great disadvantage, good thing she has a decent set of specials.
Her AA is either 236 B, or TK it. Also 214 A works against a lot of air moves due to it's instant startup and invincibility frames to a lot of air moves.
Now her greatest tool to escape pressure is her 214 A, and her ground dash. Her ground dash has instant invincibility frames on startup and lasts a good amount of time. Follow up on a hit with 214 A you can set up cross-up dashes. By dashing and letting the stick go to neutral you can cross up the opponent, and holding it a bit lets you stay on the side you landed. Since her dash has the "mirrors" it's really hard to block her mixups, causing her to gain the upperhand. 214 A is probably also her best bara, and maybe only useful one.
Hey day 1 mixup, that still some people can't block is charge A ice spike after a knockdown, into dp B. After they learn how to block the overhead, you can hold B down so she doesn't hit and either command throw, or get another knockdown into mixup.
Her command grab 63214 A/C has really REALLY stupid reach and can grab people even if you don't think it would reach.
She has a TON of character specific combos, that I haven't even figure out yet, but once I get down notation I'll put it up here.
Meterless Universal BnB's:
2a 2a 2c 5c jbc jbcxxthrow
(after knockdown) 236[a] 623 b (overhead) 5c jbc jbcxxthrow
2a 2c 623a 5c jbc jbcxxthrow (very VERY strict timing)
Meter Universal BnB's:
2a 2a 2c 5c (right when 2nd hit hits)xx236c 4b tk 214b
2a 2a 2c 5c (right when 2nd hit hits)xx236c 623a 5c jbc jbcxxthrow (corner only!)
2a 2a 2c 5c (right when 2nd hit hits)xx236c 2b(must hit the 2nd ball hit) 5c jcb jcbxxthrow
With these combos, you can also start is off with a 623a instead of 2a 2a 2c