--Even with the B1 nerf his normals and universal strings are crazy good (safe). Ignoring the uppercut and sweep, 4 out of 6 of his universal normals are -5 on block or better. The remaining two are -7 and -8 respectively. Universal strings: 2 are -8, the remaining 6 are all -2 or better with mostly average startup frames. I don't have the frame data for 2,2, but it almost doesn't matter because y'all know how good it is by now. The one other new Commando string is uber unsafe (-16) but whatever. I.E., played intelligently he has an amazingly safe footsies game.
--Damage per button is kinda off the charts, now, enabled by ability to trigger command throws on hit. Ex. 22 + DFB4EX = 30%. Mitigated somewhat by the cmd throws being awful on block. 30% for 3 buttons and a bar is nuts. Can't think of anyone else on the cast that can pull this off.
--Up Ball - I'm not sure what the rationale was for making this an overhead, but this is a game-changer. Looking at the move itself, he now has a single tool that's a 2-frame overhead that can hit you in 3 different ways (overhead-low at mid-range, low only at long-range, or low only if he happens to crossover while in ball form). This has given him a sort of mixup game he never had, which was supposed to be his glaring weakness. It's still horrifically unsafe, but it's harder to punish with many members of the cast now because the overhead block causes him to land a longer distance away so, ultimately, it's way more feasible to throw this out regularly in the neutral just because it's that good.
--Command Throws have extremely fast startup frames (4,5,and 10) and are also armored. For comparison, Goro's command grab has nearly double the startup frames and still does less damage without bar expenditure. With bar expenditure the two big ones knock you for >20+ by themselves. I haven't looked at any of the other grapplers to be certain but does anyone else in the cast even come close to that?
--Projectiles: Some people might believe Cyber's mid projectiles are difficult to deal with but I think the non-cyber high knives are a bigger pain. The higher hitbox means jumping them is a lot more difficult. With the new and improved air ball to antiair when you do decide to jump in it's an incredible pain for characters who either lack a projectile altogether or have one inferior to Kano's.
I feel like there's more I'm thinking of but that's enough for now. I think the character in general got better with the patch despite the B1 nerf (yes, even Cyber). You basically take already good footsies and an amazing armored wakeup game with Kano/Up Ball, then add the new and improved Up Ball, the ability to link command throws on hit, the crazy range of the 22 string, and really high damage for little work. He's pretty outrageous right now.
There isn't a lot of gameplay footage out there yet for him but the first video I found is here. I can't speak for the quality of his opponents but this dude rolls EVERYBODY, i.e. most of the matches aren't even competitive.