Unlimited character/List of Changes/Chronophantasma Extend

Universal Changes

 * 3C does a hard knockdown on standing hit for everyone except Nu (Rachel only gets a hard knockdown if one hit of her 3C connects).
 * Characters revert to their CP 1.0 changes (ex: Terumi's Cleaving Fang (22C) has 3 versions like how it did pre-CPEX)
 * Overdrive gives a 1.25x damage boost to all attacks, passive meter gain, and access to a powerful Distortion. Note: the damage buff will go away IMMEDIATELY on deactivation even if your in the middle of hitting them with a Distortion like Ragna's Devoured by Darkness. If it runs out before the final hit connects it won't do its bonus damage.
 * Overdrive lasts for about 13 seconds no matter how much health you have.

Notable Changes

 * HP: 13,000
 * All sword-based attacks have Soul Eater Effect.
 * Gauntlet Hades' Axe Kick (214B 214D) has a Jump Cancel option.
 * Bonus to HP Gain.
 * Soul Eater followups to moves have greater knockback, popup and stun, particularly the followup to Hell’s Fang, which can Cancel into Dead Spike, its followups and Devoured by Darkness.
 * The effects of Blood Kain IDEA are active by default.
 * Dead Spike third follow up now bounces.
 * 5D second hit is an overhead.
 * Blood Scythe has an altered trajectory that is more similar to Testament’s Grave Digger from Guilty Gear.

Notable Changes

 * HP: 16,000
 * Most Ice moves freeze for varying amounts of time longer than they did before.
 * 2D produces a wave of 3 Frost Bite blades that appear below and move the frozen opponent towards Jin.
 * 6D produces a wave of 3 Frost Bite wings that push the opponent away from Jin.
 * Ice Rules: Jin can usually manage to freeze his opponent up to 3-4 times per combo, particularly with 6D.
 * Tōga Hyōjin produces 2 waves of ice which hit for 13 hits.
 * Hiyoku Getsumei has 24 hits and hits for the 25th with Kokūjin: Yukikaze.
 * Kokūjin: Yukikaze has auto startup if it is not triggered, however Jin is vulnerable to attacks after the shield disappears. It is unblockable once active, and causes Freeze/Knockdown on hit and can relaunch with 2B on some occasions.
 * The effects of Frost End are active by default.
 * Jin has 4 different versions of all of his specials except Rehhyō and Hirensō which still have the same inputs they did before(623C/D respectively) and all the D versions (except for Sekkajin) consume 25% heat on use. They also all freeze no matter the move (even Rehhyō and Hirensō) and all versions of one move count on their own moves to Same Move Proration (more specific info in the Extra Inputs section).
 * j.D doesn’t stop Jin’s air momentum.
 * 6B now ground bounces.
 * C attacks no longer freeze in Overdrive.
 * 3C gives hard knockdown.
 * 6C freezes on hit.

Notable Changes

 * HP: 14,000
 * Has Double Airdash and Triple Jump (1 Super Jump + 2 extra jumps/1 Super Jump + 1 Jump + 1 Airdash).
 * Increase in speed.
 * Chain Revolver now has 8 links after the initial attack.
 * Chain Revolver Rules: Every Chain can cancel into Special Attacks, Every OTHER D chain can cancel into another D chain (so in other words every other D move has to come out before another can be canceled), lastly, the chain can be ended with up to three Spring Raids which links into Thor.
 * Revolver Blast has a Jump Cancel property that lets Noel jump +1 times after the move is done (up to 3 times depending on remaining aerial options).
 * Optic Barrel hits in 2 locations. The A version hits at close and mid range, where the B version hits at mid range and full screen. It can also cancel into itself up to three times.
 * Muzzle Flitter has slightly more range and can be cancelled with j.A.
 * If Fenrir muzzle connects at close range, Nemesis Stabilizer fires three times instead of once.
 * Thor fires 5 missiles instead of one.
 * The effects of Chain Quasar are active by default.
 * Assault Through has longer range.
 * Bloom Trigger does more hits

