Jaycee
qcb,f+2: deja vu, previously mad axes
d/b+2: m launcher
f+2,2,2: bounds
d/f+3+4: connects Like King's d/f+3+4 frankensteiner
Bridge Stance
Hip strike from Bridge Stance: m
Backflip kick from Bridge Stance: m
b,b,u/b: generic backflip; unique animation
d/b+3: a low dropkick just like AK's d/b+4
WR+3
New grab from f+3 : another Rey Mysterio style hurrancrana
New aerial move: looks like Chreddy's u/f+1+2
New RP back fist: h
Follow up back fist with Hammer: m; maybe bounds?
1+4: Shooting Star press, unblockable just like AK's 1+4; unique whiff animation
???; looks really similar to Dragunov's u/f+3+4, maybe same properties? Automatically grabs if opponent isn't ducking?
f+3~1: h
f+3~2: m
f+3~4: m
New double punch: (maybe her old f+1+2 with new animation?)
f+3+4: Dropkick
???: looks faintly like King's f+4
Taunt (?)
???: bad habit; right kick aimed at the crotch
qcf+2_d/f+2,1: still launch
f,f+3: gives dash d1+2 - same speed can be used the same way but less dmg
ws+2,1: no longer launches but still gives W! and can still float opp for juggles
WS+2~f: transitions into new roll, WS+2,3_4 spins gone
u/b+2,1+2 new string
Jin
d+1+2: manual CDS transition that doesn't move him backwards like b+1.
d/f+1,4: m,h, NC, knocks down and W!'s.
d/f+1,4~4: m,m.
ws+1,2 binds
b+3~CDS
f+4~CDS
d/f+3,3~CDS
Jinpachi
Note:
In DR Jinpachi has only ~50 attacks while the rest of the cast has roughly 70-80 attacks, as such there's a ton of room to add more of them in TTT2.
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d/b+3,1: looks like l,m and works post B! in juggles
New air throw
WS+2: Opponent bounces when they hit the ground
d+1: Bind move
f+2,1 is now NC, f+2,1,1+2 is now NCc, properties seem similar to Law b+1,2,2 string(s)
f,f+1+2: Now standard Mishima stonehead grab
1+3: New grab animation
d/f+2,1: Twin pistons, hits h,m
d/f+1,1: Similar to Heihachi's
d/b+1: New low poke
d/b+1,1 : Extension to his low poke
d/b+1,2: Extension to his low poke
???: Possibly new standing 4
WS+4,4,1: Last two hits might be hit confirmable like Wang WS+2 strings
u/f+3,4: Similar to Heihachi's
b+2 (?): Homing KND/W!, on CH it launches
b+4 (?): Homing, similar to Heihachi's
f+3 (?): A mix between Heihachi f+3 and Marduk u/f+3
d+3+4 (?): New command for Jinpachi's charge up, follow ups are the same
Charge 1: Charge to TGF
Charge 2: Charge to WGF (retains its DR d/f+2 animation)
CD~D/F+3 (?): Similar to Heihachi's
???: Double fist ground hitting attack
SS+2,1: Similar to Heihachi's, except Jinpachi ends with TGF
WS+1,1: Not sure of its properties, other than 2nd hit KNDs
d/f+3,2 (?): NC KND/W! m,h probably doesn't jail
d/f+3,1+2 (?): Bind move, m,m mixup to d/f+3,2, similar to Leo b+2,1+2
d/b+2,1: Hits l,h, looks NC
WS+1+2 (?): W!/KND
f,f+4: Possible follow-up on hit
???: Short-hop type attack
f,f+3,4 (?): Scissor kick type launcher
d/f+1+2: No longer is a guard stun, KND and (possibly) launch on hit
d/b+4: Considerably less (frame) stun on hit
Astral Projection: (f+3+4 or b+3+4)
1+2: Is now high, probably still UB!
2: KND on hit, hits high
D/F+3: CD+D/F+3 type low out of AP
3,4 (?): Scissor kick type attack, most likely m,m
Jun
d/f+2,2: bound move
b+2,1,1
b+1+2 (to stance?), 1
f+1+2 launcher (to stance?), 2 (might be 2+4)
b+2,1,1 (?): third hit mid, stuns on normal hit
b+2,1,2 (?): juggle filler, third hit high
b+2,3 (?) the 3 is her WS+3
b+2,1 (?): into SS cancel
d+2 (?): B! move
ws+4: like Xiao's
d/f+2,4 (?)
1,1,4 (?): third looks like a high
SS+4 (?): probably bounds
standing 4 (?): may be magic 4
u/f+3 (?)
