For those who care...
Most important part is bolded.
Final LokTest from dustloop:
System/Misc. Changes and Info:
* System announcer changed again evidently even worse w/r/t engrish.
* Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions
* There is a single player mode called "Unlimited Wars", its pretty much the score attack mode but all your opponents are unlimited characters
Ragna
* BE's hitstop has changed
* increase in 6C's attack level(?)
+ 623C>236C follow up 236C does not cause a big wall bounce which make you will be able to combo after you land
+ 5B>3C>623C>236C>236C>land 2C>5D works
+ 22C does 600 damage
- 22C not very profitable to use in general
Jin
+ 2D starts up faster.
+ Yukikaze now does 3080 damage
+ 2D is slightly faster than previous loketests
+ j.B seems to be bit faster than CS, but slower than CT
+ Jin 6A breaks primer on block
- throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000
- 623D seems to have the same move proration, combos with 2 623D's involved pretty much don't work anymore
Rachel
+ Overall damage has increased compared to CS (It's weaker than last loketest)
+ New gatling: 5B > 2B (Looping it is impossible)
- j.2C is not jump cancellable anymore.
Hakumen
*Forward throw causes slide effect.
* 6D, JD, 2D: gain 1 orb meter once you successfully counter. You can't do any followup combo after the counter.
* JB: JB - Renka - Enma combo does about 3100 damage
* 5C: has more horizontal reach. has more proration
* 623A: moves less now. cancellable to other specials now
* Hotaru: looks like you can combo into Enma after this hits. (not confirmed)
* Renka: 2nd hit does wall-bounce once hit. 120% proration of the 1st hit is gone.
* Enma (623A - A): you can still do CS Enma combo. has more proration now.
+ J2C: has faster startup now. J2C > 5C > Renka > Enma combo does about 4400 damage.
+ 4C: now cancellable to special moves. not sure about the proration at this moment.
+ Tsubaki: Slide down no matter of air or ground hit. you can do followup combo at the corner.
- 6A: moves slightly less forward than CS
- 6B: Damage is decreased (749 4th locke -> 710 now)
- 3C: has more recovery now. 3C - 2B works only after counter hit.
- JC: slightly more recovery
- 5D: damage is decreased to 1400, fewer active frames. gain 1 orb meter once you successfully counter.
Carl
* Brio's knockback trajectory travels farther.
+ j2C knocks down.
+ Anima has armour, launches very high.
+ Volante has multi-hit armour for projectiles.
+ Cantata is quicker.
+ NEE-SAN~ moves faster (only during Cantata?).
- Cantata uses up more NEE-SAN~ bar.
- Throw damage is 600. Throw > Fermata damage is 1700.
- Volante has same move penalty.
- j.B is no longer a fatal counter
- Overall damage has been drastically reduced.
- 3C retains CS version's float property, but is also ground-techable.
Taokaka
+ 5CH > 6C works
- 3C can only be cancelled with distortion drive (confirmation from previous loketest)
Litchi
+ 4D slide down>release D>dash JB~ combos
+ 6D causes the wall bounce
+ you can combo ittsuu after throw, and you can follow up with CS combo afterward
Bang
* 5A is still good
Lambda
* Zwei Blade (236B) startup has returned to CS version.
+ Ground throw wallbounces if close enough to the corner.
- after 214D normal hit, you can't combo with 5D, you can do dash 5B so it requires more reaction skill
- no invincibility for gravity move
Mu
+ 3C now jump cancelable, even on block
+ seems like D moves got some guaranteed frames
- 3C is techable again
- 6A has shorter untechable time
- J2C does not cause the knockdown, you need to RC to do the follow up combo
Valkenhayn
- Nacht Rozen no longer an overhead
- Throw > 2C no longer possible
- big nerf in combo damage, avg. 3k damage now
Arakune
* curse combo still does 8000+ damage
* 6D is positioned slightly farther away.
+ j.6[A/B/C] has been returned to BBCS version.
+ f.g can used in combo to recurse opponent
+ mist is faster, but lasts shorter
- slight increase in startup time before a warp.
Tager
+ 22D does 100 damage
+ 2C>3C added
- no follow up combo from regular throw
Hazama
+ jyabaki causes the wall bounce when hit on air
+ thus, 3C>jyabaki>5C works in corner
+ mid screen combos are pretty much 3C>214DA or Jyayoku>214DC>6C>dash2B
- attack level of chain moves decreased
- DOES NOT get back stocks when opponents blocked chain
- chain faints have shorter stun time, faster
Tsubaki
+ 5B is stronger, can be used as anti air.
+ 22C > 214D is possible.
- j.D's charging speed is the same as it was in CS1.
Platinum
* Appears unchanged since last location test.
* Has 5 Guard Primers
* Air dash animation is Platinum riding her staff like Cardcaptor Sakura. Hang time on the air dash is long. If she and another character air dash and attack at the same time, it might be possible for her opponent to hit her afterward before she lands.
+ Dash is pretty far.