Got back from loketest, and got some vids recorded, uploading them to j00tube now.
Currently, Neomax doesn't require you to enter Hyper Drive first anymore. As long as you have 3 stocks, you can do it.
Controls seem tighter than before, which is a good thing. And yes, the entire K' team is playable. The game is actually in traditional Chinese, awesome.
K' has:
f+A: Seems to crumple opponent when hit now, so you can followup. I think.
qcf+P: Links from low A, forgot if it links from low B.
-> f+B Fierball
-> f+D Kick: Doesn't always connect if done with a jump in attack->standing/crouching normal->trigger, better to connect to fierball. Juggles, but not as high as it was before.
-> b+K Teleport
qcb+K: I think EX version does omgwtf damage, but don't quote me on that yet. The kick animation is different from the old ones, and I think at the end of the move it won't hit anybody.
-> qcb+K: Juggles when it hits. Doesn't come out as fast as before (qcb+K, qcb+K doesn't seem to always come out as Narrow Spike immediately)
dp+P: A version goes slightly farther than before. C version resembles more like earlier version of his dp+C (not 2k3+ where he starts really low). EX verison is Heaven Drive.
qcf+K: His standard teleport
qcfx2+P Heat Drive: Goes invisible for a short while when he executes this move. Connectable from his qcf+P->f+D.
qcf,hcb+P Chain Drive: He now throws something else in red, not sure if it's his shades. Anyway, timing from qcf+P->f+D is kinda difficult as the followup doesn't always connect. EX version of Chain Drive is kinda like his XI LDM.
Neomax: Actually, I don't think we've seen this yet.
Maxima:
Normals: All normals that had autoguard still has autoguard here.
df+C: Seemingly awesome anti-air, but if it's done alone, you can't cancel into VAPA KANNUN or anything else. If done in combo, you can cancel, but I don't know if you can connect from weak attacks. Hits really high, so will miss crouchers.
qcb+P VAPA KANNUN: I think C verison has autoguard (or both has), but C version comes out slower. Not as much range as before. Can't hold to fakeout. Wire on counter, EX version is 1 VAPA KANNUN after another, and I think it automatically wires.
Air qcb+P: Does VAPA KANNUN diagonally downwards, good for air-to-air I suppose. Jumps back when this is executed. EX version doesn't have him jump back, I think it's only multihit?
dp+K: Anti-air, jumps pretty high it seems.
hcb+K: New moving grab, unblockable, has some noticeable startup but moves realllllly fast. Slams opponent to wall (ala Rugal's God Press?) if hits, and when opponent is crumpling to the ground, you can followup with a low A, or as I saw, EX VAPA KANNUN.
hcf+K?: I think I saw someone try to do this but it never connected, so eh.
qcfx2+P: DOUBLE VAPA KANNUN (done at the same time). Can link from weak attacks. Has autoguard.
Neomax: Someone tried to do the motion as listed, but nothing came out.
Kula:
I don't think she's any different from her 2k2(UM) version.
Char impressions:
Takuma: I'm pretty sure that as currently constructed, Takuma is a beast. Guard breaking grab, db,f+B juggles as well (can followup with fierball) and is safe, huge and hard to avoid fierball (and EX version is invisible fullscreen insta fierball), crazy good+fast Neomax. Dude is probably a little too good.
Yuri: Scary stuff: EX saiha (qcb+P) or just that move in general juggles. EX saiha just juggles higher, it seems. In fact I saw a really crazy corner combo with Yuri who just did a few saihas in sequence. You can say she got a loop with this move in the corner, and the scary thing is that all she needs is to have the hyper drive bar to be full, along with maybe 1-2 stocks. It can even connect to her ranbu (not sure if I saw her Neomax or EX ranbu). So if she got you in a corner, you must get out of there asap or you're farked.
Shen Woo: After playing against a few Shens today, I'd say that he can become quite scary when he enters hyper drive mode (pretty much what you could do in XII can be done while he's in hyper drive). You can also now do close C->SHEN WOO KICK->SHEN WOO HAMMER as a combo. EX SHEN WOO BITCHSLAP (grab) can crumple the opponent, setting up for a further combo. SHEN WOO BITCHSLAP for cancelling fierballs is qcb+C (like XI).
K': Seems to cross up pretty easily with jump C. Seems pretty strong to me.
Kula: I think you can pretty much play her like you did with her in 2k2(UM). But she doesn't seem as good for some reason. Needs to observe more.
Maxima: As above, running grab maybe a little too good (damage good + can followup to some extent), I'd say he would belong in a mid-high tier.
Mature: I think they added some lag from her hcb+K move, so you can't do low A->hcb+K as a safe block combo, I think.
Clark: Suddenly knows how to combo: close C (1 hit) -> df+A -> hcf+K (was this in XII? I didn't use him)
Duo Lon: I think his fierball is now visible throughout its whole distance.
Kyo: His EX hcb+K is kinda...slow. Maybe old Kamikura slow. I don't think it hits crouchers. He just stands there and does the holding part. I guess you can do it once in a blue moon.
Random stuff:
UK stage has B. Jenet and Chris appearing randomly. B. Jenet appears on top of a bus, while Chris hides behind another. One of the buses has a Yamazaki "wanted" poster.
Japan sumo stage has a Shingo (with his left arm in a humorously huge cast and flowing tears) and Hinako sighting, and one more character from afar that appears randomly, but I can't tell who that was. My hunch says it's Malin.
China marketplace stage has Tung Fu Rue sleeping on the right edge of the screen.
Somehow Elizabeth team's music is her XI one.
Oh, clothes bursting! Yuri got her clothes bursted like in 94/95 when she gets KOed with a special move or stronger. I dunno who else would get this 'feature', but Mai doesn't get nekkid if she got KOed by a special move. Sad.
Todo el tocho se resume en "A Yuri se le quema la ropa cuando la ganan con un ataque especial". Es resto no importa