I think she has a ton of potential but she seems pretty technical. Probably just not a friendly character for week 1.
I feel like I'm fighting the combo system really, and a lot of her moves seem like they're useless. Maybe they're some hidden potential... who knows.. but I really question the usefulness of all her moves except play doctor, tantrum stance and cupcake bomb.
I mean for her bad moves:
Gun shots (all varients) - Fairly slow startup for a ranged attack, PITIFUL damage, and the EX is just a tiny fraction of extra damage... nothing else. The only gunshot worth using is the air but only as avoidance.
Pop Pop - LONG startup, easily punishable, chance of backfiring. The EX cancels the recovery frames.. which might have some use... but I doubt anyone will let you fire it off to even take advantage of it.
Silly Slide - A command dash with range slightly longer than her dash with no invulnerability, long recovery, and only can be canceled into her tantrum stance or super.
Good moves:
Tantrum stance. It's her bread and butter to her combos. It can also be used as a mix up tool, since two of the follow ups are mid, and one is low. But there's little reason to ever guess the low attack since it only does 5 damage, and the overhead up to 40%. So pretty much Tantrum is only good if your opponent doesn't know that OR you combo it.
Play Doctor: A command throw that does decent ending combo damage. I heard someone said it leads to mixups.. but since you and your opponent recovery at the exact same time.. I don't see how that's possible. So at most it's MEH unless someone can inform me otherwise.
CupCake Bomb: Great move imo. Long range, good arc against jump ins, faster starup than your anti air gun move. EX version does great damage and causes a bounce.