Might as well mention here stuff that I noticed after playing Beta.
Fukua:
Bleh! She feels like a mess. Fireballs having recovery sucks, because once they miss or hit you want to use them again right away to keep controlling neutral. Shadows would help between the gaps but they're just too slow/have too much recovery. A lot of the problem with Fukua's fireballs in the past IMO was the fact that they caused preblock which made them not only good in neutral but REALLY good and dumb in pressure. But that doesn't exist anymore, and the potential meter gain is not worth the loss of its old utility.
Normals I would normally use to anti air are just not working anymore.(cr.hp and st.hp) I'm either getting hit or trading which is very frustrating. I believe this is the result of some of her moves getting hurtboxes, but if that's not the case then its just me being super bitter and bad whenever I play Fukua in beta now. I dunno
H Drill does not need the extra start up. People end up safe jumping her/ getting more time to throw her way more than I feel they should, considering some of her normals are much more risky to use as anti airs now, and the follow up super doesn't cause a sliding knockdown anymore and it doesn't have hitstop anymore.
Shadows are just too slow, and they have too much recovery. The only one that's like fine is LK shadow, but even that one is annoying to use now. I don't mind that they lost how + they were on block, but HK is slow to the point where you can almost never use it outside of having your opponent cornered and its only useful for that pressure if you use an assist to help not get pushblocked away. Conditioning someone to get hit with this move is not very reliable, because an opponent who is paying attention will react to it every time. Before it was slow enough so that you could react to it, but fast enough to catch your opponent off guard if he or she wasn't on point. And with Fukua receiving damage nerfs and losses in utility in pretty much everything she had, why do the shadows do less damage? Specifically HK shadow, which also pretty much lost its purpose in using it in combos.
MK shadow dragging an opponent in the air on block is the worst too. It gave her new mix ups, but those mix ups don't work because pushblocking exists, and it makes getting in with Fukua even harder on top of everything else that made her neutral harder. I don't know if other Fukua's feel the same, but this is a really bad and kinda random change for her from my experience.
Beowulf:
I hit someone with level 3 and as I was punching them I got hit by Osis Spiral assist in the back. Don't know if that's how it supposed to work but it'd be nice if I wasn't able to get hit if I already landed my level 3 on my opponent.
Cerebella:
The MGR change actually made a difference in some of my matches. As did the Devil Horns change. Oh noes! But yeah, being able to get hit by Val st.hk when I tried to mgr and not being able to dp -> dynamo big bands mashed super on incoming as easily was nice. (For them)
Game stuff:
lmao the alpha countering upon dying -> assist pops up to die still happens. No more rainbows though.
Thank you for reading my post