She's still good.
So for combos we lost...
- j.C > j.2C whiff loop (doesn't matter as we can still do j.C > j.D loop in the corner but may have to shorten with graviton gauge change. The full screen corner carry combo will be gone for good with j.2C having landing recovery.)
- 6[A] > 6B(2) route (hurts the less experienced Koko's that went basic routes always, can still do 6[A] > 22B route which is better. If from a bad combo starter midscreen you can just end the 6[A] into 236C. After j.236D you can just omit the 6[A] and go straight to 6B, which a lot of players do already even though it was less damage. In corner you can still do 6[A] > 5C > 236B.)
- [5D] j.C > j.236D (still possible to do combo wise but without OH on j.C it's meh.)
- Black Hole corner combos (no longer will work if too close to corner)
But we gained....
6B > 5C > 2C in corner