Damn!! Mr. Karate or Iori did not get such a video during the life-time of KOFXIII. Lol.
https://www.youtube.com/watch?v=WrUXGEkETGo
He didnt' have time to make a vid, so he made a 40+ minute rant, heh heh. While I can see some of her stuff given less safety, I really hope they don't go overboard nerfing her. This game has some many potent, ridiculously strong tools, and that's a great part of why it's so fun.
For the record, I don't mind invincibility while raising to Mamahaha. As long as what she does off of it is punishable, who cares? The problem lies in the fact that the drop crosses up fantastically, and can't be counter by basically anything. The drop itself is also probably a bit faster than it needs to be (as in, she should be stuck on Mamahaha for a moment, in a vulnerable state) That's a bit too strong. The vid compares Mamahaha riding to a roll... well rolls in KoF leave you open if the opponent predicts it. Same should happen here.
When it's good, it's good, and when it's bad it's very bad. I'd say in terms of quality it's on par with Arc System Works' best netcode, but the matchmaking/bars are a really poor indicator of whether or not you're going to get a great match or an inconsistent/outright bad one. I played a match earlier in ranked that was completely flawless until two times I tried to go into MAX mode kill combos, and it hiccuped juuuuuust enough for me to drop, which was infuriating.
I haven't played a huge amount yet, but I haven't seen a "Very bad" at all since patch. A few "Meh" ones, but nothing horrible. Like, I had times in SFIV where the match went unplayable (as in "no inputs accepted at all, you character is stuck walking forward") for almost a full 10 seconds, and then acted as if the match resynched, and worked like normal. I don't... even know... how that makes sense.
I'm having the same problem with XIV that I was in XIII, and that's that I just cannot find a third I feel comfortable with next to Kim and Terry. I was trying Geese for a bit because his neutral/damage is solid and the counter is always nice, but I have a lot of trouble opening people up with him due to his speed and relative lack of mix-ups outside of 214C.
Naked overhead into "STAND UP...DIE!" is a bit of mixup, too! *ahem* I think Geese is purposely made to make you feel as if he's going to be open and beatable all the time, so he can lure people into getting countered. I really like the offense of his cr.b,cr.a->qcb+a, since it's safe-ish on block, and puts them back in Reppu/Shippuken pester range, which is also perfect to have them hop over a projectile and start PREDICTABOOO stuff that you can punish. I like Frame-trapping after the cr.b,cr.a with a cr.C, too. If that lands, do the f+A command normal into damage options of your choice.
His far D and C are surprisingly good anti-hops and flat punishes, and whiffing stuff into counters makes people check the offense they'd normally pour all over slower-to-act characters. Having the meter for a SDM Counter into Rising Storm will make aware opponents play VERY safely, and that's when you get to mess them up. Any blockstrings they do, with a gap, can turn into game-winning damage for you.