Terumi:
Backdash - duration decreased to 22 frames (rather than 25). Invul frames go from 1 to 5 frame (rather than from 1 to 6).
Negative Penalty Resistance - increased from 2 to 4.
5C - attack level decreased from 4 to 3. First hit's knockback is decreased. Second hit's hitstun increased to 20 frames (rather than 19), guard recovery increased to 19 frames (rather than 18), now -2 on block (rather than -3).
5D - now active for 4 frames (rather than 3). Recovery decreased to 18 frames (rather than 23). The closer edge of the hitbox is now taller. Attack level increased from 3 to 4. Now -3 on block (rather than -9). Hit stop decreased to 9 frames (rather than 11). P2 increased to 80% (rather than 74%). Other level-related changes apply.
2D - P1 decreased to 90% (rather than 100%). P2 increased to 92% (rather than 82%). Untech time increased to 36 frames (rather than 30). Aerial hit now has higher blowback, but weaker pull.
6B - start-up decreased to 24 frames (rather than 26). Now active for 3 frames (rather than 2). Now +3 on block (rather than +4).
6C - can now be counter-hit up until the move's last frames. Recovery increased to 31 frame (rather than 29). Now -14 on block (rather than -12). Knockback decreased. Time to follow up on ground counter-hit decreased to 10 frames (rather than 24).
3C - Follow-up time on hit decreased by 1 frame.
6D - the first hit's bottom hitbox is decreased.
Jagaku - damage changed from 300x2, 900 to 360x2, 800. P2 changed from 100, 79x2 to 89x3. If the move hits in the corner, is knocked back. Can be DD-canceled on first hit, third hit and block. OD version's second and third hit each drain 2.5% of opponent's heat gauge.
Gasenshou - can be DD-canceled at any time after the last hit. OD version drains 10% of opponent's heat gauge.
Garengeki - lv.1 version can be DD-canceled at any time from the first hit to the final frames. Last hit can be emergency teched. Lv.1 and lv.2 versions now cause slide down on midscreen and wall-bounce in the corner. The mash hits' damage is now 100 and doesn't prorate. Lv.3's last hit wall-bounces everywhere, the mash hits' damage is 100 (proration applies).
Ground Jakyou Messenga - now active for 2 more frames. P2 decreased to 70% (rather than 80%). Now blows back diagonally upwards, making it easier to follow up. Time to follow up decreased by 4 frames.
Midair Jakyou Messenga - P2 decreased to 70% (rather than 80%). The blowback is adjusted, making it easier to follow up.
OD Gouga Soutenjin - on counter-hit, the last hit ground-bounces slightly higher. Time to follow up increased by 4 frames.
Midair Gouga Soutenjin - can no longer be blocked in midair.
A Orochi Burensen - new move added. The input is 63214A. Can only be blocked low.
B Orochi Burensen - invincibility adjusted from 9 ~ super-flash 3 to super-flash ~ super-flash 3. The last hit causes slide down in midscreen and wall-bounce in the corner.
OD Ouja Zanrouga - now deals multiple hits on successful catch.
Jarin Renshouga (air) - new move added. The input is 214214D. Can't be blocked in midair (other than with barrier). OD version is unblockable.
Jarin Renshouga (ground) - the start-up is increased to 9 frames + superflash 22 (rather than 9 + superflash 13).