Buffs:
- better frames on AAB string
- agA 1 frame faster
- better frames on 6A
- consistent follow-ups on 3A
- 3aA (old 22_88A) safer and now has guaranteed follow-ups
- better frames on 3(B) transition
- better frames on WS(B) transition, also 1 frame faster
- better frames on 3K
- better frames on A+B
- better frames on 2A+B and guaranteed follow-ups
- old 66A (now 22_88A) is now a MID and safe, still TCs
- better frames on 66K, also KND on ch and TC again like in SC3
- B+K auto-GI now guarantees SBH B at all times
- faster startup on FC throws
- better frames on SCH A, and combos much more often, tho still inconsistent
- SCH B positive on block more, also a lot more damage
- SBH K much safer (tho still unsafe) and groundslide (and RO!) + guaranteed follow-up (1K lol) on normal hit
Nerfs:
- worse frames on B6
- smaller TC window on 3(B), also 1 frame slower
- 1K still negative on hit on counter
- defensive roulette when already in stance greatly weakened (barely dodges or auto-GIs anything at all)
- damage on both standard throws nerfed by 5 points
- complete removal of all stance A+B moves (this hurts especially on SCH A+B and SSH A+B)
- much less advantage on 22kA:2A, the JF graphic effect also makes it easier to block on reaction, does appear to not hit grounded and rolls anymore either
- SSH K now back to SC3 and before, still unsafe, no more combos on ch
- SCH KK series unsafer, knee also appears to have less range
- SCH A noteably slower
- worse frames on WS K (including more unsafety on block)
Other Changes:
- 4A now looks like the 2nd hit of SC4 66KA and stuns on normal hit, no guaranteed combos, SRSH K is a tech trap, still a bad move overall
- last hit of BBB replaced with a K, good on block, but high
- 4B is new move, slightly unsafe hilt thrust with +frames on normal hit and stun on ch, doesnt really fill a niche because of 66K changes
- old 4K is now 6K, otherwise unchanged
- 4KK is a new move, old SC2 Nightmare 4K headbutt into SC4 6K, NC, slight advantage on hit and slightly unsafe, decent punisher when in range (2nd hit whiffs often otherwise)
- 66A is a new move, high horizontal with HUGE range, 3B combos on hit, auto-GIs horizontal highs and mids, guard break with huge advantage on hit, but duckable on reaction
- 22_88BB(4) is a new move, long range (high recovery) whiffpunisher of choice, easily hitconfirmable without the transition, but transition leads to more dmg, unsafe
- SRSH A replaced by another high that looks like Nightmares 66A, -2 on block, 3B combos on hit, better for all intents and purposes, but still misplaced in that stance
- SRSH (K) now goes into SBH instead of SRSH
- SSH BBB is a new move, looks like SC3 22BB into 2nd hit of 44BB, NC, huge damage, all hits unsafe, a buff from almost every perspective
- SBH A is a new move, looks like the 2nd hit of WS AA and can be canceled by pressing 2 like it, guarantees 3B on hit, relatively slow, but great range and coverage, unsafe
System-based improvements:
- better movement (though worse than all other characters)
- CE and BEs
- clean hit properties
System-based nerfs:
- GI only available with meter and post-GI options rather lackluster in comparison
- 8WR moves (except 44 and 66) cannot be buffered without visible movement, adds a minimum of 10 frames to the execution time when not already moving
(Hopefully) non-intentional problems:
- Very noticeable hitbox issues on 3B, 22B and SCH B, less on a number of other moves
- lack of re-alignment after step leads to even more whiffs
There's more, but that should be the majority of the changes.