2,1 (?): both high, maybe i10
1,2,1+2 (?): jab strings into a stance
A stance, looks like the initial animation of Asuka's 2+3, has two separate lows, one of which trips
She still has her f+2 and the f+2~d cancel, and her ws+3, ws+1 and b+3,4 string along with white heron string.
Kazuya
b+4,1: looks like a m,h string and possibly NC
d+1+2: l; stand alone backhand like the 2nd hit of b,b+2,2; trips on CH for a cc, b+2,4, d/b+2, B! combo; at least -15 on block
f,f+2 (the move post B!): high
ewgf has an enormous hitbox, you can not sidestep or sidewalk it in either direction, it's is basically a homing move launcher now
King
d+1+2: class 1 launcher
WS+2,1: m,m string that appears to do around 40+ damage and is at least jab punishable; both hits have a homing streak on them and the ws+2,[1] on CH stuns, allowing for d/f+4,3, b+2,1+2 B!; the standalone ws+2 appears to be around i13 or i14 and safe on guard (with a little pushback); not a bad replacement for the BR ws+2.
Kuma/Panda
u/f+4,3
d/b+1+2,1+2,2 (?): new punch string; works as a W! combo
Lars
f+4,1,2,1
b+2,3 (?): m,h (?)
d+2: binds now
f+1+2: has less range now
1,2: doesn't track anymore
Law
f,f+4,3: bound move, -14 on block
f,f+4 (banana peel) is now d/f+3+4
Legend kick is now DSS f+4 not DSS 3+4
DSS 3+4 is now Law's regular 3+4
u/f+3,4 (fake flip, kick) no longer has the d+2,3 back flop combo, it launches straight up like it used to (hence 4,u+3 instead of b+2 combos are possible again)
2,2,1 is no longer NCC
DSS autoparry either removed or has a tiny window again
WR 3 can be quick back rolled, but if its not the d/b+3 is still guaranteed after
d/b+3 is -14 now
WS+3~DSS has less advantage on block, no more free grab 'mix-up' attempt
CH (2,2,1,)2 gives a juggle just like CH f+1+2
b+1,2,2 is not launch punishable anymore
Lee
f,f,f_WR+3,4: bound move
Lei
d/b+1 (?): left punch into sitting snake; looks fast and should high crush
new kick
Leo
d/f+1,2 (?): mid, high (?)
d/b+3 (?): seems like an evasive, maybe high launcher?
BOK+1,2 (?)
New right kick
SS+3+4 (?)
Ling
f+2,1,4: m,h,m
f,f+1+2~1+2: now bounds
RDS f,f+1 cancel
AOP 1+2
AOP u/f+3: doesn't launch anymore, makes opponent spin in the air like Alisa's u/f+4 without the followup
AOP u/f+3,3: doesn't launch as high as in BR, meaning old moves that used to connect don't hit anymore; f,f+2, f,f+1+2,1+2 B! should connects though
Lili
WS+1,2,4 (?)
qcf+1 transition into BT
f,f+4 transition into BT
WR+3
BT 1+2: now bounds
Lili's ff+3~f (?) to CD transition f+2,3 is now NC(?) and has different hit
Lili's ff+3~f(?) to CD transition @05:08 and also her f2,3 is now NC(?) and has different hit animation @09:26,@19:47 and last..mud stains on Leo and Lili?haha @10:39
SS+3: new properties; stun on CH (?)
Marduk
d/b+2+4 ground throw (FDFA): new ground throw knee that doesn't launch
new ground throw (FDFT)
d/b+1+3: is his Hercules Toss ground trow that launches
d/b+2: new move, advancing mid with a huge hitbox and very far reach but very linear, can be stepped both ways; it's similar to Jin's EWHF (animation, properties on hit and CH); hits grounded characters if they move; i16, -12 on block but pushes the opponent out of jab range
d/f+1: animation changed, i15 now, no longer i16
f+1+2,2: new move, his old f+1+2 is gone; 3-hits, all mid; first two hits are NC, 2nd hit is -2 on hit and -12 on block; CH does not guarantee the full string (?); last hit is -16 and causes a power wall splat if a wall is close by, on CH gives the same stun as CH b+2
d/f+4,2: +4 frames on hit now, no longer -3; probably -10 on block now no longer -17
d/f+3+4: Set-up Beast; steps about one character length forward into VTS
u/f+3: -2 frames on block now, no longer 0
qcf+2: CH goes into mount (?)
d+4: still -16
new RP chop/punch: new move
WS+2: no longer moves off axis during start-up; belly crumble on CH; wall splats (?)
Mount 3+4: now must be blocked with 3+4 (?)
