In that case I’ll post my two cents on Angel as a whole.
I find her to be rather straight forward but without too many good low options. Most of the time I try to open opponents up with prediction and interruption. df3 is really good for this as it starts up in 15 frames, launches on counter hit, hits mid is safe, a damn nice all-rounder. after most launches a good jab juggle can land 64+ damage and a wall splat if ended with f321 or hellsweep43, it’ll get 70+ instead if you land heaven’s door as an ender.
As with all Mishimas, EWGF is an important, fast, safe, tag-bufferable launcher. Standard Mishima tips apply there but according to Kane (from a post on Zaibatsu) Angel has the beast reach on her EWGF. Her other moves from her crouch dash include dragon upper (and subsequently heaven’s door, her best midscreen bound ender) and hellsweep like with all other mishimas, with her personal variation of this staple low being most similar to Kazuyas in that it can hit low or mid on the second hit depending on input. Her movefrom crouch dash with a 3 input is a fast, safe mid that does good damage and is good for approching from what I find, but if you’re sure that you’ll get a counter hit you should use ff2 instead. Wavedashing is do-able but I haven’t figured out the best way to do it yet.
With Angel I find myself at a distance a fair but, with is OK because Angel has tools for this range. Her laser starts up faster than Devil Jin or Devil Kazuya (I think, at any rate it’s animation makes it harder to spot) and is good for catching hard tags or people recklessly throwing moves out. Assuming the laser whiffs you can expect your opponent to run at you and you can often throw out ff34 and expect it to land. Your follow up after this db3 for guaranteed damage, either that or going for an okizeme option (the optimum of which I haven’t figured out yet). Assuming your opponent doesn’t run at you, or you recover in time, throw another laser, there’s very little risk unless your opponent is close enough to punish or is Lee or Violet (they have a very long range slide). f3+4 is probably Angel’s longest range physical attack but is unsafe and better suited to long range whiff punishment than anything else from my experience.
Angel’s b1+2 is a move I find interesting and fun to mess around with, it’s unsafe and generally not very good if used as is but you can charge it. When charged to some degree it becomes safe and has decent damage and advantage on hit. When fully charged it reaches very far, does about 64 damage by itself and launches the opponent very far for either a wall splat or a long range situation similar to what I described above. The fully charged version also gets very good advantage on block. The best thing about this move is that if you let go of b then you fake the move and you can do this at any point during the charging animation. Also it should be noted that you can cancel db1+2 into b1+2 (it’s not listed in her commands).
Poking is important of course so jabs (neutral 1 and 2) are good, df4, b3 also do well in this area. Neutral 3 hits high but on counter hit causes a crumple from which you can go into a combo so it’s good to throw one out every now and then, especially since it’s 14 frames on startup. Twin pistons isn’t too bad in the poking department but is better if used as an interrupt. On the topic of launchers, wr2 and sidestep 2 are very good launchers, both tag bufferable , high damage and launching high enough to land u1+2 (AA laser, a very damaging combo filler) afterwards, followed by ff34 and the ender of your choice, or maybe a tag assault if you feel like it.
So yeah, these are the tips I’ve gathered from my time with the game. I’ve not played her in tourneys yet as I haven’t been to any since the patch that made her legal. I’m going to one on the 15th so I’ll see how that goes.
As a footnote, for anyone just picking up Angel: She’s complex but the best of her tools are situational, so finding or perhaps creating those situations is her best overall gameplan IMO.