Some frame data info, based on BB being i16, 2A being 15, 3K being i15, and B+K being i12.
BB is +1 on NH and CH.
BB4 is +5 on NH and CH.
KK is -3-4ish on NH and CH, and it forces crouch. This move seems really good now, considering it does 30 damage for an i13 with great range. This means that you can add step, B+K, and 2A to situationally counter mixups after landing KK, much like you could with 4A_44A in SC4.
3K is +4 on NH and CH.
6B+K is +3 on NH and on block.
WS B hitting a BT opponent causes a crumple stun leading to a 60+ damage combo. Pimphand W! -> A+B+K combos can work at certain ranges, but it seems that it won't generate CF on hit against grounded opponents. This is unfortunate.
Pimphand is still guaranteed for all of Zas's shakeable stuns. 66BB CH -> B+K is 54 inescapable damage if you take the pimphand instead of the mixup... like if you want to finish off the round in style with the Pimp Hand. Not bad!
Pimphand and KK are still guaranteed by 6BA (hit) against walls or cliffs. 6BA -> KK gives 73 damage, 6BA -> backthrow gives 110, 6BA -> B+K gives 53 and a W!.
Speaking of W!, 6BA -> B+K -> B:K -> 66A+B is about 115. 6BA -> B+K -> 1BBA is easier and only a little less.
2B+K now pushes further out on hit. Only Raph and Amy can punish it on hit now(unless you're in a corner), and raph only gets 10.