Notable Changes

 * HP: 14,000
 * Possible minor boost in push/pull with Silpheed.
 * Impish Gypsophila will remain on-screen until Rachel is hit and can be used any number of times depending on how many wind stocks she has.
 * George XIII will remain on screen until it is killed (2-3 hits so about 1400 HP or so). George takes a hit whenever Rachel gets thrown, which equates to 2 throws worth to kill George. Then he enters a rather large cooldown phase before he can be summoned again.
 * Tiny Lobelia will fire 3 seeds of varying angles and formations, usually 2 pairs of rods and a rod spaced out away or towards her. She can use 214C to summon lightning on the ground or in the air after these are summoned.
 * Tempest Dahlia now throws every single item from the various versions of the move, regardless of how much of the Silpheed Gauge is filled.
 * The effects of Elfried are active by default.

Notable Changes

 * HP: 14,000
 * Increase in speed.
 * Has Triple Airdash and Quadruple Jump (1 Super Jump + 3 extra jumps/1 Super Jump + 1 Jump + 2 Airdashes / 1 Super Jump + 2 Jumps + 1 Airdash/1 Super Jump + 3 extra Airdashes).
 * Dancing Edge is now limited to 5D, 2D or j.D and is a single pounce attack that does about 5000 damage, and has the Distortion Drive sound effect on startup. Warning: 4D and other j.D moves no longer work except special inputs, this move cannot be feinted or crossed up.
 * "Kitty Litter Special!" throws 3 projectiles or one large Kaka kitten at random.
 * "Kitty Litter Special!" Bowling Ball produces any number of hits until it rolls behind the opponent’s hitbox in the corner.
 * A fully charged C attack produces a Fatal Counter on hit, regardless of whether or not it is in fact a counter hit (2C/5C/j.C).
 * "I’mma Beat the Crap Outta You!" does 100 Hits.
 * "Almost Becoming Two!" drains about 1.5 times slower, so it lasts longer.
 * "Almost Becoming Two!" also enables D attacks to be jump canceled.

Notable Changes

 * HP: 9,500
 * Movement speed, Hop speed, and Airdash speed are all reduced and shortened.
 * The distance traveled on 3C is increased.
 * Nirvana’s HP and Armor points on her moves are vastly improved and she has a massive increase in speed.
 * Nirvana’s attacks and specials now do nearly twice the amount of hits, including Rhapsody of Memories.
 * Volante comes out faster and travels faster, and hits 3 times.
 * Vivace can go both forward and backwards (236A/B for forward, 214A/B for backwards) Vivace A goes a very short distance while his Vivace B goes about full screen.
 * Allegretto lasts longer and deals more hits.
 * Cantabile travels almost full screen, but you can shorten the move by pressing C while it’s active. On hit, the opponent will be stunned in place for a bit instead of being launched into the air.
 * j.2C no longer bounces and does multiple hits on the way down.
 * The effects of Synchronized High Speed are active by default.
 * La Campanella places Nirvana in front of you.

Notable Changes

 * HP: 15,000
 * Increase in speed.
 * Litchi has a special teleporting ground dash that can dash behind opponents when 214A is used, in which she is completely invincible.
 * Litchi also has a Yin-Yang Gauge (similar to Jam Kuradoberi) with a maximum of 99 that determines the strength of her Three Dragons attacks.
 * Her Three Dragons moves are all multihit and when charged do extra damage, have extra range and stun and all are aerial moves as well.
 * The effects of The Great Wheel are active by default. Because of this, Straight Through and its followups, Tsubame Gaeshi, Reach: Last Chance and its followups, Reach: Robbing the Kong, Reach: Kong on Kong, The Four Winds, Kote Gaeshi, and Thirteen Orphans no longer work.

