What are the button priorities? H > M > L or L > M > H? P > K or K > P (you can test with jumping attacks)
What are the move priorities? If you press V-Skill/Trigger + throw, what comes out? If you do super + V-Skill/Trigger?
Can normal moves be kara-cancelled into specials? What about kara’ing into v-skill/trigger? Does the kara give you added distance when cancelling into V-Skill/Trigger?
Can you always tech throws on landing, or does performing an aerial move nullify the ability to tech during landing frames?
General frame advantage on jump ins? Is it high like SFIV, low like ST, or somewhere in the middle?
What are the criteria for a crush counter?
CPS1/A3 X-ism style chains?
Is the last frame of wake-up a standing one, meaning you can use Hooligan Throw-style traps?
What are the gaps between normals on block? True blockstrings, or can they be DP’d through?
Do cross-ups push the opponent toward you, or away from you
Are the throw ranges the same, longer, or shorter than in SFIV? Do they differ between characters?
After an aerial reset, is the player vulnerable to attacks as soon as they hit the ground, or are there a few frames of invincibility?
Does cr.mk xx hadou combo from max distance? Is it a true blockstring?
Is st.lk xx hadou a combo? A blockstring?
Is the arc of his air tatsu more-or-less constant or does it depend on the height?
Can he do a “juice kick”?
How punishable is tatsu on block?
Is cr.hk, j.hk a safejump if the opponent doesn’t quick rise?
What is the range like on cr.mk? Comparable to SFIV?
If he does point-black cr.mp and the opponent blocks, is he still in range to land a throw?
Does cr.hp do the same damage if it hits with the later active frames, or less?
Any juggle properties on counter-hit regular/ex/v hadoukens?
Does his standing block animation cause his lower hurtbox to shrink, expand, or stay the same?
What happens when their supers trade? Is this even possible?
Nash (and other projectile users):
Can they get counter-hit after the projectile is on screen, like Guile in SFIV?