From what I noticed so far
-projectiles are not spectacular
-no more 6DB loop
-relatively small melee range
- T-hawk moves even more obvious (I didn't think it was possible...but it's true). They might as well zoom the camera and put warning signs saying "SHE'S COMING in 3 SECONDS"
+ Rekkas look neat. I have to putz around with those some more...first time I saw it I thought hot damn I'm playing ABA >.>
+ 3A combos in corner? Not sure how useful that is, but better with than without.
What do you guys do about remi's deck composition. I'm quite lost on what that should look like. There's just so much stuff I want to include in there but...yeah
3A also combos if you hit from near the maximum range (not that everyone won't see that coming a mile away, but just thought I'd throw it out there). But yeah, her projectiles are lame. Her air movement is lame. Her melee range is lame. Half of her specials and skillcards are projected way too much during startup. *sigh* So much has been taken from her. At least she has like the best no meter corner combo of anyone (even if it is just doing her A string into itself, lol). It's nice to have one or two good points when everything else has been raped away from you...right? ;-;
Anyway, onto the subject of deck setup. I'm no remi master or anything, but I've played around a lot with her other skills and such. I particularly like Ceiling Fear (22 stomp alt) and Demon's Dinner Fork (214 spear alt). I occasionally switch them out just to get some variation. I haven't really played enough to decide whether I like them more than the defaults yet (as my computer has been dead for the past month).
Ceiling Fear hits for MAD damage if you manage to hit them with the actual kick of it, since it pushes them right into the little wave that bursts up from the ground on either side when you land. As a bonus, if you're close enough to the wall when you hit them, they wallbounce back into the wave for an extra hit (this will bump damage up to like 2200 iirc, but maxes limit). It's also ridiculously fast, and grazes on the downward moving part (not on the leap up though, so be careful not to jump into projectiles). You can't potentially combo it into normals or supers or anything as far as I know, which you can do with proper distance on her default 22. Also, the default 22 grazes for the entire time, which is a little better than the alt's half graze. Either way, they both have some individual pluses and minuses, but they both projected like crazy beforehand regardless.
Demon's Dinner Fork is pretty awesome in that it comes out FAST and covers huge range when leveled up. Also, aside from the punishing potential of it, it's fast enough to combo into if you manage to catch them with any random/comboed C. Her default 214 is superior for guard breaking and oki though, so it all depends on your playstyle I guess.
I don't like the Chain Gang skill (214 chain alt) at all, or the chain super for that matter. The skillcard is fully grazeable, takes fucking forever to start actually hitting, and pretty much seems like it's only even moderately useful as oki. The super is random as hell (VERY dependent on distance), not very damaging, and fully grazeable as well. =\ Equally lame is Rocket Kick Upper (623 alt). It's lame purely because it takes away Remi's best combo finisher. Her default 623 is so superior in damage and for comboing, that I always keep it. The 623 alt may be longer range and a little faster, but the damage only gets worthwhile if they're mad far away (far enough that they should be able to see it coming).
The Vampire Claw (236 alt) is alright. It's pretty much exactly like Arc's 236a/b in MB. I get sore thumbs if I have to mash out 236 a million times in one match though, so it's not really something I look to incorporate into my game. It's good for the ending mixup if you're looking to try and break guard I suppose. The damage is alright, and you can prolly combo into it decently. You don't graze during it though, so I like her default 236 a little better (though they took away the graze properties of that one too, it now just removes your hitbox during the leap).
Supers...I dunno. They nerfed Gungnir now, so the stronger version only does good damage from half screen distance or more. Basically they made that version do multiple hits, but if you're too close all the hits don't connect. If you're over half screen distance, you can get all 4 or so hits of it for maximum damage potential, but that basically means it's not good in combos unless they've got long distance wallslam action. The weaker vers. is same ole though, and it's tied as her cheapest super to boot. The cross is basically the same. Invulnerability, big damage, relatively close range, grazeable. The cradles are beastly. Huge damage, comboable, invulnerable on startup. I always make sure to have a few on hand for laying on some nice damage. On top of that, the weaker vers. is tied as the cheapest of her spellcards, which makes it very useable.
The new supers I don't really like much. I already mentioned my issues with the chain one, but the downward cradle is rather meh as well. It's her only super that's useable in the air, it grazes during the entire attack, and it does nice damage. On the flip side, it's SO easy to see coming and it doesn't home in on the opponent. The angle is preset, so where your attack lands is entirely dependent on your distance from the wall and the height you're at when you activate. Oh, one potentially nice thing about it is that it doesn't spark until you actually stop on the wall, so it's possible for the opponent to see the startup and confuse it with a T-hawk (since the startup is basically the same).
My general card setup is usually:
Skillcards623 cradle x4 (for mad extra damage on combos)
214 glyph/fork x4 (depending on if I want default or not, but both are superior high level regardless)
22 hawk/stomp x2-4 (same as above, but they aren't as drastically better at higher levels, so I don't always put 4 in)
Spellcardslv2 spear x2
lv2 cradle x2
lv5 cradle x1
lv3 cross x2
lv5 cross x1
This leaves 4-6 cards open for whatever else I wanna throw in there, whether it be any of the system cards (bombs and counters are pretty nice), a couple default 236 skillcards for extra damage, or more 22 skillcards for extra damage. I end up using my skillcards really often though, so I don't end up finding much use in the expensive supers (despite still bringing along 2 of them just in case I REALLY need them). Also, I don't like the hp/spirit regen cards. They take waaay too long to charge up any decent amount of life/spirit.