+HEAT for showing, but Senna has been in v0.4 already.
I for one, do not like the changes. They made so many things faster to recover which removes a lot of my primary methods of comboing. The Rouga 214a 5a juggle is so much harder now which makes it impractical for me to use as a primary launcher. Opponents can recover after Senna's 623c wallslam which takes away my Senna combo with three 623 sets in it back in BBB1. And I don't know how to use the new Kunagi...
What are Kunagi's options after 214a/b? I know that pressing C while she's in the air will do that crescent slash which was so good in combos in BBB1 (not anymore, though), but is there anything else?
They took out a lot of bullshit that made the old game so loose with combos, which I support. I say keep the combos from getting too crazy normally, because there will always be boosting to extend combos (once they add it in). Also I dunno what you're talking about with 623c recovery. That single move you can infinite with right now if you're close to the corner. The only infinite as easy and silly as Senna's [623c > short dash]xN is her Launch > [6a > 5b]xN juggle infinite vs aerial enemy. Though I'm not gonna lie, that 6a > 5b inf looks cool as hell. But really, they need to somehow nerf down 6a so that you can't just reset your entire combo string for free with it or maybe make it knockdown on hit vs airborne enemies. It's simply way to abusable as is. 623c they can probably just add to its recovery a little and it'll be fine.
As for Kunagi, from what I was finding out during my training mode escapades, she has some semi-ridiculous combo potential. Though I've heard rumors of an infinite with her, I don't know what it actually is, though I haven't really looked around to find out very hard. The best combo material I've found is to do is utilizing the 214a>c's special cancellable property to throw out a falling j.236a and keep them in hitstun long enough for you to land>relaunch. Example:
5b 2b 5c(2) 2c (delay) 4c 6a 214a>(delay)c j.236a (land) > more stuff
Haven't really played around enough to find optimal results for more followups, cuz most likely it's not gonna matter by the time another few updates come out anyway. Doing that you might end up triggering one of Kunagi's bugs though, and the hardest one to stumble upon of the three she has at that. It's actually more like a system bug, but I think that Kunagi is the only one who can actually trigger its occurrence at this time. Anyway, Kunagi bug clips for anyone who cares:
Bounce hitstun bug video,
Teleport tracking bug video, and
Super double jump shoryu bug image.
Anyway, I'm really digging Kunagi right now. It feels like her mobility and tricks are leveled up, and just toned down some of the unnecessarily retarded good stuff. And if things somehow play out like I vainly wish they will, she'd have mad oki mixups. My favorite two things in fighting games: Throws you can combo/bnb from and okizeme mixups. Already she has 282a/292a fastfall whichway, teleport behind/above shenanigans, super fast run/backdash, good crossup off j.c and 214a>c, safe meaty 214c and 236b projectiles, anti-mash tk236b and 6b, long ass range lows for semi-safe meaty. It's crazy. She still doesn't have shit for a way to knock people down in combos though, so I guess the mixups don't really matter as much outside of what you can use in standard pressure.