Super Turbo Izuna Vortex Light.
If your opponent techs an izuna drop you will have enough time to setup an izuna grab on the first frame of an opponents wakeup. Characters without throw invincible reversals or have throw invincible reversals that require meter now are at a large disadvantage.
The amount of time before recognizing a tech is substantial probably one of the easiest confirms that will exist in ultra. So your opponent can decide if he wants izuna loop or standard setups with os.
Cr.Hp will time a safe jump off of techd izuna drop on 5 frame reversals or 4 frame reversals for the +1 frame chars like gen, blanka, dalsim.
Shoryuken izuna drop safe jump still exists, if they tech step back and time jump.mp with st.mk it is 11 frames longer than st.lk and tech adds 11 frames.
For those who have not played Ultra cr.hp is really really good anti air when properly spaced. It will pretty much beat all divekicks.
I will post about my thoughts on fadc rcf, red focus, and definsive options later.