It's like this.
2k, 2s, and 2d all hit low.
dust, air normals, and (tk) dives all hit high.
Your standard mix up is going to be some sort of dash in attack followed by a low. ie 2k, jk (to connect things such as jk > 2k, you need to input the jk during the fall of your dash)
A few basic mixups include:
js > 2s > (hcl etc)
2k > 2k
2k > 5d
cs > sdive
stbt > sdive
stbt > 2s > (hcl)
stbt > sjd
stbt(h) frc jd
jk > js > jd
you'll see a lot of 6666 fast fall VCL. this can be blocked from either high or low but it's purpose is to block the opponent into position so it's oki not mixup but you can frc it and make it mixup. (also worth noting, if you're lucky enough to catch an opponent trying to jump out from it in the corner, it's damage city)
the best oki is a tk note or frc'd ground note. however you'll eventually learn your own. one of my favorites is to frc a meaty VCL into a air backdash and then either sdive or land and go into a stbt.
beyond her oki, she has tons and tons of reset options. 5K TK HCL, throw setups, delayed 5H. you should spend some time working on resets.