First of all, since english is not my first language, I have to apologize for any confusing word and sentence that I have put down below. I have compared the Slash mook with the Ac mook, and I believe the following list of changes is complete and precise. Please correct my english if you find any problems. Also, feel free to ask if I didn't explain anything clearly.
Ok, here is how I wrote the changes:
For example, Recovery 12->9 means the Recovery frame is decreased from 12F to 9F. Everything on the left hand side of the "->" is Slash data, and everything on the right is the AC data. The unit is F (Frame).
Close S
Active 2->5, Recovery 12->9
Far S
2Hit->1 Hit,Lv (1,4)->4
Damage(18+22)-> 32,Startup 13->19,Active10->11, Recovery 17->18, SD -1->-3
Float on hit(30F untechable),knockdown on CH,Hitstop 0,Total 34F,Forced Proration 50%, the hit is considered as projectile.
HS
Damage 43->37
6P
Damage 32->28
TG 3.8->2.6
6HS
Damage 65->52, Startup 21->15
Float on hit(28F untechable on ground hit), Stagger on CH 47F,After 20F, you can repeatedly input K to cancel the recovery frame
2S
Changes to crouching attack. Which means you need to crouching guard it.
2HS
11-15 low profile
JHS
Damage 35->32
Throw
TG 0-> 4
Air Throw
Range: 120dot->96dot
P note
The initial speed is slow, but as the note travels, it accelerates.
Hs note (214hs)
The initial speed is fast, but as the note travels, it slows down. The FRC timing and other properties are exactly the same as P note.
S Slide
On air hit, Untechable time(28F), Float & knockdown on CH
HS Slide
You can FRC during sliding,FRC timing: 13-15F and 22-24F
P Dive
Damage 40->30
Knockdown untechable time 30f
After landing, Recovery 15->16,SD 0->1
After landing and during Recovery, I-No is in crouching profile.
After you hit the opponent and bounce back to prepare for dash or attack again, the time in between has increased 8->9
If you are landing while performing ANY air attack and the air attack is in its Active frame, then after landing, there will be no recovery frames. Which means, you can move or attack again as soon as you land, and there is no need to wait for the recovery frames to finish.
K Dive
Damage 50->35
Slide Down on CH(64F/Slide 39F),After landing and during Recovery, I-No is in crouching profile.
S Dive
Damage 50->40
Float on hit, 28f untechable time,After landing and during Recovery, I-No is in crouching profile.
HS Dive
Floats, Untechable time 28->32
VLC(including air VLC)
Attack level 5->3
FB Dive(Air 236D)
5 hit
Using D to hold, or other buttons to cancel.
Reset jump options.
Damage 14x5, attack level 4
Startup 9, Active17, Recovery 23
Untechable time 60F,Hit Stop 7, during 6-60F you can continue to combo or dash
The maximum holding time for ALL versions of dive is increased 60->61
Ultimate Fortissimo
Active 6->9
Invincible frame increased from 1-7f to 1-9f
Respect
TG 4.8->0