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Best advice by far.
I say this as someone that also likes the mid-range footsies kind of character, and she is by far the most satisfying. Also Phonon is pretty enjoyable as well.
Linne is a rushdown playstyle, but thanks to her great speed and Kuuga she does quite decently midrange. Still those tools are more to help you get in your opponent's face.
As for my longest combo with that character, that will be 5a 5b 5c 41236c 236AB. My approach combo is j.b 2b 2c 41236c 236AB, and I'm working on getting consistant with j.a j.b [jump cancel] j.a j.b j.c 421C 236AB.
That being said, the ranges, neutral and movement options are all entirely different in UNIST compared to AH3LMSS (severely so - I suggest watching some tournament footage on youtube to give you an idea). There isn't quite any character that can easily move in on an opponent like homing characters in AH3LMSS, so that isn't a worry - also, there is a huge segment of the cast that will be able to deal with Yuzu's ranges with their own, so don't expect keeping people at your sword-tip's range to always be an option (on the other hand, it's a fun and potentially deep range to play in, so maybe that's good for you).
I guess what I'm saying is: Yuzu in this game is a long-ranged charatcer in a game full of long-ranged characters, which semi- converts to being the "mid-range" in other games (since there's Hilda and Vatista that are outright zoners). However a lot of the cast can compete with this.
To also answer your original question somewhat (UNIST experts can correct me here):
Longest range zoning: Vatista, Hilda
Long-range (the "mid" of this game) footsies: Gordeau, Waldstein (generally wants to get close though), Merkava, Yuzuriha, Phonon
Mid-to-close range footsies: Hyde, Lynne, Carmine (wants to get close though), Chaos, Byakuya
Close range: Orie, Seth, Eltnum, Akatsuki, Nanase, Mika, Enkidu
Have no clue: Wagner (I am guessing close range though)
I'll also agree that Yuzuriha is difficult to play in both playstyle (no easy mixup game in a game where this matters, needs to think ahead when holding buttons for her maneuvers) and execution (negative edge combos). That being said, it's just strange to wrap your head around, not "actual hard" if that makes sense; it's not like you have to perform 1-frame links or manage a titanic slow body like Catherine's in AH3LMSS.
Staying at one range in this game is mostly not viable however - it may have interesting and necessary footsies, but this isn't SSF2T/USFIV/SSVS/Koihime Enbu or anything like that, where footsies, spacing, keep-out and whiff punishing are the bread and butter of most of the casts. Long-to-mid-range neutral quickly converts into combos and close-range pressure, and every character - including the zoners! - have tools to make use of this (well, except Yuzuriha in a way I guess, but that's why she has her teleports and armorpoint scarf thing).
I meant in comparison to the previous version, I read comments in tournaments streams that her combos are easier.