The most important Shotgun stance normal and possess 2 versions, normal SG-H and powered SG-H.
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
46H has to be done right afterwards if you want to keep shotgun stance.
Normal SG-H
3f normal. Extremely fast for its range. When done quite close, will give you a hard knockdown. Got no special properties when done a bit farther.
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage.
You can loop {SG-H>46H}xN during corner pressure if you want to and it's actually possible to hit you out of it. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. Main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.
Powered SG-H
Only one word is necessary to describe this move: Ridiculous.
Ridiculous damage, hitstun and hitbox.
Midscreen, you won't really get much out of it aside from a knockdown.
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing to loop powered SG-H into each other for huge damage. This allows her to reach one of the highest damage output in the game.
Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.