OK, some changes to Bryan:
Old moves: Qcf1+2 no longer launches on counterhit, damage on normal hit is slightly higher, still -12 though. Df2,1 deals relatively less damage than before, 2,3 is now the highest damaging punish at -10 to -13. 2nd hit of ws3,4 is buffed in damage. Punch parry is a b1+3 or b2+4. Df1+2 Sabaki is gone. SS2,3 2nd hit only launches on CH now. Fisherman's slam is accessible from qcf by mashing b2.
New combo ender with db1+2, 15 frames, does more damage instead of a d3,2 ender, knockdown, doesn't wall splat, poor tracking, jails to block the mid-high, -13 on block. Not as easy to hit as f2,1,4 after taunt but still easier than b4 or jet uppercut. Only use after taunt would be at a balcony break or a wall break stage.
New wall carry ender with qcf2,1. High-mid. Not much use in neutral, but the first hit is +2 on hit, -5 to -6 on block, tracks extremely well, probably fully to his left and very well to his right as well, can be sidewalked to his right but this is extremely difficult. 2nd hit is -11 on block. Natural combo.
New SS1 seems to be around 19-20 frames, launches on normal, hit, around -5 on block so it's a potential punch parry setup as well. Vastly superior to the old one. I'd say you could set this up by giving up your + frames, then backdashing a few times, then when you visually confirm your opponent moving forward and BOOM you instantly go for it, should catch button happy rushdown oriented players who can't play neutral properly. Whiff punishes df1's if you commit to it from a step, too slow to whiff punish a single jab.
New FC df4 is -10 on block, i15, launch on CH, practically a homing move, standing tailspin animation on normal hit for an unsteppable or unbackdashable 3+4 or d4 (b1 CH's everything here but can be stepped right, despite we seeing Knee go for it almost every time).