I played a bit with console Mai the other night.
I'm not sure HOW they changed the trajectory on j. d + B (Ukibane) from the arcade version, because I'm not sure how exactly it behaved in that version, but it seems fairly serviceable in this version. The hitbox seems decent for stuffing many whiffed wakeup DPs, but the trajectory is still hard to control compared to, say, the 2k2 version. The minimum height and the point at which it will auto-correct if you cross someone up with a jump is difficult to eyeball. The move seems to have forward projection almost like the 2k2 version, but the changes to animations/hitboxes and movement speed in this game will make it weird to adjust to at first.
The move definitely seems safer on block, though, but it's still decidedly negative on block, even when spaced safely. You land too deep and you're definitely 1-frame throw punishable at minimum. Against opponents who don't know/don't have good fast punishes for the move, watch out for normal throws at that range.
The charge Musasabi no Mai cancel into Ukibane seems decent for an occasional mixup. It's certainly not ST Vega shenanigans, but you can do the move pretty early in the jump (not sure what the minimum height on Ukibane is), and the increased cancellable window on c. C makes it easier to confirm hit or block to switch to C/EX Ryuu Enbu or something if you hit from a jump-in.
In case it wasn't clear from the official video, the trajectory, frame data, and hitbox of Ukibane don't seem to change at all when cancelled from the charge d, u + P jump. As a result, its utility as a feint or an attack off the wall is pretty poor compared to just empty walldive or loaded walldive. Its best use seems to be early in the jump as a ghetto Flying Barcelona Attack. Seems like a good trick to have in your back pocket, but definitely not one to abuse.
A version Kacho Sen is really great in console. New recovery's great, but the startup is AMAZING. Much easier and safer to use for late fireball nullification and long-range anti-air now. The opponent is gonna need something serious stocked in order to blow up random Kacho Sens now.
A version Ryuu Enbu's new hitbox seems about the same as 2k2 version. Good times of mid-to-long-range anti-air are here again.
I didn't get to play much with her new s. B s. D chain, but one thing I can say is that it's pretty ass on whiff (if you CAN even whiff cancel it). No footsie fakeouts like Terry c. D (whiff) xx df + C here. A combo tool/blockstring and that's basically it.
I don't think she's gonna be beastly, but she definitely seems better than the arcade version now. Not much return for spending meter with her, but her zoning/runaway/general battery game seems to be back up to snuff. Still a strong 1st character to use to provoke and analyze your opponent so as to better blow them up with your later characters.
I think she might also be helped indirectly by the guard meter/defensive super meter changes in console. With the nerfs to huge guard crush strings like Andy's and the increased meter for defending, it seems like she'll be able to both block a little longer (important because her super-close-range anti-air is still pretty poor) and gain more regular access to CD/roll counter for when she's really in a tight spot. You'll still wanna sit on meter with Mai, I think, but you can afford to spend at least a little more to keep her alive longer if you're on a hot streak. She's still one of the most slept-on characters in KOF IMO.