Okay, now that I feel more educated, let's give my opinion:
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and options
You get plenty to work with here, with follow-ups featuring a stance transition, a high crush, a tracking high, a tracking mid, and a wall splat. Coupled with complete throw safety, you can pick people off with tick throws.
and options
It comes out fast and far, offering a solid counter-stunning high punch and a ranged mid kick as follow-ups. Also offers a solid string delay, making the other player have to guess harder.
Nice fast low, auto high-crush, and it's reasonably safe. It's just really short-range.
and options
If you don't use this, you aren't playing her right. Nice range, 12 frames, offers the mid-stun punch (unsafe on block) and
options.
and options
Again, you should be using this. This offers her only true low/mid mixup with the stun punch and amazing range with the kick. Tracks, and has reasonably good speed. Both options are hilariously unsafe on block, so use with care.
The kick option from
on it's own. Great range, crushes highs, offers light stuns and trips. Still totally unsafe on block.
Fast, high-crushes, stuns hard, launches on critical, versatile relauncher. You should be using it.
and options
You get two options for damage, one of them being a relauncher, all with heavy delay. You get the deepest stun of her arsenal, forcing the opponent to hold out to avoid the follow-up. You get a mid-punch launcher. All this for 13 frames and safety.
This is a ridiculously good escape tool, offering a high crush and a big hitbox for good speed and a degree of safety.
and option.
15 frames, stuns, and is respectfully safe. What makes it her best move? 2 meters range, surpassing all but the most obvious of ranged options, granting her unpunishable access to her highest launcher on CH. This lets you pick off wake-up kicks on reaction. Just don't throw out the launcher at random. You'll switch from "Just try and hit me, Master Ryu!" to eating a Counter-Izuna instantly.
HONORABLE MENTIONS
Solid move. Low crush, causes back-turn stun, and can lead to big damage with
. However, it hits high, isn't safe, and if they can SE on Fastest, you only get
as a follow-up, leading to a sad 49 damage.
15-frame mid kick with the same range as
, but it doesn't stun much at all, and has no follow-ups. Only useful at long-range
Fast-ish on start-up, long-range, and guard breaks for +3, leaving you in range to outpoke anyone. Too bad it's useless outside of mid-range due to her needing to run to start it up.