Upper mid tier (no particular order)
Nina
-df+1,2 and all that stems from it. This is probably as important if not more important to her than 1,2 being that it’s mid.
-d+4,1_ss now that the d+4 is low again, this can be used to chip away at your opponent and plus it’s great with to crush jabby jabs.
-1+4 isn’t as slick as it was in T4, but it’s still useful. You’re neutral on block so at least you’re initiating the mixup. On hit, it’s still the forced crouch. It’s still the stance crusher and works for okiezeme.
-uf+1 can be used to close the distance (something Nina lacked before) as well as end juggles to put Nina in good position for okiezeme.
-f+3 is a great poke crusher at range and it guard breaks on block, but it can be ducked after the first hit is blocked.
-Her ss cancels now actually have the moves that come out of her regular ss so it give her more options.
-All of her wonder juggles are back now, damage city.
-df,df+1 throw can be buffered quite easily now. I’ve actually been doing it on accident from df+1, df+1.
-uf+1+2 throw into the wall means meaty damage for Nina.
Feng Wei
-He has a lot of quick lows.
-ss+4 and ss+1+2 mixups.
-Sweeps, b+2,3,4,2, ff+3, 3~4 and what comes after okiezeme.
-df+1 puts him at +1 on block, and on ch causes the new “ass drop” animation putting him in position for mad mixups.
-b+1 is the 8 frame jab killer. It’s only 7 frames and you can bait people into getting hit by it after they block your moves.
-Decent backturned game, but he needs to watch out how he gets into backturned. Stuff like 1,2,2~b on block isn’t safe.
-f+2,1 mixups. f+2,1 either puts you at neutral or at a slight advantage, so you can push the mixup of finishing with the mid 2, df+1+2 throw, or whatever you see fit.
-Unchickenable punch parry.
-Overall right now, he seems to be very good in close and mid range. He has plenty of moves that put him at + on block, and he has no fear of 8 frame jabbers.
Law
-Still as quick as ever.
-His new moves from backturned adds to the damage he can do in juggles.
-The fc,df,d,df+4 or ws+2 mixup is still as deadly as ever.
-Dragon cancel still allows him to bait people into eating dragon stance moves and if they block that, makes him relatively safe.
-Parry into dragon stance cancel = free damage.
-New low juggle starter on ch.
Bryan
-The new quick low db+3 really opens up chip damage/mixups for Bryan
-His cd finally covers ground and is useful on its own instead of just for his ws moves.
-Any launcher = 50% damage
-On wall, free 1,2,1 into df+3
-Now with the new ff+1+2 throw, there’s really no need to use the com throw except for show.
-Same old f+1+2, and b+1 to cover ground and cause guard break, but I’ve noticed these moves as well as the ws_qcf+3 either covers less ground or has smaller hit boxes.
-Punch parry = free damage (except for Steve)
-Mach punch (ff+2) pushes hella far away now and guard crushes on block.