@JSF
How is 22 a gimmick.
How does she not get Oki?
Midscreen.
End in 344, can follow up with 22/B12/grab and it's all guaranteed, they cannot disrespect any of it.
Can also end in 223 for a jump in that is completely safe unless they wakeup. Which means more 22 mixups. Or walk in 344 after the 223, whiff punishes a lot of wakeups.
In the corner,
D4 has about 8 active frames and has a late cancel window so is a special cancel stagger, also hits far away and has no hurtbox. So her Oki isn't the usual strike stagger but it's still very good. When she gets people in the corner, she can put people in the blender with very little risk to herself. If you get hit grounded it's like a 250 restand into a guaranteed plus 5 which if disrespected loops into the same thing.
S1 is also a great antiair, and a very very very easy jail after d1. It's got horrible range but then you just need to know when to use it, B12 covers you where s1 doesn't.
F2 is absolute trash but drill is not.
I've been put against some of the pros in KL, dizzy, VideoGamesYo etc and landed drill in the neutral with good shield placement counterzoning.
It's just a slowish shadow kick that hits mid and good players will be low unblocking to avoid grenade chip, so throwing it out isn't all that stupid if you're clever and sparing about it.
She isnt top tier but shes a very useful character for some matchups and can hold her own well enough that she could get a top 8 in the right hands.
Not to be combative either? But just some of these things aren't huge issues or execution errors on your part, she has her own gameplan not many characters play the same and is one of the few characters that's pretty depth heavy in the cast.