You don't really need to see a hard-to-blockable hit to know that it's hard to block.
If a character has has two OH and low options that can be activated near-simultaneously, they have the option of a hard-to-blockable.
He has low bombs and multiple overhead attacks at varying speeds, range, and utility, his hard-to-blockable game will be tighter than fish pussy, mark my words.
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Sooo CSZ has a command OH(that advances him slightly), a command low(that's a low-profiling slide that also goes into a string), two special OHs, and two different special lows. And we don't know what kind of OHs or Lows he has inside of strings, or how good his mids are. His NJP is stuuuuupid, so that's another good OH option.
It's good to know he won't be without mix-ups, 50/50's, or lacking in a specific way to open anyone up.
Doesn't look like any of his MK9 strings or normals have returned unless I missed something.