System Mechanics:
Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - Hitting the opponent with burst or making the opponent block it gives 25% meter to you
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
Barrier guard - Larger knockback on moves with a higher attack level
Instant barrier guard - Knockback is even larger, making it easier to get away
Tager:
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
B sledge hammer - Can now be held
5B -> 5C now combos against an airborne opponent
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Litchi:
Mantenbou hassha - hitstun slightly increased
jB, jC with no staff - can now only be used once each in the air.
Ikki tsuukan - Now + on guard
San gen kyaku・chun (ground)(followup version) - Changed to be a spinning blowback hit, added corner blowback properties
j.c (staffless) - May be faster(?)
4d - Now wallbounds near corner
Can no longer do glide throw
Can't follow up normal throw midscreen
Platinum:
5b - Speed increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH
Magical picohammer - Can now follow up after a hit
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel
Back Throw - Now properly wallbounds everyone (bug fix yay!)
Mami Circular - Damage nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents
Noel:
Assault through - Causes corner blowback on normal hit, wallbound on counter hit
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Can no longer be canceled into specials (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (reversal super) - Minimum damage down to ~700
Rachel:
6B - Wallbounds on counterhit
j.2c - Now also air cancelable on hit! NOT cancelable at all on block
Can no longer do the j.236a whiff lvl3 trick
2C - Increased proration(?), slightly weakened
Carl:
6C - Added floor bounce property.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Can no longer do glide throw
Hakumen:
6A - Now head attribute invulnerable
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile invulnerable
6A - Now wall bounds. Can no longer do 5A>6A>5A
Makoto:
Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
B, C astroid vision - Paths adjusted
Shooting star - Decreased startup time
Mars chopper - removed some D followups
5D - Untechable time decreased such that 5D(3) -> 2D(3) doesn't work in the corner. Can combo 2A/2B
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.
Valkenhayn:
Nacht Jager - Increased knockback on air hit
3c - Is now special cancelable. Can be emergency teched
Wolf form B - Removed head attribute invincibility
Rasen wolf - Wolf gauge depletion increased
2C - Untechable time decreased
Hazama:
B drive movement followup - Can attack sooner after use
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
6C - Now either has same move proration or really big proration
Various D moves - Attack level decreased, hitstop seems to be lower
Taokaka:
6B - Now fatal counters
6C - Slightly increased startup speed
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed
Mu:
Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos
j.2c - Is now a fatal counter
Ame no habakiri - Can be charged
Yata no kagami - Now also usable in air
Habakiri - Damage nerfed
Jin:
6A - Can relaunch if you hit an air opponent, use 2b/3c
214A, j.214a - Wall bounces in the corner vs air opponent
Can no longer do 2C > 5C
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works
Ragna:
Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6D - Floats on hit
Tsubaki:
2D - Charge speed increased
6A - Now fatal counters
214214D (tsubaki mugen) - Now also usable in air
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further)
22D - Techable after landing on the ground
214D - less priority ?
Bang:
5D - Causes float on normal hit
j.d - Increased proration (TL in question. maybe "better in combos?)
C kunai - Increased proration, hold time on hit increased
Lambda:
Gravity seed can be used twice with 1 gauge
5C - Holding the button causes all hits to come out
5D, 2D - Added revolver action into 4B, 6C
Act Parser: Cavalier - Untechable time decreased
6C - Untechable time after wallbound decreased
Arakune:
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well (it can hit the opponent?)
Overall damage decrease
Relius:
General info:
5 Guard Primers
Has a dash like that of Eddie (GG)
Relius' theme is an opera. Described as "boss-like"
Drive name: Detonator
His Astral Heat is not usable in the loketest build
His Drive, Detonator:
Use it to invoke Ignis, who follows Relius. If Relius jumps, Ignis floats
Can perform blows with Ignis with direction+D. You may then press D again to call her back
Relius can attack while Ignis attacks
Ignis disappears when Relius is attacked
j.2D, j.6D, j.8D cause Ignis to appear and rush in the direction that D is inputted.
Normals:
5B: blow with the mantle that appeared in Famitsu
6A: overhead
5C: two arms out of his mantle; cause 2 hits
2C: leaves a gear (?), Anti-air
Command Moves:
214B: Ignis spins around
236C: The punch that appeared in Famitsu
Follow-ups of the 236C (or 214A j.214B), they call Ignis to attack
J.214B: Ignis makes a coup similar to the Carl j.2C
236D: Ignis appears above Relius and attacks the opponent at a 45 degree angle
Distortion Drives:
632146C: a gear appears holding the opponent. Invincible on startup. Relius can move during this. Minimum dmg: 1000(?)
632146D: Ignis attacks with an aura similar to "Volante" (Carl). Raw hit dmg: 2600
236236D: The same super as "Rhapsody of Memories" (Carl)
Sacado de Dustloop.