Couple of things:
4D is most certainly godlike, it pretty much dominates everything in the air, and a bunch of stuff on the ground as well, just to give you an idea, it even goes through Arakune j.B.
Optic Barrel doesn't feel any slower, if it is slower then it's only by a small couple of frames.
Cancel window for 6C is the same as it ever was, which is how do my SR > 6C > 236A combos, by delaying 236A a ton.
2A supposedly had a startup nerf, I can't feel it at all.
5C had a startup nerf too, can't feel that either.
C moves had a level decrease, the only time that I felt the effects of this was when I landed a crouching 2C and could not combo into 2A, but it's JUST as good for pressure as it was in CS2, you just can't easily confirm it like you could before.
5C > TK Thor is just as easy to connect as it was before, I suppose it's just because I was good at it, because the level nerf made the timing a bit more unforgiving, but I didn't feel the difference, SO JUST BE ON YOUR GAME.
2D got a heavy proration nerf, but it's not too bad, she gets a consistent 2.5k off of it midscreen(2.3k if it was a crossup 2D) and it leads to 3.5k-3.7k in the corner, all meterless. With 50 heat for a Rapid > MF you can get 4k easy midscreen on characters that MF > 2B > 6C > 22B actually works on, oh yeah and that reminds me...
Losing throw wiff sucks, and it's never more apparent then when you're fighting Makoto or Lambda or any character who just doesn't like you, after a Muzzle Filter, half the cast cannot be hit with 22B, so for these characters it's usually best to just RC > 3C for extra damage, at least until further testing can be done. For those of you who enjoyed doing MF > 662B though, the alternative is: RC > MF > 662B > 6C > 236A > 6C > 22B (Tested on Makoto).
After an airgrab certain characters who could not be hit by 22B after muzzle filter can now, due to airgrab putting your opponent a tad bit farther away than MF, but for those that it still doesn't work on, just do 2B > 6C > 236A > 66C > j.D Ender, unless you are close enough to the ground to do 662B, then you can do the combo I mentioned earlier.
j.D in an air combo, I haven't had a lot of time to fuck around in training mode, but what I've been doing with it so far is very inconsistent, it's very height dependent, seems like both you AND your opponent need to be at the perfect height to follow up with an air combo j.D, but whenever I did get it I had some fun follow ups, like j.A > j.B > dj.C > dj.D > d.6B > d.6C > d.214D > Wall Bound > 6C(2) > 6C > 4D > d.236D as an example, so it may not be very consistent right now, but it's definitely something that can't be glossed over.
Revolver Blast, seems like Mori loves RB this time around, the damage increase is apparent in the sole fact that it allows j.A > j.B > dj.B > dj.C > dj.236C to do 1.6k, that's like Ragna doing Hells Fang combos off of 5A. Because of this and the 6C > 2B nerf, j.A has been my go-to anti air for now, makes me look like a Jin player honestly. Oh yeah and...
6A > 2B jnvkjsnkijshvihjd Yeah we don't have it anymore, and it sucks monkey balls, but I did find a replacement that's only a tad worse, 6A > Throw wiff. It works pretty much the same way: CH you get to combo, normal hit you still don't, if they block in the air your throw wiffs and depending on your opponent you get more pressure or you get hit in the mouth. Same general shit as 6A > 2B, but there are two big differences: First off if you get a tip-toe CH on a fucker like Valk, you don't get to follow up, if you can I just haven't been able to do it yet, Secondly, if you're opponent blocks 6A while he's on the ground, he gets Purple Grabbed, which I guess if he gets hit by it than good for you, but more than likely he'll break the grab, so just be prepared for this and know what to do in this situation.
That's all I can think of for now.