So I took Manta online (New DLC’s is one of the only times I foray into online) and these are some of my takes. These are all subject to change and purely based on what seemed to be working against (largely) Wi-Fi players who weren’t very good:
 That F2 string of his is pure derp, got to be one of the strongest in the game. It’s slow, but it goes so far, is impossible to jump, and is safe and gapless and ends with an overhead so you can occasionally sneak in a missile to try and catch them stand blocking. Great, great move
 His 21 string is 4 hits combined, and if done off, say, a j2, builds a ton of meter. A simple string of j2, 21 xx eye laser will probably build at least 75% of a bar, and then meter burning the laser to be safe will be almost a wash. Strong chip and pressure off of that string
 His AA is very good, 8 frames and hits straight up
 Damage is not very good. Spending a bar rarely gets that much more damage then if you had gone meterless. Bounce cancels and BGB will probably be needed to break damage limits
 I initially believed him having so many highs and relatively slow mids was a huge negative, but then I remembered his trait. Obviously, these are callouts, but doing strings into trait j2 will beat most people trying to d1 after strings, which can lead to massive damage if you do j2 xx air missile.
 Missile is a tremendous move in basic footsies. Covers a decent amount of space and follows the opponent if they dash in your grill. The air one actually allows a link after, so sometimes doing a TK Missile for oki can give you an opportunity for a combo
[*] Very safe, very few of his strings leave him open for anything worse than like -5 or -6
I wonder if his damage will be a big issue, but I think his control of the mid range is very solid with the moves he has. We’ll obviously have to see how he might handle zoning on the likes of DS or Doctor Fate, but having a slow but meaningful teleport and his air Harpoon as callout moves will probably help significantly.