Notable Changes

 * HP: 12,000
 * Jumps are higher and more floaty.
 * Forward dash is now his swim animation and no longer warps behind the opponent, can be held to be used as a run.
 * 3C homes in on opponent regardless of distance.
 * "If P then Q" teleports are noticeably faster.
 * Zero Vector Clouds fill Curse Gauge to full on contact.
 * All Drive attacks (2D, 5D, j.D, 6D) will now fill the Curse Gauge by 50% on block, but fill it to full if the hit lands.
 * When opponent is cursed, all bug summons now create 3 of that bug on the screen at once.
 * Crimson Gauge drains slower than normal.
 * "y.two-dash" can be used on the ground, and travels much farther overall, gains the ability to try to track the opponent's position and causes Arakune to bounce off the opponent on hit or block. Can still multi-hit if he somehow hits them after bouncing off of them.
 * "f of g" (Air bug summon) calls twice as many bees and curses them as a result.
 * The effects of Crimson Depth are active by default.
 * Permutation n,r produces 3 spiders which each follow the curse rules of his D normals (automatic curse on hit and 50% curse on block).
 * a plus/minus b produces a bigger cloud which sticks to the opponent for a longer duration, and also makes the opponent unable to block insects.

Notable Changes

 * HP: 18,000
 * Movement speed slower and shortened.
 * Now has a Double Jump, Airdash and Ground Dash.
 * Ground Dash after so many frames is invincible to any attack and projectile except lows, sweeps, and throws.
 * 6A has a larger Magnetic pull when held down.
 * 5D can be held down for magnetic pull and a stronger punch.
 * 4D can be held down for feints or just for the magnetic pull, or pushed and released for the actual hit.
 * Gadget Finger can pick standing/crouching opponents regardless of whether or not they are knocked on the ground. It can also still be released early for Magnetic pull.
 * 5C and 2C can be jump canceled.
 * Tager’s Magnetic Gauge builds up much faster, and now has the capacity for three Spark Bolt shots.
 * Voltic Charge has a significantly larger charge amount (one full charge fills the Magnetic Gauge more than halfway, giving him one Spark Bolt shot).
 * Magna Tech Wheel > Terra Break, no longer costs an additional 50% Heat to do.
 * 2D knocks opponent into the air.
 * Voltech Field is no longer his Overdrive.
 * Crimson Punisher is stronger and has a slightly different animation where Tager is propelled higher.

Notable Changes

 * HP: 15,500
 * Bang starts the round with a stock of 20 Nails.
 * Void Tempest: Bang Drop (Ground) is now a dashing command grab (though it can still whiff if the opponent jumps). EX version has a small airdash forward too. No longer generates seals or has an extra hit.
 * Heavenly Rain throws 3 kunai regardless of type, j.236B is an especially large explosion, for example.
 * Instant Ninpo uses 2 nails to put up 2 bumpers at a time.
 * Steel Rain now summons 2 umbrellas that track the opponent, and won’t disappear if Bang is hit.
 * Fū-Rin-Ka-Zan is a Distortion Drive like the previous games. Bang has a new Overdrive: Erupting Soul.
 * Bang’s Unstoppable Double Palm Thrust and Bang’s Heavenly Double Palm Thrust now travel further across the screen, and both knock the opponent high in the air. This is meat to replicate Chipp's Alpha Blade from Guilty Gear.
 * Hyper Shadowstep Strike is no longer available.

Notable Changes

 * HP: 13,000
 * Spike Chaser is always a full screen projectile.
 * Aside from 4D's minimum distance requirement being removed and Gravity Seed recharging faster, all the effects of Unlimited Drive are active by default.

Notable Changes

 * Lambda has a special gauge that fills up when she lands C attacks, Act Parcer Zwei: Blade and Cavalier. This gauge determines the strength of some of her attacks, and it depletes when Lambda is not attacking, or is being hit. This is a reference to Labrys' Axe gauge in Persona 4 Arena.
 * Spike Chaser actually goes full-screen.
 * Act Parcer Zwei: Blade can be cancelled into Act Parcer Zwei: Cavailer and Exiga Nail.
 * 3C causes hard knockdown even when the opponent is already downed or in the air.
 * Calamity Sword tracks the opponent.

