i've also been playing f-ryougi all weekend, only against a couple of other EU players so i''m probably at a lower level but i'll throw in some thoughts.
~crappy ground dash doesn't really mean anything. i find myself moving around by IAD exclusively. sometimes from fullscreen, ground dash into 2C 3C can be useful, but the majority of the time you just want to spam IAD j.B to make yourself a gigantic fast-moving offensive hitbox.
~like s-blade said, no mixups, but her guard dmg is disgusting. 2C 3C 236B 236(B) 236A will take off 1/3rd of crescent guard bar. if they're getting mash-happy when you charge, change to half-charge. if they have a good move for interrupting rekkas, either make them airtight or introduce very small gaps, depending on what kind of reversal we're talking about. another option is to do 236A 214A rekka, with no delay, to beat all low pokes and almost all slow pokes
~unlike s-blade i never use the throwing knife, mostly because i keep forgetting i have it. eu scrub melty represent
~ryougi was literally made for american reset. you can end combo in airthrow or j.236, or you can simply end it in fucking j.C, land, neutral superjump and keep hounding them in the air. i'm fairly sure noone in the cast can deal with ryougi j.C when she's below them, and i very doubt anyone has a good way of dealing with her j.B in horizontal terms
~236C is atrociously fast, and can punish a lot of f-moon string enders that leave people at very slight frame advantage. you can also use it as a reversal, but it has no i-frames, so make sure you know what you're doing. experiment with it, because it punishes so much. block a satsuki 22b? help yourself to free damage! some fag jumping in on you? free damage! sick of nero and his doing EX crows and then sealing your movement with some gay move? free damage! this move is ridiculously good and you can afford to spam it just for the purpose of experimenting, since it's almost totally safe on block. the only thing they can do is bunker the last hit. they absolutely cannot punish you with any kind of regular combo. no bunker cancels in this game. so whenever you see something that looks like slight disadvantage on block, throw out 236C and just find out for yourself. the worst that could happen is you'll eat a bunker
~TKing is a lot easier in this game, and you might find j.236 works well for beating shit out. if you got some fag spamming low pokes and your 214 goes over him, try giving him a taste of TK j.236
~back to combo enders, i personally never end my combo in airthrow, partly because its a sucky airthrow, and partly because ryougi really cant do much from it even if it didn't suck. since i play ryougi by constantly running the fuck away and trolling people with j.B, j.C, and 236C, i end all my aircombos in j.236B, and then charge meter until they get near me
~speaking of meter, ryougi has a lot of choices on how to use her meter. j.236C is not worth it after a full combo, but if you landed a random abare j.B j.C j.B j.C and do 236C, you can get an extra 1k or so, and you will land j.B in air-to-air a LOT. 236C is good for practically anything except combos. 214c is probably good idk i dont use it. same for 22c. but, if you're playing F, you need to choose between using these awesome EXs, or using her fucking awesome BHAD, because her arc drives are fucking amazing. here imma put them in a seperate section
~ARC DRIVE: okay, here is the best way to think of her arc drive: it's a command throw with fucking gigantic range and more startup. once the flash hits and the lines appear, they can't do anything. it's 0f after flash, or maybe i should say they get hit during EX flash? either way, if they're in a throwable state when the arc drive flash happens, and they're in range, that is guaranteed damage. absolutely guaranteed. the BHAD is a LOT faster. I told you to think of it as a throw, so do some throw setups. C and H can do some whiff cancel shit to tick into it, but F has to be more creative. Here's an example, if you've been doing a lot of 2C 3C into rekkas, try doing 2C 3C, let it recover, then BHAD. or do 2 rekkas, stop, then BHAD. pretty much any setup that you would use to setup a throw, will also work for setting up this. the regular AD's longer startup makes it much harder to use, but you can do some fucking amazingly gay shit like 5A tick into AD. If you do this then your opponent will probably pick up his stick and lodge it into your skull so watch out!
~ properly spaced, j.B will beat warui ne clean in air-to-air. this is important since f-nanaya seems to be the most popular char for scrubs atm. if you have very good react speed, 5B can beat warui ne from the ground, but you need to do that shit EARLY, son. other options include 236C, but it needs careful timing. the aa parry might beat it, who knows
~havent messed around with the parries at all. i guess they're okay but they'll take a lot of skill and experience to use properly. considering f ryougi has no "real" reversal, and can't rely on heat activation, being good with the parries will probably become a requirement to play a good f ryougi.
also i'll be uploading MATCH VIDEOS later so watch this space, my f-ryougi is really bad but at least you'll get an idea of some of the concepts behind her basic play