In Umbrella's current state in the alpha she feels weak and limited in a lot of areas, especially mobility. However, I can see mobility being a characteristic weakness of her kit, so I'd rather than her other issues were resolved to make up for it:
TL;DR: Umbrella needs buffs to her tools to make up for her shortcomings in mobility and pressure.
ANTI-AIR NORMAL INPUT CONFLICT:
With Umbrella being a charge character, most of her specials involve her starting by holding back, especially from block. However, in neutral, she is unable to use her 6LP because [4]6LP Hitgrab (Salt Grinder) has priority. Rather than anti-airing, Umbrella would go into this hitgrab without first taking some time to unblock and likely get punished for it. This could be alleviated by either not having 6LP as a forward input, making Salt Grinder not a charge input, or changing Salt Grinder to use a different button (HP for example might work, but then now she conflicts with 6HP and DP (Hungern Rush)).
BUBBLE LIMITATIONS:
At the moment, Umbrella is only allowed to have one bubble on screen with this pool being shared between Bobblin' Bubble (big) and Cutie Ptooie (small). This means not only that at Ravenous/near Starving she can't regain her hunger with small bubble while another is out, but she is limited also in her ability to control the screen, manage high hunger more effectively, and create pressure with small bubble (small bubble gets counter as soon as they run up+ upback, which can't be easily punished or capitalized upon).
With the high incentive to stay in Ravenous
(She needs meter to convert off Hungern Rush, Slurp n Slide, Tongue Twister when she isn't in Ravenous. Most normals are extremely sluggish when not in Ravenous, but that's intended. Hungern Rush is incredibly slow, taking 21 frames, (longer than H Drill) in startup when not in Ravenous),
removing the limit or raising the limit of bubbles (like around 3, shared or not shared) would allow Umbrella to more easily bring her hunger down to counteract how most of her moves bring it up. In addition, more bubbles would let Umbrella have more screen control and generate more pressure, which is especially pertinent in the next issue.
ZONERS:
Despite supposedly having many tools against zoners (Retina Reflector, projectile destruction with Tongue Twister), these tools end up failing in practice and especially make for her poor mobility. This mobility isn't solved by the bubble jump, setting up Bobblin' Bubble takes too long in between the onslaught of projectiles. Bobblin' Bubble even takes too long to setup even against non-zoners for the meager benefit it offers on its own.
sHP: Doesn't have Projectile Invuln on startup, and reflects projectiles DIRECTLY, meaning it's unlike for you to convert, unlike Bella's reflector.
Retina Reflector: Forces Umbrella to use a bar to give herself breathing room against Peacock and Robo. Robo can simply superjump laser stall until she gets past the reflector, and Peacock can H Teleport if the Umbrella tries jumping in. Even if this option worked 100% of the time, it make Umbrella extremely meter hungry on top of her meter requirement to convert off most specials when not in Ravenous.
Tongue Twister: This special is supposed to (to some extent) a counter against Peacock's zoning, yet in practice the ability to destroy low to the ground projectiles doesn't help if the peacock uses h item, h bomb, or sHP, meaning that Umbrella gets hit by projectiles midstartup in most cases (was it mentioned that this option is only viable in Ravenous due to the tongue speed?). By simply having Tongue Twister be projectile invuln, giving it super armor, or granting projectile invuln to something like Slurp-n-Slide (this choice would let her make up for being far away as well), Umbrella would be able to more consistently punish mindless zoning.
UNDER THE WEATHER:
Under the Weather is a LVL 2 upward super that sends out a lot of small bubbles (when not starving). As a damage super, it barely passes Retina Reflector in damage (when all bubbles hit) and is hard to continue a combo with when not in the corner, as the bubbles leaves the opponent in a standing state (as well as massive scaling). This leads to it being a poor DHC over Retina Reflector as well. As an upward reversal, this standing state as well as the launch trajectory midscreen makes it extremely unfeasible to convert off of. As a control super, like Catheads, it does grant a lot of air-control. However, unlike Catheads, it cannot be lead into via blockstring without being punished (though its unlikely they can do a very long combo depending on character), and cannot be easily converted off of if any of the bubbles hit. Altogether, these make it so I find myself rarely ever using this super. Increasing the damage and making the small bubbles do what they do in Overstuffed (that is, cause knockdown), they might be significantly more viable.
