-Nameless-
Specials: Yukikaze (glove drill), Shigure (leg blade), Shinonome (sliding attack, 3 parts rekka-style?), Sawarabe (ground flame), Yoizuki (anti-air flame slash) and Amagiri (3-part follow-up).
Shigure can be canceled into other specials, but not supers.
Yoizuki is noted to be useful out of block or as a interrupting move (in addition to AA)
DM: Shakuhou (flame dome), Zetsuei (rapid-fire flames)
MAX DM: Rasen (giant drill, possibly of the heavens-piercing variety)
MAX2: Rinkou (similar to Shakuhou, but stronger)
-K'-
Ein Trigger gains Second Spike and Blackout follow-ups.
Narrow Spike only cancels from D Minutes Spike now.
B Minutes Spike gains autoguard frames.
(Not listed: super flash on the Crimson Star Road MAX2 occurs after the initial hit connects rather than on startup, unless this was changed back from the TGS build.)
-Maxima-
Old MAX2, Arc Enemy, is now a MAX DM.
New MAX2: End of World (fires missiles from his whole body, then a giant laser).
Maxima Lift cannot be teched upon landing (guarantees the Senton Press follow-up).
Maxima Beam's priority upped.
-Whip-
New DM: Forbidden Engage CODE: MC (lassoes the enemy from long range and delivers a series of ground slams).
Boomerang Shot can be super-canceled from long range.
Cr. A hits a downed enemy (from KOF '99 & '00).
Stand CD invincible frames removed.
-Kyo-
KOF '99's 182 Shiki returns.
Far B, Far D startup reduced.
Recognition interval of Far C increased (so Cl. C will come out at max range now).
Kamukura (MAX2) is now a 1-frame grab.
-Benimaru-
KOF '00's Super Inazuma Kick returns.
New move: Benimaru Shoot (follow-up down attack, usable after Benimaru Collider).
Can perform a double MAX2, presumably by doing MAX activation (1 stock) -> MAX2 (1 stock) -> MAX2 (3 stocks).
-Daimon-
Chou Ukemi (command roll) cancels into all command and special moves, excluding another Chou Ukemi.
Jiraishin (ground pound) can be canceled into freely in MAX mode.
Fuurinkazan (MAX2) sped up; now combos from strong attacks.
-Terry-
KOF '99 Hammer Punch command move returns.
Power Charge returns.
Quick Burn from RBS: Dominated Mind (!) added.
Rising Force (MAX2) combos from strong attacks more reliably.
-Andy-
Kunai Dan (knife throw) from RBS added.
j.D hitbox improved to make crossups easier.
Uwa Agito (f+B) knocks down when used as a standalone move.
Gekiheki Haisuishou (close hcf+P) range increased.
-Joe-
KOF '99 version of Shijou Saikyou no Low Kick "The Strongest Low Kick in History" added.
(RB?)FF-style flame effects on Tiger Kick and Slash Kick.
D Slash Kick is a Counter Wire.
Sliding (df+B) sped up to combo off from weak normals.
Next site update: AOF team, Ikari & Psycho Soldier teams...
EDIT: Daimon can cancel his roll into command moves and specials, not specials and supers. Fixed up above now.
EDIT 2: Andy's f+B knocks down when used as a standalone move only.
-Ryo-
Kouhou Shippuken returns.
Tenchi Haouken changed from MAX2 to MAX.
2 new MAX2s: Retsu Ryuukou Ranbu and Geki Ryuukou Ranbu.
A version Kououken recovery shortened.
A version Kouhou (DP) recovery shortened.
Far B and Far D startup shortened.
-Robert-
Aesthetic change: new tiger effect and SFX at the end of the Zetsu Ryuukou Ranbu (MAX2).
C Ryuugekiken startup shortened and is now angled slightly upward.
Kyokugen-ryuu Renbukyaku (cl. HCF+K) has first-level attack priority now (?)
Haiga Ryuu (QCFx2+K) is now invincible.
B version Hien Ryuujinkyaku recovery time increased.
-Yuri-
New move: Yuri Chou Slash (donkey kick). Weak version combos from strong attacks, knocks down, and deals wire damage on counter hit. Strong version doesn't combo but deals forced wire damage.
MAX2 changed to Chou! Ryuukou Ranbu.
Vulnerable hitbox on cr. B and cr. D increased (makes it easier to poke/sweep Yuri, not the other way around.)
-Leona-
New MAX2: Dead End Inferno. Changes depending if Leona is in her normal or "awakened" (Orochi blood riot) state, and switches her from normal -> awakened or awakened -> normal at the end.
Moon Slasher and D Ground Saber now have pursuit attack hitboxes after the hit (this is supposed to be useful in MAX mode now due to zero-charge time specials and almost everything being free-cancelable).
-Ralf-
New move: Galactica Vanguard (just-frame follow-up to the MAX2 Umanori Galactica Phantom. Launches the opponent off-screen for an auto-OHKO.)
Far C startup reduced.
Cr. D startup reduced.
Kyuukouka Bakudan Punch (air QCF+P) now has a pursuit attack hitbox.
Super Argentine Backbreaker (HCF+K) now links from cr. B.
-Clark-
Gatling Attack returns from KOF '00. C version can be canceled into Napalm Stretch.
New MAX2: Roaring Sphere. A multi-throw super that requires 6 command inputs, Deadly Rave-style.
Far C priority increased.
Cr. C priority increased.
Can link command throws from cr. B.
-Athena-
Psycho Shoot returns from KOF '00
New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
A version Psycho Ball recovery increased.
MAX2 Psycho Medley (Healing Athena) heals less now.
-Kensou-
C throw has Ryuusougeki (air QCB+P) visual effects now.
Invincibility frames added to D Ryuugakusai (RDP+K)
Standing CD has the backstep on startup removed.
-Bao-
Based on KOF '00 version.
MAX2: Psycho Ball Gravity. Creates a persistent black-hole like effect that draws in the opponent.
Hikida (air d+B) and Rikatsushuu (df+D) now have pursuit attack hitboxes.
C throw is now breakable.
Next time -- Women Fighters Team, Pretty Girl Team & Kim Team. After that the order should be: Jhun Team, Orochi Team, Ura-Orochi Team, '97 Special Team, Yagami Team, Agent Team, Master Team, Clone Team + secret characters.