Notable Changes

 * HP: 16,000
 * Magatama gauge gets a 2.0x multiplier in regeneration speed. If Kishin is activated, the effects are added on, giving Hakumen a 7.0x multiplier in regeneration speed.
 * Now has a small set of combos reminiscent of Last Blade’s Speed Mode:
 * 5A>5A>5B (mixup does not combo, but 5B links to other combos)
 * 5A>5A>5C (causes minor floor slide on hit… if only 5C of this combo hits, floorslide is untechable)
 * 2B>5B>5B
 * 5C>4C>46C
 * 2D, 5D, 6D Zanshin moves counter with Yukikaze; this move is blockable for about 5 hits unless they are trapped by the frame counter.
 * j.D Zanshin move results in meterless Tsubaki move. Can be used to create Fumajins as well.
 * Fumajins may/may not stay out longer when created.
 * Kokūjin: Shippū projectile hitbox is a huge multi-hit and has massive popup and knockback if the enemy is hit by the main part of it. Has huge blockstun and can be used to trap an opponent into blocking the unblockable Yukikaze if it is canceled from Shippū.
 * Yukikaze activates regardless of whether it was triggered and after so many frames, Hakumen is invincible during the rush animation. This attack is unblockable as well. If the shield disappears and the enemy is close enough Hakumen can be hit or thrown out of the attack. The Overdrive version of Yukikaze will only activate if the opponent activates the counter, otherwise it will be a regular Yukikaze. The only exception being if it is justly timed after the overdrive distortion, if all four sword hits land.
 * All Distortions are cancelable into others.

Notable Changes

 * HP: 16,000
 * Uses voice set "Generic Type C" (AKA Terumi voice)
 * New taunt: he laughs while holding his hat.
 * Has a 1.1x Damage Modifier Boost
 * 6B Trips the opponent.
 * 6A Bounces the opponent.
 * 3C longer stuns
 * All Ouroboros Drive Chain stuns longer no matter the distance.
 * 632D is Unblockable.
 * Heat Gauge automatically fills up during Overdrive.
 * Hazama has a special ring-like shield around him that drains the health of anyone within the circle, also any attacks he lands while they are in the circle will give him HP back, but not "outside" the circle, so he is limited in that regard. Cancels while being hit. The other effects of Jormungand are also active by default.
 * Serpent’s Benediction moves can now be performed without going into Serpent’s Benediction (elaborated in Extra Inputs section).
 * If Serpent’s Benediction moves are performed with Serpent’s Benediction, they will always be the green, glowing versions no matter how much time is taken to charge them.
 * Bloody Fangs, instead of stunning the opponent, now does a miniature Eternal Coils of the Dragon Serpent.
 * Eternal Coils of the Dragon Serpent may or may not have faster startup/higher priority. Is also a low hit.
 * Serpent’s Infernal Rapture now has auto-tracking properties.
 * Venom Sword has noticeably more range and knock back slide.
 * Hazama’s portrait near the health bar has been changed to indicate that Terumi is in control. His closed eyes are now open.
 * The Serpent’s Unholy Wrath can be performed without the need of Serpent’s Redemption.
 * Serpent’s Redemption is now a teleport dash that travels further, and can cross up.
 * The Serpent's Unholy Wrath can be performed both inside and outside Serpent Benediction.
 * Falling Fang no longer has knockdown.

Notable Changes

 * HP: 15,000
 * Movement speed faster and lengthened airdash.
 * All versions of Sanctus Aequum travel farther and faster.
 * The D version of Sanctus Aequum has full invincibility
 * The B version of Sanctus Decus can autoguard projectiles while charging.
 * The D version of Sanctus Decus causes the opponent to wall bounce even when they’re not in the corner.
 * Special Moves can cancel into each other on Block.
 * Sanctus Aerolata instantly fills the Install gauge.
 * Each Requiem Maledictis sword deals multiple hits, and will still attack the opponent even if Tsubaki is hit.
 * Second Install is no longer her Overdrive.
 * Macto Maledictis lasts much longer.
 * Lux Macto is no longer usable.

