Crouching C is still pretty nuts. Not sure exactly how fast it is, but since it links from c. A, and advantage on hit isn't very big in this game, it's gotta be damn fast.
More than the frame data, I'd kinda like to see the hitbox data on that move. How soon is the vulnerable hitbox projected forward? How soon does it retract on whiff? How high does the vulnerable hitbox extend? Spaced properly, the move still seems like a really great bully move, both for blockstrings into A Kacho Sen/A Ryuu Enbu and for whiff cancelling to bait an approach. Honestly, the move is so fast and relatively safe I'd rather use it than her crouching B for ground offense. c. B will open people up, but it's really hard to convert to good damage. c. C won't break low guards, but it's a good safe pressure tool to make the opponent try to respond to it, and if you get a random or not-so-random hit, it's trivial to convert to a real combo.
Far D is good but I don't think it's godlike. Nice active frames, decent height, but a little slow to start and recover on block. Not really a spammable move, but it seems like it might ultimately beat s. B in the same anti-air situations just for the more favorable trade, and the recovery is fine on hit. s. B seems to have a bad habit of getting stuffed if you don't do it predictively. Far D seems marginally slower for much greater reward if you succeed.
For spaced-out anti-air, far C is growing on me. You have to be careful of the spacing so you don't get a whiffed too-early close C, but the vertical range and speed still seem pretty damn good. So much better than her far Cs from older games (the crappy backfist with no speed AND no range) that it's not even funny. Definitely the best stand C she's had since, uh...CvS2.