PRESSURE/MIXUPS
As it stands, Umbrella has very mediocre pressure against grounded opponents. Neither bubbles nor puddles allow for any sort of lockdown. She lacks a standing overhead, IAD, or a rising air move that hits most crouched opponents (that hits high). jMP, which might seem like this option without being ridiculous (jLP would be overpowered if it was rising high), doesn't work. This makes her pressure incredibly predictable, placing most of her mixup game to be founded mostly in low-throw. One might think that Tongue Twister, being a command grab, would make up for this, but its often slow startup, large punish window, and its 1 meter requirement to convert makes it very unappealing over normal throw besides for damage. Additionally, even her lows rely on her normals, when Slurp-n-Slide could easily be a low and help with this pressure. Slurp-n-Slide seems like a pressure tool, as it's safe and keeps Umbrella out of poking distance, yet its status as a mid combined with its poor frame data (-4 is hard to keep the pressure going with) keep it from living up to its full potential.
Even against up-backing opponents, she relies mostly on jHK, a very good air-to-air option, yet incredibly short ranged. jMP has a desirable hitbox as an air button, yet with how it sends airborne opponents downward AND forward making it so it is extremely difficult to convert off of without jHP, which either scales the combo or takes too long and drops it.
Umbrella's mixup game has also otherwise been neutered, as the recent nerf to sHK to make it significantly less safe (-11 to -19 depending on distance) make it extremely easy to punish without an assist. Combined with a 30+ frame startup it is effectively out of the question as a mixup in most situations.
These elements combine to make for a character with pressure that's hard to keep up on and relatively easily to block.
DEFENSE
Umbrella has some very mediocre tools for getting the opponent off her. Her anti-air has the aforementioned input issue. Her DP (Hungern Rush) is either slow on startup, needs meter to convert off of, has a small hitbox, and is exorbitantly minus. Being in Ravenous might solve the poor frame data and the conversion, but it also means that the Umbrella is likely to fall into Starving (which nulls pretty much all her specials and punch moves) if she gets hit again or long enough while in Ravenous.
Retina Reflector would seem like the ideal reversal option, as its hitstop and invuln allow her to effectively decide mid-superflash whether to send out a Projection Lens or not. However, in the situations where she is forced to not use the Lens, she gets no conversion, and if she tries, all (or a significant amount, not sure) hitstop gets removed such that she gets hit mid-super and the lens is stuffed. Projection Lens would probably be better off staying without hitstop (it would be ridiculous otherwise), so there seems to be no solution with keeping Reflector as the ideal reversal; it makes Umbrella meter-hungry enough as is.
If these issues were fixed, I feel Umbrella would be a lot more capable in handling the rest of the cast.
If I were to suggest fixes directly, it would be:
-Salt Grinder is now [4]6HP (or 214LP, but that would go against the charge char theming)
-Slurp-n-Slide hits Low instead of Mid (maybe even making it neutral/less minus on block)
-The Limits on Bobblin' Bobble and Cutie Ptooie raised to 2, not shared between them.
-Under the Weather has increased damage, and the bubbles cause knockdown/are the Overstuffed bubbles.
-Tongue Twister is now Projectile Invulnerable on startup (until the tongue stops having a hitbox) | OR | Slurp-n-Slide is now Projectile Invulnerable until the end of its active frames | OR | Slurp-n-Slide now has 3 hits of super armor
-Hungern Rush has a larger hitbox. Has a 17 frame startup in Satisfied, Has 21 frame startup in Overstuffed.
-sHP is now projectile invulnerable on startup (The window for reflecting projectiles is still the same, though!).
-sHK is -9 on block.
-jMP has a slightly larger hitbox. It now sends the opponent more directly downward.
-6HP now hits high.
There may be more to add, and more issues to address, but I believe these to be the most agreeable(?) changes and the most important issues at the moment.