Notable Changes

 * HP: 13,000
 * Movement speed faster and lengthened airdash.
 * Drive mechanics have been completely changed. Steins now act as projectiles and are able to hit the opponent while floating multiple times (similar to Dizzy’s Ice Fish), but can no longer be charged to fire lasers.
 * Downward Forward Laser (j.D) – Charges into the opponent once.
 * Attacking Stein (j.2D) – Charges forward three times and can reposition itself facing behind the opponent.
 * Downward Forward Laser (5D) – Charges into the opponent once.
 * Attacking Stein (2D) – Charges forward three times and can reposition itself facing behind the opponent
 * Upward Forward Laser (6D) – Spins counter-clockwise and fires several lasers.
 * Uppercut Charge Laser (4D) – Fires a fast, high-powered laser.
 * Quick Shot Laser (j.4D) – Fires a fast, high-powered laser.
 * Laser Eruption (j.6D) – Spins clockwise and fires several lasers.
 * Ikutachi Blade has longer range.

Notable Changes

 * HP: 14,000
 * The effects of Galaxian Impact are active by default.
 * Comet Cannon is much larger.
 * Cosmic Ray is now performable without the need for Asteroid Vision. Input is 214D. On hit and block, it switches sides.
 * 5D and 2D make Makoto go all the way across the screen.
 * if j.D is held, you can move in the air with the directions.
 * 41236B is a new counter move.
 * Lightning Arrow/Meteor Dive can now be done by its own in the air with j.214D
 * A+C throws an acorn. Does a grand total of 1 damage.
 * Lander Blow does multiple hits, and can be performed without Lunatic Upper. Input is 22D.

Notable Changes

 * HP: 11,500
 * Has a 1.1x Damage Modifier Boost
 * Idle stance changed, now waves his hands about like Magneto from Marvel vs. Capcom.
 * Begins round with empty Wolf Gauge that regenerates after 22 seconds. When full, it rapidly regenerates whenever he is not jumping in human form. When emptied, it takes about 5 seconds to fully recover again.
 * j.C is his 6C normal (has no Fatal Counter property however).
 * Forward Mini-dash instead of a Hop.
 * Wolf: 5B hits twice but can cancel into the first hit into itself for 3 hits total (from ground to air).
 * Wolf: j.B has no knockdown and can be used many times in a single jump.
 * Wolf form backdash is twice as fast.
 * Nacht Jager hits several times, and can be followed up with Schwartz Jagd (2B) and Weiss Jagd (6B).
 * Schwarz Jagd and Weiss Jagd travel further. Weiss Jagd causes wallstick.
 * Nacht Rozen can be jump cancelled.
 * Geschwind Wolf and Rasen Wolf start up faster and now automatically perform a wolf form j.A attack.
 * j.2C is his old j.C normal and has a slight diving property.
 * Wolf Ukemi: Can recover from many stun attacks by changing to Wolf and back with D.
 * New followup to König Wolf/Eisen Wolf: pressing A x 4 will have a chain effect and cancels into "Seismic Toss".
 * About "Zanseirōga Chains" (A x4 followup to König/Eisen Wolf): by itself it cannot cancel into anything else and auto-corrects depending on which direction Valkenhayn is in, so it cannot be followed up. However, a Rapid Cancel can still be used to cancel it into another series of passes with König Wolf/Eisen Wolf or other moves, assuming Valkenhayn is in aerial range and in the right position to do so.

