Enriched Sun -- Pretty much exchangeable in use with default. Better as a kill move. Travels much faster. Shorter distance but it's negligible as a small charge will usually do the job. Having huge shots as your uncharged is ridiculous good for controlling the area in front of her, so it should be your go to for characters that like to weave in and out like Jigglypuff and Wario. No healing on it, but again it's not really that big of a deal. Switch to this one for those types of matches and when you're looking to kill with the power of the sun. It also feels like it charges faster, which would make sense in line with it's other variations.
Huge Header -- It's favored by alot of players for pretty good reason. It works in conjunction with ALL of her other specials creating some pretty sick combinations. Lasts much longer so it's easier to hit. And it's huge making it the best special she has access to in terms of controlling space. You lose some of your up close options as well as your ledge options and deep offstage edgeguarding, but depending on your playstyle, it may very well be worth it. Be careful with it however, as all headers are easily hit and reflected by opponents and this is the only header that lasts long enough that it can become a threat to you if knocked back. Also keep in mind two neat tools that are buffed from headers original use: 1. Headbutt. With the ball active for much longer, you have much more time to use a raw headbutt for spikes without the ball interfering. 2. Header cancelled kills. Header can be hit by other moves before they hit you changing the knockback you receive as you are struck saving you from what may have been certain death. HH lasts much longer and is much bigger, creating a semi-shield for you to sit behind if you so choose.
Jumbo Hoops -- If customs are banned universally, this move will most likely be why. This is Deep Breathing's only competitor for best special, only losing out because it has inscribed(and easily overcome) weaknesses. So what's the big deal? Great damage, great shield pressure (computers don't even know what to do against it), decent horizontal recovery(which coupled with her jump, floaty nature, header as a third jump, down b as a momentum changer, general good air movement, means you can usually always make it back), goes incredibly well with huge header, her only good UpB OoS option, combos into itself, great knockback, great active frames, great hitbox. I'm probably missing something but, needless to say this move is good. Turns matchups against bad recoveries into bad matchups for them easily. It's also good against everyone else however as you can usually make it back on stage like Ness does with the use of only your double jump, making it's punishable trajectory not that big of a deal. Not to mention because it moves so well, you can always dodge if they're too predictable and hit them out towards the blast zone similar to Brawl MK's shuttle loop. Oh did I mention that at higher percents(high as in 60-80% btw) you can carry characters right into the blast zone and if you're high enough after the fact you can make it back on stage? Not that you even need to worry about that if you're up a stock and at kill percents yourself. You do lose your ability to go super deep when edge guarding, but the trade off is the ability to play hyper aggressively and it will certainly reward skilled players and good reads.
Volatile Breathing -- The hitbox on this is HUGE. If you use huge header, almost always couple it with this move as your new edge guarding and recovery tool. This special has the shortest cool down, meaning you can use it a lot and not have to worry how many seconds until use. It's also the only special that has an AT in the sliding breath glitch. Doesn't heal and does the most damage up close, but it's very usable. Like her other customs in this set, the amount of space you control with this is pretty scary. As with all the other the first activation is the fastest making it the most ideal for your chasing with it. Especially dangerous on sloped stages where it will hit through the stage and hurt low recovering opponents. The lack of invincibility on ledge re-grabs means it's also the most ideal special for edge guarding as it covers every option available.