A bunch of well thought-out tools, and good use for almost every strength of her moves... I definitely feel like Sadira is benefiting from the knowledge the team has earned since making the first characters.
She can combo after her front AND back through, While Glacius can only combo off a corner throw, Jago can only Shadow-Cancel off his back variant, and Thunder can combo off his back throw anywhere, but he can be combo broken. She can't be combo-broken of or anything she does once you're airborn, however (as said on last Stream). They both have insane increase to KV meter from this, however.
Her different strengths seem to matter pretty well on specials, overall. The air fireball is like 2.5 different moves, lol. Her command normal dive looks like it gives large hit advantage, I wonder if it's safe on block?
Ground spin having low invulnerability is pretty surprising. Sounds like a good trade off to her supposedly lacking ground normals. So she has no safe ways to get in on the ground... this is good to hear, since her air game looks so dominant.
I think what was shown in this video would already be pretty strong... and THEN you learn she has a walljump special that wasn't even used here, which apparently is mid-air only, and each strength lets you come down at a different angle. So it can be used for escapes, pressure, repositioning, or mixups.
Yup, easily looking like one of the most well-put-together characters in the game so far. Wouldn't be surprised to learn that some Anti-Air options ground her a lot more than we've seen so far, however. Yet AA counter hits aren't ever going to be as strong as breakable ground combos, so I wonder how this will work out for her... hm.