initial impressions:
they toned down a LOT of the broken crap from bleach DS. it looks like most of the characters who originally had moves that gave them hyper armor (can’t interrupt them during the move) now give them super armor (interrupted after two hits), so chad, ishida, and kenpachi lose out a bit here.
the ninjas got downgraded pretty badly too. soi fon’s call ninjas super calls like six ninjas instead of six billion, and i believe if you hit her while it’s active you can interrupt it. yoruichi no longer floats in the air while calling out the knives, so it’s easier to punish her if she’s anywhere near you. her custom combo super also doesn’t last for quite so long, and it feels harder, imo, to time the hits in CC mode for air combos. i also don’t think you can get any ground chains working with the CC - in bleach DS, you could link a CC activated crouch weak, medium, heavy chain into itself, but i don’t think it works in this.
ichigo is pretty much the same, except he no longer has infinite flash steps when he’s in bankai, and the properties of his bankai have changed a bit. his big blue column super covers more screen now but can’t combo into itself, as far as i can tell.
i don’t think you can link genryuusai’s normal fireball into his fireball super any more. sad.
i haven’t been impressed by the new characters i’ve messed around with. hisagi has some dope animation (kinda reminds me of 3s) but i don’t really see a whole lot of potential for interesting fun stuff. ikkaku looks kind of boring too, but we’ll see. urahara (hat guy) seems like he might have potential, because he can call out the three shop assistants for random shit.
also, it seems really hard to connect with throws unless you set them up meticulously. as far as i can tell. almost all throws/command throws need to be at about point blank to hit, and the game seems to give you a lot of time after hitstun/blockstun where you can’t be thrown.