Notable Changes

 * HP: 13,500
 * Increased Movement speed.
 * Super Jump height, distance while dashing, instant airdash speed, airdash speed/length have been increased.
 * Bombs will bounce on the ground once before exploding.
 * Mami Circular can be used in the air now, and can be utilized as a crossup.
 * Swallow Moon lasts slightly longer and has better movement.
 * Fallen Melody (22C) hits 3 times and does a hard knockdown for long enough that she can follow-up after it.
 * Dramatic Sammy now knocks directly into the air, and is very easily comboed out of. If no item is equipped, it can be chosen with a direction while the animation comes out. Doing so will refill the current item per usual.
 * Miracle Jeanne (236236D) now rains bomb-meteors (similar to Faust) in the current area of the stage. Pushing someone out of range when using it in a combo can make very few to none of the bombs to hit. Also does fairly large chip damage, and does not stop even if Platinum gets hit before they land.
 * The C version of Dream Sally is now a large bubble that slowly bounces along the ground. If not used at point blank range, it becomes unblockable.
 * Happy Magika now has A and B versions, with A teleporting a short distance backwards, B teleporting behind the opponent, and C teleporting above and behind the opponent. Each one activates regardless of whether the opponent hit Platinum or not.

Notable Changes

 * HP: 15,000
 * Ignis' gauge regenerates faster (but it only regenerates while Relius is on the ground).
 * 6B now launches.
 * j.B now causes ground bounce which can link into itself after a high jump.
 * j.C does two hits and can now be jump canceled, replacing j.B in most of his combos. Can chain into j.B.
 * Val Lanto and Id Haas can cause more hits depending on Ignis' distance from the opponent. Id Haas usually does 3 hits. Val Lanto can cause a maximum amount of six hits, which greatly increase this move’s damage. However, Val Lanto now spends 3000 points of the Ignis' gauge, even with Ignis being permanently summoned (Relius' normal version Val Lanto uses 2000 points if Ignis is already summoned). This change greatly increases the damage caused by Relius' combos, allowing him to dish out a 6000 damage combo easily.
 * Val Lyra sends the opponent flying upwards, and automatically makes Ignis go into Geara Nose on hit.
 * Bel Lafino always appears above the opponent.
 * Bel Lafino and Id Naiads have more untechable time, making Relius' combos easier.
 * Id Naiads does only two hits, one when Ignis makes contact with them and one when they both hit the ground. However the two hits do a lot of damage (644, 592 after raw 236C, leading to 2186 damage). Bel Lafino still does multiple hits.
 * Gaad Leis is twice as fast.
 * Geara Lugia is twice as big, and now repositions the opponent directly in the center of the saws instead of knocking them down.

Notable Changes

 * HP: 15,000
 * The effects of Cyclone are active by default.
 * Run speed increased
 * Drill normals do a max of 24 hits and do more damage overall.
 * 5D moves Amane forward, and prevents the opponent’s Barrier block from pushing them away.
 * 5B and j.B does 5 hits instead of 3. j.2B does 5 hits instead of 1.
 * Hariken lasts much longer, but does the same amount of hits.
 * Both directions of Zettou can be repeated up to 3 times in a row, and have different trajectories.
 * Raibu now only deals one hit, but is completely invincible while Amane is moving forward.
 * Raibu wallbounces, allowing meterless followup with 5C leading to a 4k combo.
 * Gosei deals many more hits.
 * Holding C during Gosei will make the last kick not come out. Can follow up with 2B if fast enough.
 * Gekiren now has A and B versions that are positioned at close and mid-range, respectively.
 * Seijyuu Rensou Kyaku and Goukai Rasen Renpa won’t cause the Spiral Gauge to overheat.

Notable Changes

 * HP: 16,000
 * Starts the round at level 2 heat.
 * Forward dash travels farther forward.
 * D moves will lock on to the opponent no matter the distance.
 * j.2C is a new normal that slams the opponent into the ground.
 * Flint Shooter creates several explosions when fully charged.
 * Afterburner immediately places Bullet in Heat-Up Level 2.
 * Miquelet Capture now travels fullscreen.
 * Cutting Sheer does 3 hits, and the followup leaves the opponent standing right next to Bullet.
 * Rage Aggressor makes Bullet run farther and faster and actually has invincibility.

