I'ma be real-- I'm glad I don't have to worry about that dp move anymore... It wasn't that great to me other than BC combos from 02/02UM, and even then you'd have to worry about the precise input... It didn't really serve a purpose.
Changing Despair into a move with the option to attack or not serves better I feel. She can cover the air while chasing behind her Ebony Tears (especially her EX Ebony Tears), making her an almost unstoppable wall of rushdown. There's always the "empty jump in" tactic without necessarily using a short hop, with the option to hit A/C to attack if the opponent does decide to do something, which can also set up for a reset pending on what the opponent actually does when they get hit.
This is one of those situations where "less is more" for Mature...
Yea, i've realized the Ebony Tears with Despair tactic. Pointed out that Ebony and EX Ebony is part of what helps her pressure game. One of the first tactics you"ll catch onto when you learn when you play her. The modifications of her Despair & addition of EX Despair is really good. Also, a course she has many other tactics including her Death Downer and Metal Massacre.
As far as how worthless her old DP was; her light version was pretty damn safe on block in 98 and only punishable by a few moves and command grab IIRC. Also, it pushed the character forward. Furthermore, causing chip damage for each time she spinned around (4 or 5 hits of chip damage). I used it alot against Short & Hyper Hops, along with despair. Also, just to chip out the opponent and or force them to use meter for a Blow back attack to stop the chip & pressure.
Her Deceaser from the old KOF's was good too. In 02UM IIRC the light version pulled the opponent in closer to you like XIII Vice, then you was able to do LP to Death Downer on the staggered opponent from there if i remember right. Having played 2k2um in awhile.
She's very good in 13 with a good variety of options, I see I just have some adjusting to do before I fully understand her in 13.