Well, I'll update with my findings, then.
22A is safe on block and baits jumpouts, pokes etc... 22B is a frame trap on block and directly off 2A 2B 5C 22B, you can command throw right at the end of 22B if you think the opponent is going to respect your pressure for midscreen oki/mixup. Both 22A and 22B can be combo'd from a counterhit.
Her midscreen oki is super strong off throw or 22A. She can super jump past them and airdash back for a 50/50 overhead mixup. If they try to jump out, the attack will catch them as soon as they leave the ground and you can guard break by landing and hitting them with 2A into 22A for resets. Once they start respecting the airdash mixup on wakeup, you can land and hit low or even airdash back and double jump for an ambiguous mixup.
In the corner after knockdown, you can j.[C] into whatever you like for mixup. Since you can cancel the j.[C] into j.B and it will keep her in place, it's a strong mixup since you can also just land and do whatever you want. You can also mix up j.[C] land cancels for mixup and tick throw setups.
Her airdash allows her to crossup in the corner from jump attacks. This is a very trick situation and I'm not sure how it works yet. It looks like she stays on the current side, but the hit lands on the other. She still remains on the current side even after the hit lands, but if I can replicate this, it will be the most bullshit mixup ever as it wouldn't be a telegraphed cross-up.