Notable Changes

 * HP: 17,000
 * Azrael now constantly has a red shadow trail behind him, indicating that Scud Punishment State is permanently active.
 * Weak points no longer need to be applied (they are permanently active and invisible).6C has an additional hitbox at the start of the move, where he begins to leap forward.
 * Backdash is jump cancelable like Slayer’s from Guilty Gear.
 * Growler Field’s recovery is much shorter and gives Azrael 1 Phalanx Cannon stock automatically, regardless of whether or not a projectile was absorbed. If Growler does absorb a projectile, Azrael will automatically get 3 Phalanx Cannon stocks.
 * Scud Punishment comes out much faster, deals more hits and damage, and leaves the opponent stunned longer.
 * All of Azrael’s gatlings are now actual gatlings instead of delayed gatlings. They can now cancel into one another seamlessly without the need for specific timing. As such, the second hit of 5B-B has been deleted.

Notable Changes

 * HP: 16,000
 * Teleports are faster
 * Movement speed increased
 * D version of Sonic Saber now hits 9 times instead of 5.
 * The delayed versions of Crusade Seraphim and Aegis Blade now have longer range and hit up to 3 times, which can give Izayoi up to 6 orbs in her Weaving Zero Gauge.
 * Mirage Thruster can now be performed in the air.
 * Justice Phorizor’s range has been doubled.
 * Slaver Trans-AM no longer has a depleting gauge. Instead, the satellites remain active until they are used 20 times.
 * Strike Fall can be done alone, using j.22D
 * Valkyrie Astraea can be done after teleports.

Notable Changes

 * HP: 16,500
 * Movement speed increased.
 * The effects of Infinite Coupling are active by default.
 * Dragon Spirit A throws out 3 small projectiles at once. One fast, one regular speed, and one slow.
 * Dragon Spirit B throws a projectile that homes in on the opponent’s position if they jump. However, this does not stop the opponent from jumping over, causing it to go forward without turning around.
 * Dragon’s Ascent deals 9 hits instead of 6.

Notable Changes

 * HP: 15,500
 * Run speed increased
 * The distance of his forward air dash has increased.
 * The effects of Nightmare Reaper are active by default.
 * Cleaving Fang now does twice as many hits when C is mashed to the highest level. It's final hit also does a hard knockdown, allowing for more combo possibilities in the corner.
 * Terumi now gains Heat by walking, running and air-dashing, like in Guilty Gear.
 * 6C is special- and super-cancelable on the last hit.
 * Grounded Gleaming Fang does not launch towards Terumi. Meaning he has to micro dash to follow up on it.
 * Serpent’s Laceration no longer has an A version, and waits until the last stomp before cancelling into another Distortion if you do one during the animation.
 * Screeches of the Condemned (236236D) has more super-flash frames and they accompany more of the move's total start-up. Meaning it's technically faster. It also no longer has an anti-air version.

Notable Changes

 * HP: 15,500
 * Has Double Airdash and Triple Jump (1 Super Jump + 2 extra jumps/1 Super Jump + 1 Jump + 1 Airdash).
 * Can fire 3 Flame Cages at a time, and each ones does 6 hits instead of 4.
 * The effects of Graviton Rage are active by default.
 * Absolute Zero can be delayed to deal more damage and hits.
 * The B version of Banishing Rays won’t disappear if Kokonoe is hit.
 * Fully invincible while charging Super Dreadnaught Exterminator, so it can be used without the opponent interrupting it.

Notable Changes

 * The effects of Regelite are active by default. Which means her HP gradually recovers, and her Drive moves become special cancelable.
 * Celica goes significantly farther with 6A. As such it can be confirmed midscreen if she is close enough to the opponent.
 * Pic Confit explodes as it crashes onto the ground.
 * Arc Grillé shoots a fast beam instead of a sphere.
 * Celica is invincible while charging Hache Rotir, it can be charged up to three times, and it deals massive damage and automatically fatal counters by the full charge.