I don't know if this is common knowledge, or if this is shared somewhere else, but I found that you can bring out Hazama's super command grab really easily thanks to the games input leniency. Doing 61234D and then quickly inputting 6D will cause him to do the super.
Personally as a Noel main, I'm excited that she is getting some buffs finally. Bottom tier no more? The changes to her the invul on her 4D will mean she has a true defensive tool at her disposal.
214A proration buffs sound really nice, but is it for both her P1 and P2, and by how much? Fingers crossed for a decent buff to its P2 so my CH 5C, 6C, 4D and Fatal 5D meterless punish combos do a bit over 4k now. My playstyle is a little too heavy focused on baiting and heavy punishing, so the general 1.3k damage nerf on my CH 5C combo hurt quite a bit.
Probably late to the party, but:
Wagner mechanic notes:
22+A will enhance your sword, granting a small damage buff to 66+B/C, 236+A/B (ground or air) and its follow-up. The important note here is that you also gain the ability to attack (cannot block, Assault, or Shield) immediately after doing an enhanced 236+A/B (ground or air) follow-up, where the normal version prevents you from doing anything until you land; this will open up new combo opportunities.
22+B enhances your shield which will give 214+A/B and B+C start-up super armor, which can take multiple hits but will lose to attacks still active during their own active/later frames (when super armor is lost). 214+A/B also gains projectile invulnerability (note: B+C by default nullifies projectiles, you can even Special/EX cancel after nullifying a projectile!) and 214+B is even made safe on block.
22+C will enhance both your sword and shield at the same time and even has an added hitbox (note: NOT invulnerable) and also has an interesting quirk; if you already have either your sword or shield enhanced before activating you will get both buffed, but if both are already enhanced before doing this move you will actually LOSE both and waste meter for nothing.
Also the buff from 22+X has no time based duration, the only way to lose it is to either use the enhanced special associated with it (A = ground or air 236+A/B > X. B = B+C or 214+A/B) or if you get hit. Another interesting note, if you have both buffs on at the same time, when you are hit, you will only lose 1, with the 2nd buff going first, UNLESS you gained both buffs from 22+C, then you will always lose shield buff first (note: you can circumvent this by reapplying the A buff after the C buff, but really, if you have time to do that . . .)
New midscreen safejump using 236[/B] works off an A starter. It's maybe a bit easier if you whiff cancel into 5A/2A after the 623B but you don't need to.
Notation if you can't read the inputs:
2A>2B>2C>236A>236[/B]>623A>623B>2C>jump cancel towards>j.6D>j.B
You can substitute j.B for j.2C or any other air normal if you want. You also need to delay the j.6D a bit, I don't have any tips for that tho