Please do! I'm really interested in playing her but not 100% sure I'll gel with playstyle.
I like using her a lot. She'll be my P4U Dizzy (but not exactly the same). Finally got my P4U zoner that clicked.
Here's my thoughts, and it's going to be from a fighting game player's point of view.
I think her normals are decent enough. She won't be like some Akihiko or Chie where you can just throw stuff out randomly, but I wouldn't say they're bad either. 5B has a lot of lag, so expect to not just end with that (it's her mic throw). I didn't mess with 2B anti air but I expect it be like the usual anti airs in Persona 4 Arena. Whenever I landed an air CH, I would just 2B into air combo like Narukami or something and it'd work just fine. Unfortunately I forgot to check if 2B is JCable on block.
j2B is like BB's Litchi's normal where you spins downwards. Lots of recovery. Might be punishable on block. I don't know if the opponent can mash in time though, so who knows. I think this is her air ender. Also I noticed that j.B gatlings into j.A like Chie's. Off of lightning blockstring which I'll get into a minute, makes it a little tricky to block jump, late air dash, j.B j.A.
5D's pretty nice. Looks like Dizzy's H Fish. Forgot to see if the effect it gives works only on hit or not (I assume the former). Startup is long so I wouldn't throw this out randomly against a zoner. I think her j.D is the same? I forget. 5C's ok, it's what you'd expect from most 5Cs in the game.
As for specials, I messed around with 22A as oki quite a bit by doing it after sweep. She summons lightning and then in a couple of seconds, it starts shooting them down vertically. Sweep into 22A worked pretty nicely and it lasts quite awhile. I don't think the recovery of sweep 22A is short enough where you can perform a meaty. Since I assume 22A is projectile property, they could probably wakeup roll, but you could probably recover from 22A to CH them after. 22B was the same move but further distance. If they air block it, I'm sure you can 2B anti air and combo. Also on an important note, you can not do 22A/B when 5D is going on and vice versa. You got to wait.
Notes special was interesting. Popping it with attacks makes it act like Dizzy bubbles in a way. If you leave the notes for awhile, they'll stay in place and won't travel any further. Her special that's like Vergil's Round Trip was cool. As some of you know, after 5D hits (and the effect hasn't worn off), you can make her Round Trip home. I didn't mess with this too much to find how to apply it in set play.
236A where she shoves them away seems safe. I didn't try the B version, but I didn't mess with this one too much.
I got one game in since I wanted to enjoy AX and I'll be playing this when it's out anyway. If I had more time, I would've tried a number of more things. See if 2B is JCable on block, if she can j.A j.B back into j.A, mess with Notes specials more, see if she has a fuzzy guard. I wanted to try out more stuff. My friend and I played 3 full rounds. 1st and 2nd was just to mess around with normals and specials. The timer was nearly up before I knew it. When I played Xrd, I was able to try more things because of how fast meter build worked in that. P4U, I should've gold bursted each round just to try out things. I was out of meter before I knew it.
Now on a non fighting game player view, I think Rise's adorable lol. Had to go for at least one air grab because of the face she makes. I think they made her a really interesting character out of little existing P4 ideas.