Ragna

Standing A: doesn't hit Tager on crouch.
Standing C and ↓C are shorter but faster, less recovery time.
→A: start up a bit quicker otherwise no change.
→B: scales more, less combo damage from this overhead.
→C: scales more.
↓C: less stun on counter hit.
↘C: hitstop is smaller.
↓D: standing C doesn't pick up opponent off the ground afterward normally.
Jump C: start up is a bit slower.
Jump

hitbox is smaller during BloodKain.
↓↙←A: follow up removes a guard primer point, less stun on counter hit.
↓↙←B: longer recovery after landing
→↓↘C: damage increased.
→↓↘d: drains more HP.
↓↙←D: quicker start up, a bit bigger hitbox and removes a guard primer point.
↓↓C: Damage is fixed to 400.
Berial Edge (Air ↓↙←C):
The new diving attack (4 hit) is not an overhead, small disadvantage on block.
Impression: Due to the change in guard libra system, the enhanced Dead Spike (↓↙←D) seems to be key move to remove guard primer points. Using it properly can guard break opponent rather quick. New diving attack doesn't have much impact in gameplay especially it lacks damage without any combo potential afterward. It may change in the next location test though. In general Ragna is still an aggressive rush down character with greater potential in guard crushing his foes.
Noel

Standing A: more guard stun = more frame advantage, about even on block now
Standing B: horizontal hit box narrowed, scales more.
Standing C: motion changed, shoots forward and shorter, quicker start up at 12F, cannot jump cancel on block
→A: slower start up and doesnt hit on most character's crouch motion (except Hakumen & Tager)
→B: scales more.
→C: Nerfed hit stop, untechable time, and start up, second hit removes a guard primer point.
Jump A: slower start up.
Jump C: slower start up.
Jump

air hit cause ground bounce, untechable time increased.
Jump →D: air version of →D, not an overhead, able to cancel to chain revolver follow up early.
Throw: scales more.
Air throw: more start up and recovery.
Chain Revolver- initiate
↓D: no longer overhead, feels like it still has good hitbox though.
←D: faster start up.
→D: faster start up, still a low attack.
Chain revolver- follow ups
A: the old normal C attack but faster.
C: the old chain revolver →A follow up.
→A: the old chain revolver A follow up, jump cancelable on hit.
→B: more knockback.
→C: attack level perhaps decreased, cannot combo from D, removes a guard primer point.
Chain revolver- special
↓↙←D: removes a guard primer point.
↓↑D: more landing recovery, need to rapid cancel to continue combo if not in corner, removes a guard primer point.
↓↘→ + A/B/C: faster start up, less block stun.
↓↓C: more recovery and scaling
Air ↓↘→↓↘→C: cannot do anything until landing. Highly punishable on block.
Impression: Combo damage is nerfed significantly. Combos/loops are much harder to perform and more character specific. Other than that her gameplay is not changed that much.
LITCHI

+ Stick 5A, 2A links to 5B
+ DP is now RCable. Tsubame > RC makes you go staffless, but doesn't launch?
+ can setup the stick with 6D or 4D,
Litchi's 6D is a 2 hit attack. On guard it can be canceled into a special, but the window for this is very late. For example, after the timing of the 2nd hit you can cancel into Ittsu or Shishin. On hit confirm you can do combos such as 2B>6D>Tsubame~. In another post it was mentioned that 6D is a possible anti-air.
6D was described to look similar to Shiki's tackle in Melty Blood (whatever that means). Another post described it to look like a move where Litchi moves forward with an animation similar to the second hit of her j.D (I wonder if he meant her j.2D since that one actually does have a second hit as opposed to regular j.D?.
Litchi's 4D is possibly an overhead kick. It looks similar to the move she was using in the screenshot shown in the Famitsu scan. Activates fast -- about the same timing as her 6A overhead. 4D has good reach and good hitstun. Can combo on CH. They haven't figured out if it's comboable on normal hit but it can cancel into hatsu and chun so you have 4D>Hatsu>Chun for 1.6k damage
+ JD will cause slide down (I dont know if this is good or bad actually...)
+ Tsubame does more block stun, but scales more.
+ Ryuuiisou breaks 1 guard primer.
- all green slower start up
- easier to tech after DP hits, cannot end the combo with DP setup
- cannot do the combo after DP normal hit
- Timing on Tsubame>6C got harder. On Noel, the guy tried doing Tsubame>6C>2B>2C but she teched @ 2C. I guess by now it's needless to point out that Tsubame jacks up the techability time for combos.
- If you start a combo with 5B, Ittsu combos are impossible. The second hit of 6C in the final part of the combo ...>6C>Tsubame>6C>... becomes techable. It was impossible even on Tager. They are speculating that Ittsu combos might be possible if you do start it off a raw IttsuC (so not confirmed -- something for them to check next time).
- The regular 5B>5C>3C>... combos are all still possible. It tops out at around 2.5k damage. Also damage in general has gone down (staying with the theme for all damage nerfs in the game). IttsuC combos when taken as far as they can go before teching has only done about 3k damage.
So Tsubame is no longer comboable without a RC, and even then its ballz hard. Looks like Litchi's corenergame got hit pretty hard.
Bang

Standing C: slower start up and smaller hitbox.
↓B: faster start up.
→C: works on more standing characters, such as for Noel you can do A > B > ↓B > →C > JD > J↓↘→C > D
↘C: jump cancelable
Jump C: is not an overhead (heard from Dora, really?)
Jump ←C: is not an overhead
D/↓D/→D/JD: all of them have faster start up.
→↓↘B: longer untechable time.
↓↙← A/B/C/D: slower start up.
J↓↘→A: the poison from nail does more damage now.
* All nails travels faster.
↓↘→↘↓↙←C: faster start up, removes a guard primer point
↓↙←↓↙←C: wider hitbox.
New anti air distortion drive hit throw (not command throw) does 2000pt, does 3000pt after crouching C.
Impression: based on Dora's post, →B rapid cancel leads to four seals combo, standing C in the mid screen leads to four seals combo, ↓A hit a standing opponent leads to four seals combo, anything standing B punishable leads to four seals combo.
So Bang is prolly the best character in the Loketest atm, with Tager in close second.
Rejoice Bang players, and play your theme song with MANLY PRIDE!
http://www.youtube.com/watch?v=InGy7t8XLqY&feature=relatedAlso, as a bonus, heres a graphical comparison of BB:CT and BB:CS.
http://a.imagehost.org/dl/dfeca22294c3b0e37748dfbcf520fa5e/0508/10mai297110.jpgLooks better, no?
Carl, Hakumen, and Tao up next.