Copy pasted from VFDC. Just some general tips.
When I go into FL from 4K, 8k, P+K, etc. I like to sometimes fish for evades with 6K delayed K from FL stance. If you see that they evaded, the second K is full circular. If they block it then it’s just -5 frames and you can opt not to do the second K or do it if you think they’ll press a button.
Learn how to do her P-2K K K. It leads to massive damage and keeps them on their toes when you go into flamingo. I just use a universal followup after it connects, 1KK>6KK, for all characters that weigh less than Akira. For Akira and up it’s 1KK>8K. Taka doesn’t collapse .
After a succesful hit with 4K from FL, I’ve been working on forward dash cancel while in FL and keeping pressure with either 3K, 2K-P+G, 6KK shenanigans, K shenanigans, or using 8/2P+K for that huge damage off of a CH or an evade since its full circular. I use a universal combo of 8/2P+K>6K+G>2P>3KK. Works on all characters except Taka. I just spam K on him.
n opponents wakeup I like to backdash out of their rising attack range and do 4K+G-G so I can get into flamingo. from there you can do either 4K, 3K, 4P+K+G, G, or 8/2P+K depending on the situation.
Step is really tricky. I usually use it as a hail mary from a whiffed 4K or 4K+GG.
4P, 44P, 3P, 8K+G, K, both hits of 44KK, and FL 4K are all half circular. K+G and FL K+G are full circular (just realized this, I thought they were useless). Just to keep that in mind.