So I've been playing a little BBCF at round1 and I can say that the character is pretty much the same. They tweaked a lot of things with Haz which I think are for the better. But I want to touch on two things that really changed that you're definitely going to notice when the game comes out.
1. Chains
You pretty much have to get used to not getting back your chain stocks when your opponent blocks them now. On top of that, we only have two chains to work with. Which means we have to step up our game. So if you fancy flying around the screen like a mad man with 3 chains, you're definitely going to miss that. On the positive side though It seems like B and C followups are little bit faster. I mean I can't really confirm if C followup is faster but It really feels like it. So I really want to say that it is. As a buff, there is no hitstun proration for using the same chain.
So something like; (5c > 3c > 214B ~(quick)66b > dash 5a > 5b > 5c > 4d > 4d) would work
This could possibly open some doors to new OD combos. https://youtu.be/0BRVN4UOpUs?t=1m8s
You can see that he gets away with doing two 5d's and then finishing off that standing confirm into hotenjin.
2. Hotenjin
They completely got rid of all invulnerability frames on this move. So there are going to be times when you're buffering it and realize that it's not going to work. They made the startup faster for hotenjin so now a 3c that is sort of placed a little far away can be confirmed. Probably not like a max ranged 3c but I think you get the point. Hotenjin traded a lot of the time and wasn't the best invulnerable move anyway. Inferno divider straight up beats it. IIRC it's now a Fatal Counter? So trading with this move still might be viable in those special situations. Maybe when playing footsies or during grounded neutral. It might even be worth it to use all 100 meter to RC it if you have low enough health + OD. The only real reversal he has now is his EA.
Some other important stuff to note;
Honestly it still feels like you can get away with canceling your normals into stance when the opponent blocks. So I was really perplexed on why they gave him this new move. It forces him into stance but he can just feint in a few frames. On hit you might even be able to bluff stance mixup into feint for a bait.
With the opponent's back towards corner (3c > 236a > *5c) has strict timing. Jabaki no longer wall bounces, so you have to catch them sliding and hit them with your 5c. It's more consistent to just go with 5b instead.
(Zaneiga > 5c > *6c) The 6c almost always drops. I don't know what's causing this to happen. Honestly just omit the 5c and go straight for 6c or dash 6c judging on your spacing.
After hitting the 5d > 214d ~ 66a > dash 5c > 2c > you can get 6d here and then you get the 4d into the rest of the combo. It should work on the majority of the cast.
Lol his command grab actually does damage now. I think the damage on it is 660?
His new air 214b makes his oki from air combos better. Will definitely explore on that later.
He's still really fun so don't think about dropping him yet.