What is the difficulty level of inputs/combos? Is it anything close to GG execution-wise or is it a little more lenient?
It's almost like a dial-a-combo gameplay, to some degree. While it's very easy to chain moves together without breaking momentum you need to be aware that if you're moving a bit too slow bringing the combo together, it will break, despite keeping the motions going (and the opponent will block or interrupt). Most Noel players end up spamming drives and occasionally break their combos, despite the fact they're still in animation, which leads to blocks and breaking a lot of their moves.
As far as executing combos, it's a simple as going from A B C. Or in Ragna's case; B, C, D. Or in Nu's case; D, D, D, D. There are some more rhythmic timing on certain combos, but these are also easy to do. For example, Ragna's B, C, D combo. Ragna's D is two-hits, but you can cancel the first hit into 214A or 214B. But if you wait for both hits from D to connect you can still chain 214A or 214B into the combo, adding a little extra damage.
Jin has a similar situation. His B can hit twice if the opponent is close (the second hit also drags the opponent closer), but you can cancel the second hit and go straight to C then 214B. If you pause after hitting B, you can connect the second hit of B then go straight to C and the rest of the combo for a bit of additional damage.
There are much more complicated combos, though, I don't really know how necessary they are to higher level play. One example I can think of is Noel's 22C combos. I'm not really sure how you're supposed cancel 6C into another 6C (Heartnana can probably inform us). But it appears that it requires cancelling the second hit of 6C with a whiffed throw attempt into another 6C.
One problem I had in GG and still have in BB is doing air combos. While they aren't as prominent as they are in GG, Blazblue does have a few characters that can make use of them. Ragna's is simply through his dragon punch (Inferno Divider) rekka. While Jin's is a bit more complicated. Jin doesn't have a clear launcher like Ragna or other characters do. So he'll often rely on hitting knocked down foes with 2C into air combos. The notations themselves, and the timing isn't really tricky, but executing them, for me, is still difficult. I will say that nearly all of BB's moves (from all characters) can be jump-canceled, or even dash canceled. So that helps tremendously when attempting air combos, or otherwise.
Overall, combos don't require strict or specific timing like in SF4. And they're substantially easier to do than GG's.