Brent...it's been a while...but...
-in most any ground combo in the open, you can add in 6B for additional damage.
-i think in most all combo situations, 2A 5A 5B 6B 5C xx initiative heat xx 5B 5C xx arc drive works as well
-in the corner, combo into the 2C xx 214A, juggle with 5A (5B works too iirc) and then jump cancel jA j6C land jC j6C etc
It's been a bit but I think that's it. I'm pretty sure there's a way to wall bounce twice and then get the jC djC airthrow.
Random:
-2B clashes a lot; cancel into DP
-you can airdash cancel her jA
-you don't usually use normal jump 6C for corner pressure but you can get people stuck in the corner with this bitch
-against some (?) characters in some situations, you can hop over them while grounded for mixup
-mix uncharged 214A (whiff)/6C (charged or uncharged)/charged (or early released) 214B at the end of your strings. shit like this keeps people on their toes and you can hit them grounded when they're trying to jump away. do the string and the ender and see how far away you are. shit like string into 214A whiff immediately 5B 5C and see what happened. If you need to get closer to pressure better, end it with 6C or something - if it hit, end with Cello.
Don't know how much of this is *right* but it was starting to work for me.