Ok since I havent seen anything being posted for this character, I decided to post various bits of info/combos.
Normals
5A: Quick jab, +3 on block.
5B: The same 5B from crescent moon, except this time it's +2 on block and is chargable. When charged, she extends her leg like F-Sion, but it becomes -3 on block.
5C: A one hit claw smash that extends rather far. Slower than her old 5C, and also chargable. Neutral uncharged, +4 charged. Charging it over and over again actually works sometimes, though is extremely unsafe if your opponent is disrespectful and pokes, but it works as an anti-jump.
6B: A weird little drill, works very well as an antiair when it is charged, which makes the drill larger.
6C: The overhead flip that V.Sion has now. If you are in a combo, this will do some relative proration, but if you just hit it, it will just prorate to 65%. Chargable for range.
2A: A low kick. +3 on block.
2B: A two hit low swipe, neutral on block. Decent combo fodder if you're not going for a delay jump combo.
2C: A low sliding kick. Only cancels are 6[C] and specials. Can be used to punish people who tech. (Think C/H Nanaya 2C)
j.A: A little hand swipe around shoulder level. Quick and useful for comboing.
j.B: An awkward little kick that hits as a crossup very well. This is your most powerful tool in a midscreen IAD.
j.C: One of the best air moves in the game, V.Sion's flip kick is fast, damaging, has a good hitbox, and is just plain scary for opponents.
j.2B: The same dive-kick as the other two styles. Useful in pressure, even more now that she doesn't have a good dash.
Special Moves
236A: Like H-V.Sion's j.236A. Except really slow, and overhead, and minus frames on block. Very little use.
236B: Same as above with a little bit more forwards movement.
236C: Used in EX combos to add damage.
214A: A dash punch with a tornado around her hand. Varies from slightly minus to slightly plus frames on block, jump cancel on hit, and doesn't launch. Can combo into 623B on airborne opponents, and 214B at a distance on grounded opponents. Special cancellable on hit.
214B: A dash punch that launches. Goes further than 214A, is less safe on block, and is used as her main launcher in combos.
214C: A quick dash punch that is invincible and provides a full screen untechable knockdown. Also useful as a reversal.
623A: A single hit dp with upper body invincibility. Not overly useful, but is air unblockable.
623B: Two hit upwards claw that is used as a launcher occasionally in combos.
623C: Same as H-VSions 623C but full moon has movement before the opponent hits the ground. Utilize this to create oki anywhere.
22A/B/C: Little launcher tornadoes off of the ground. A is close, B is mid distance, and C is far. Long distance low hits, but it's slow and 60% relative prorate, so combos with them look cool, but are functionally useless.
j.214A: Like Sion's j.214A, but sort of different in that it has no minimum height requirements and has longer recovery like the move did in MBAC, and is an overhead. This can be used as a tiger knee special as one of the fastest overheads in the game off of IADs for a 50/50 mixup. However it is punishable on block.
j.214B: Like Sion's j.214B, meaning a slow, slow throw. Unblockable.
j.214C: Like Sion's j.214C, but it also has landing recovery on block/whiff. EX combo finisher for untechable knockdown.
43216C: EX Bite throw. Regens a bit of life on hit. Blood Heat version has large range but doesn't grab airborne opponents.
Combos
2A x 3 > 5{B} > 5C > 214B > j.A > delay > j.B > delay > j.C > land > j.C > sdj.ABC > airthrow.
2A x 3 > 5{B} > 2B > 5C > 214B > j.A > delay > j.B > delay > j.C > land > j.C > sdj.BC > airthrow
2A x 3 > 5{B} > 2B > 2C > 214A > j.A > delay > j.B > delay > j.C > land > j.C > sdj.BC > airthrow
2A x 3 > 5{B} > 2B > 5C > 214C (use this for forced full screen knockdown into the corner)
2A x 3 > 5{B} > 2B > 5C > 236C > j.A > j.C > sdj.AAAC > airthrow (Using j.AAA after the super jump will let you fall closer to the ground when you attempt the airthrow for better oki)
2A x 3 > 5{B} > 2B > 5C > 214A > 214B > j.A > delay > j.B > delay > j.C > land > j.C > sdj.BC > airthrow (Honestly this combo nets about 10% more meter from the 214A but the timing is strict)
CH j.C 5B 5B j.BC j.BC airthrow (Requires some practice but produces good damage)
CH j.C 6C 6[C] 2C 236C 5C j.A ~ j.B ~ j.C land j.C sdj j.BC airthrow (The timing for the 6C 6[C] depends on the height of where you hit your opponent)