1PP - Quick launch, or can be used as quick mid/throw mix-up (throw instead of 2nd P). Also a decent High crush to interrupt those faster chars.
214P - Excellent punish for those who try to duck throws, instantly leads into combo even on NH
41236F+P - If you use any other throw, you have a terrible soul and I hate your face. Oh ok... maybe against Heavies you would get more damage from another throw than a 41236F+P combo sometimes... Need some testing on this. But a combo that leads into ground stomp guessing game is always worth doing either way...
6PP - A fairly safe way to start a stun because you can hit-confirm before doing the 2nd P
4PP series - MID TRACKING into low/mid/throw mix-up
9P - Decent quick high that stuns on NH
66K - One of her two long range attacks. (Mid K)
236P - Her other long range attack. (Mid P) Alternate to keep opponent guessing the right Defensive Hold command. You could also use 66P since it has decent range and stuns.
2F+K - Her only decent stand-alone low. Seriously, do not do 2K. It's -5 on hit and doesn't even crouch despite the animation.... At least 2F+K is +5 on hit and stuns on CH.
PPF+P - A nice quick way to keep the pressure on someone who is guarding.
7P looks like it's a high crush but apparently it's not. Would definitely count it as Top 10 if it was.
EDIT: Forgot to consider her 2/8P+K series. I'm also thinking of saying to always use 66P instead of 236P since their ranges actually seem to be identical.