Alright, lemme break these down to one question at a time. I can answer most of these.
Keep in mind, the game is still pretty early in development and is liable to change before it's released.
What motions do supers use?
The current motions for supers are quarter-circle forward and two buttons for level one supers, and quarter-circle back and two buttons for level two supers.
How do enhanced super attacks work?
While hitting with a level one super, doing the level two super input will use the second meter and perform the second attack.
This is a difficult question to answer. Ease of execution is always subjective, and any minor change made to the way a character plays can change how hard it is to combo with them. What I can say is that the game uses a chain combo system for normals similar to the Magic Series from the Capcom VS games (A > B > C > launch > j.A > j.B > j.C etc). There are more difficult combos that can be done with the tools each character has, but as they're subject to change during development, I honestly couldn't fairly judge what the final game will look like at this stage of development.
Is the game oki focused or neutral focused?
This is another difficult question, as it's often hard to know how a game is going to be played until the mechanics are explored by the players and a meta starts to form.
What are the mobility options?
Each character has different mobility options. Arizona, for example, has a short hop, a super jump, and a run (plus the normal backdash and normal jump options that are relatively universal). Velvet, however, has no advanced movement options at all, but her backdash is very good.
Can you combo out of grabs?
Situationally, but that's subject to change.
I thought I saw pushblock in the gameplay video, how does that work?
Push blocking is done by pressing any two buttons that aren't D (Magic) while blocking. Can be done on the ground or in the air.
Are there any other cool universal systems?
Cool is subjective. Can you give me some examples so I can better understand what you're asking about?
What is similar and what is different compared to other games?
TFH is it's own game, but we've been inspired by a variety of other fighting games. The team has experience playing a diverse selection of games at varying levels of proficiency, and at this point it's a little difficult to pinpoint exactly what ideas came from what franchises. We take a lot of influence from existing ideas and experiments in the fighting game genre to make TFH something that's unique.
Can arizona's lasso be blocked?
Nope. But the hitbox on it isn't very big. Only the actual loop part of the lasso can make contact. If you don't hit with that part, then the move whiffs and you're left in a really long recovery.
How early before launch would the beta start?
No idea. We're still discussing that internally, and we'd have to get enough votes on Steam Greenlight before we can really start considering it.
I hope that answers at least some of your questions. If I omitted an answer to a question, it's because I either don't know the answer or I'm not at liberty to say.