Ok so heres the results...
*drumroll*
As for the "cannot be parried", we actually get bumped instead like we hit a shazam tele. Since most of the parries have semi-long cooldowns, we actually benefit a bit from it. (way more than we used to).
Catwoman and Kf have the fastest cooldowns at 10 and 11 frames respectively. Neither will be able to really stuff any of your armored rebuttals from that range though. The worst you have to worry about is being -1 against CW.
Wonder woman is the middle at the moment, with hers ending at about 19 frames (leaving us +8). This is as far as it gets without permitting some kind of guaranteed combo punish.
Zod and Flash (to my knowledge) have the mid-20s of recovery meaning we have more or less 12+ frames to work with. Combos starting with 1 will pretty much be free here and the best one in our arsenal will be 113 charge (123 body press surprisingly won't land).
Batman gets the worst of it. Sitting at a jaw dropping awe-inspiring -46 (or -86, either way), Not only can you full combo punish him with anything, you can even go so far as to try your luck at unleashing a b.3 starter on him. You can pump level 3 venom and go crazy with damage, but to my knowledge just a simple level 1 venom b.3 j.2 12 body press is the best option with a staltly 37% or so damage with little risk and good positioning.
As for our d.2, from what it looks like it has gotten an upgrade to horizontal reach and some pretty beefed up priority. We can now fight off Batman's j.2 though its still not the easiest thing in the world. The damage, scaling, and everything else is pretty similar.
It also seems like there were some minor block stun tweaks, so some of our combos actually have an extra little space in them with which we can work some shenanigans. 113 charge, for example, is no longer a true string but a 0-frame link in the way our b.23 and b.21 are. If the opponent is pressing anything, it'll get stuffed before it can come out. However our b.1 and the other main pressure tools seem mostly unaffected.