So Hawkgirl is my current main right now. I've pretty much been spending all my lab time with her, I just haven't settled on a permanent main yet. She's a lot of fun though. Like the above I thought she was going to be pretty shitty after about an hour, but I'm getting a lot better with her and she has a lot of good tricks. Just has a very interesting play style. Kind of hit and run. Turtle with mace, AA, fly, and mace charge, then look for your opening to get super close for a good mix up for solid chunks of damage and good oki set ups.
But yea like the above poster said d,b+2, 3 is super important. Misses against duckers but gets her right into her range with time to pressure after. Plus having what I think to be the only 6 frame normals in the game, makes for really good pressure up close.
@Infra - Depends on the zoner, but generally you just want to focus on movement as much as possible. Fly shenanigans, cancel into divekick, look for opportunities to land air d,b+1, air mace charge (leads to 40% in the corner, super from anywhere) or d,b+2, 3.
But yea I'm realizing how safe mace charge is too. I'm thinking that the move is about -8 like the frame data says the air version is. Can't punish it with sinestro bands or even green lantern b+1, 3 which the game says is a 9f start up.