Right, I think you meant to say Hard>Medium>Light for the priority. So her cr. MP would beat any LK or LP that lands on the same frame. The only issue would be moves that are invincible or 1 frame Supers then?
Also, her st. MP hits pretty high, although they buffed the hitbox in the latest build to hit more crouching opponents. I found st. MK to be her best button when getting poked from inside sweep range, but outside MP range. Also, st. HP also very good for fishing for CC's.
Yeah thanks.
Reversals are the only issue, but they aren't that scary anymore (in USF4, you could eat a reversal > cancel > super, confirmable ... now they have to commit and they may eat a CC combo afterwards, risk and reward is on your side in SFV this time).
sMP hits high and prevents "I'll jump out of this shit" after a qcfLP ... not sure sMK does that, added to the fact that sMK is -1 on block.
If you have people mashing throws after a crossup or a jumpin to tech your "jumpin > throw" (need to apply a few beforehand), you can jumpin > delay > sHP to score a CC.
The biggest combo I found out for now with this setup is : sHP (CC) > qcbMP > cHP > qcfMP+MP (no EX involved).
Any jumpin becomes a mixup, which forces a lot of people to mash shoryu-moves, you guard next time and score big again.