The wiki is pretty good, yeah. Some things to note:
- Slash Saber is the only on-the-spot followup to a midscreen Grand Saber. This is pretty useful, as GS is great for catching backdashes, following up after counter hit CDs, or just pressuring in general.
--- B Grand Saber can combo off heavy normal hits, but is easily punishable on block.
--- D Grand Saber cannot combo off normals, but is equal or with VERY slight advantage on block. To me, this makes it as abusable as Kyo's Arcade dash'n'grab, which was used very often to maintain his pressure.
- Neutral j.D not only is a nice instant overhead, but can also be used to cover the decent portion of a neutral jump. Since the attack area is so far downward, this can me a nice suprise to use on opponents every once in a while.
- Earring Bakudan is stronger than a normal projectile. I've had it pierce through them before, and continue it's travel. I don't know what this counts as (it's not multi hit?), but it's good to remember that this could give her the advantage in a mid-distance projectile war.
--- Also, it has a very nice startup. You can use this to punish jump-ins, and it's also a very good combo-extender for her, if you're still not confident in your Saber / Slasher DCs / Want to do something less demanding.
-- Not only is EX Baltic Launcher Faster and better at recovery, the sphere is also bigger.
-- EX Grand Saber makes a nice Frametrap for twitchy opponents. People who try to jab out of a Strike Arch for punishment will get stuck in a nasty suprise. It locks opponenets down long enough to allow her to land, get back in, and continue to apply pressure. The only way to really get out of this is a well-timed GCCD or GC Roll.
Oh, and sexy image? Sure, here's one from Homare, who also did some of those special images for XIII's arcade release for Arcadia magazine (he does lots of awesome KoF Art over the years):