Miguel
f,f+2,2 or f,f+2,1+2 (?): looks like mid, might be decent for a wallsplat and as a mix-up to f,f+2,1 if it’s not too unsafe
Nina
f+2,1,1+2: the 1+2 bounds
qcf+4,2,3 (?): knee, punch, into right back kick, 2nd hit launches in the air, looks NC
f,f+2 (?): back to T3/T4 animation, looks high, wallsplats; looks safe on block
new 2 hit kick string 1st hit is mid, 2nd looks high; juggles on 2nd hit
1+4: no longer forces crouch on block, recovery looks faster though
Paul
WS+3,2: i13 punisher, m,h and NC; hits grounded at close range
SWY 4 (?): homing
qcb+1+4 (?) decent fast shoulder that launches on NH; looks safe
d/b+2: juggles on CH now
qcf+2: increased pushback
d+1: less range (?)
d/b+2 post WS+2 launch: does no longer turn the opponent FUFT
Raven
f+3,2: 1st hit can be cancelled into SDW
Roger
d/f+3,3: second tail swing high follow-up to his homing move; gives a KND similar to the single d/f+3, but also gives a better wallsplat; appears to be NC and possibly jailing
??? new string; h,h, NC, jails, safe (?)
??? new string; h,l,m; looks similar to d/b+3; in the 5/17 vids it did not trip on hit, however in the 5/21 vids it did trip on hit (not just CH); when the low hits you can follow up with a mid where Roger flips over and lands on the tripped opponent; the low is launch punishable.
Steve
4,1,2: flips them in the air now
b+1,d+2,1: is his old b+1,2,1, now never launches
True Ogre
3+4: FLY
1+2,1+2,1+2: like Bear's
3,2: like Paul's 3,2
f+3+4 to fly forward and do 1,2,1+2(?) for multiple punches; (think alisa)
f+4: Heihachi/Kaz f+4; bounds
d/f+1,1: d/f+1 to something like bear WS+1,1
d/f+1,2,2: 1,2,2 except first hit is mid; NC
d/f+1+2: launcher
d/f+2,1: Miguel d/f+2,1
d/f+3,2: bound move, like Bear d/f+3,2
d/b+2: like Jack's but doesn't KND; can be charged
d+4,4 like Hwo's
b+1+2
b+3,4: tail sweep; second hit trips; like Julia b+3,4
b+4,3,4: Bruce TTT style; last hit is his cd+3+4,3+4
hcf+2
u/f+3,4,3+4: hunting hawk with double kick at the end
u/f+1+2,1+2: like Bob's; is launch punishable and Ogre doesn't have a variation like Bob
U+4: DJ's u+4; launches
u/b+3: Asuka's b+3 with incredibly short range
KND 3+4 to fly attack: not unblockable anymore
FLY 2 (?) looks like DJ's FLY grab
He has TTT Jin WS+1,2 and WS+4,4
WS+1,2: Jin WS+1,2; considering Jin's WS+1,2 B! now Ogre's might B! too
WS+2: launcher; bigger delay, shorter but stun from anywhere
WS+4,4: TTT Jin WS+4,4
FC d/f+2: Anna's TTT sweep but with incredible range
Unknown command, possibly u/f+3+4* like Lars; doesn't seem to come out of FLY but rather just a hopping throw like Voldo
Wang
u/f+3,1: h,h and NC (?)
???: right kick with both arms behind his back
f,f+2: gives a knockdown on CH now, possibly also on normal hit (?)
u/f+4: launches like a normal hopkick now
???: straight up kick then a jumping sobat type kick
d/b+3: recovers crouching now
Yoshi
b+2,2: m,h, i14 and -13 on block
d+2,2,1: m,m,h, i16, and -12 on block
d+2,2,d+1: m,m,m, i16, bounds
KIN f: special movement; Yoshi CDs from KIN, pressing any button goes immediately into KIN moves
Zafina
d+3: low that recovers crouching
u/f+1+2: range 2 move; mid and recovers in TRT
d/f+1,2,2: m,m,m and NCc (?)
2,1,3~D: cancels last hit, transitions to MNT stance
1,3: now recovers in SCR; 1,3~b to recover standing
d/f+4,1~d: cancels second hit and recovers crouching
f,f+2: tracks both directions now
f,f+4: has less range and tracks both directions now
WS+1,2: launches on normal hit; WS+1 no longer stuns
cancel for d/b+3~b: is more fluid and has less recovery frames now
SCR d/f+4: does not juggle on CH anymore
Source
http://www.tekkenzaibatsu.com/forums/showthread.php?s=2ed652216caef538e5bef1eb1fc54151&threadid=120491&perpage=25&pagenumber=1