Ok, here it is, shamelessly copy/pasted from my site
JoeInky can probably do more competitive analyses, and a couple of translations are iffy
Pikachu
Neutral Special 2. Electromagnetism
Pikachu's neutral special works similar to its standard one. This move will create a more powerful bolt of electricty which bounces on the stage, but it also will not travel very far. Like the original, it will be a ball of energy that falls down if used in the air where it does more damage.
Side Special 2. Headbutt Shock
Pikachu's side special is a powerful charge move. Hold the button down and Pikachu will begin charging energy up. When you let go, Pikachu will shoot off sideways, spinning and surrounded by electricity. If Pikachu hits anyone while in transit, it will knock them back. The longer you charge the move, the further you will go and more damage you will do. Unlike the Skull Bash original, this move carries the opponent with them, inflicting damage multiple times.
Up Special 2. Enhanced Quick Attack
Pikachu's up special is its recovery move. This move works in a similar manner to its original and allows Pikachu to quickly move up. It can be used twice in quick succession to change direction. This move is slightly different because the damage it inflicts the enemy if it passes through them causes them to pause briefly.
Down Special 2. Electrical Generation
Pikachu's down special is rather different to its standard Thunder. Rather than calling Thunder down, Pikachu creates an aura of electricity around him, which damages opponents multiple times before one final hit that knocks the opponent flying.
Neutral Special 3. Thunder Shock
Pikachu's neutral special is different to its other two in that it doesn't send out a bolt of electricity that hugs the stage but rather a bolt that flies to the right, with a slight diagonal decline, damaging any opponent that it hits. If it hits the opponent at the apex of its journey, it delivers serious knockback.
Side Special 3. Powerful Headbutt
Pikachu's side special is once again a powerful charge move. Hold the button down and Pikachui will begin charging energy up. When you let go, Pikachu will shoot off sideways, spinning. If Pikachu hits anyone while in transit, it will do decent damageknock them back. The longer you charge the move, the more damage you will do, but you cannot increase the distance. You can recover after using this move.
Up Special 3. Speedster
Pikachu's up special is its recovery move. Unlike the other two, this move can only be used once, but it can be in any direction. Like before, if Pikachu comes into contact with any opponent, it will damage them, with more damage done compared to the other two moves.
Down Special 3. High Thunder
Pikachu's down special is another call for Thunder. However, this time, there is a delay from the call to the Thunder hitting due to the thunderbolt being higher. Once again, if it hits an opponent, it will bring them down, doing decent damage, but the knockback from the shockwave if it hits Pikachu is reduced.
Charizard
Neutral Special 2. Fire Fang
Charizard's neutral special is a massive change and is now the move Fire Fang. It starts off blowing fire for an incredibly short distancefor as long as you hold the button, and when you let go, Charizard will chomp down, delivering serious knockback and damage to anyone in the viscinity.
Side Special 2. Blast Burn
Charizard's side special is a powerful charge move. Similar to its Flare Blitz, it starts off by charging in a blue aura and then move off to the left or the right slowly. This move will still do damage of 6% to you, even if you don't hit an opponent. If you do manage to make contact with an opponent, then there will be a powerful explosion which causes significant damage to both Charizard and the opponent, and knock the opponent flying.
Up Special 2. Wind Up
Charizard's up special is its recovery move. Press the button and Charizard will shoot up, but its recovery distance is minimal. However, if it makes contact with the enemy, it will grab them briefly, damaging multiple times before one final hit at the apex of the move, which will knock the opponent back
Down Special 2. Headbutt
Charizard's down special is different from the previous one and just has Charizard using the move Headbutt. If it makes contact with any opponent, it will slam them into the ground temporarily while doing decent damage.
Neutral Special 3. Flame Balls
Charizard's neutral special has Charizard send out three bursts of fire. These will be randomly forwards or diagonally downwards, bouncing off the ground if necessary. These bursts are fairly weak, but encompass a great distance, meaning that they can hit many.
Side Special 3. Dragon Rush
Charizard's side special is a powerful move. Like the other two side specials, this move has Charizard spin around towards an opponent. This time, no damage is done to Charizard. If an opponent is caught in the spin, they will be damaged multiple times, and if they're at the tip when Charizard finishes, they can suffer some knockback.
Up Special 3. Fly High
Charizard's up special is its recovery move. When you press the button, Charizard will shoot upwards. However, when doing so, it won't do any damage to any opponent that it hits, but it has greater distance than the other recovery moves.
Down Special 3. Flying Rock Throw
Charizard's down special has Charizard grab a rock and smash it again. If any enemy is hit by the rock, they will receive decent damage. This move however is different to Rock Smash in that when the rock is smashed, it will send pieces diagonally up that will damage any opponent, and carry an opponent if they were hit by the initial blast.
Lucario
Neutral Special 2. Attraction Aura Sphere
Lucario's neutral specialis similar to its Aura Sphere move. When you charge it up, it acts the same as before and can damage opponents by small amounts if they touch the energy. Once charged, it can be stored. However, this move is different in that the actual release moves very slowly and doesn't disappear after it hits an opponent, meaning it can hit them multiple times if times correctly. It also pulls the opponent into it if they get too close.
Side Special 2. Full Power Release
Lucario's side special is similar to its Force Palm move, but this time, Lucario will lurch forwards a short distance before unleashing the energy or grabbing an opponent. The damage done by this is smaller than Force Palm, but it can be useful because it can help cover some distance.
Up Special 2. Ride the Wind
Lucario's up special is its recovery move. Like before, you can control the distance that Lucario moves at. However, with this move, it works a lot slower than before and it doesn't damage any opponent that it hits.
Down Special 2. Glance Counter
Lucario's down special is no longer precisely a counter, but can still protect Lucario from damage if used at the right time. Now, after the initial pose, Lucario will do a small bit of damage to any opponent that is within reach of its pams.
Neutral Special 3. Piercing Aura Sphere
Lucario's neutral special is another Aura Sphere style move. This move, once again, can be charged and stored once the charge is complete. However, this move fires off the energy ball with ferocious speed and distance that can cover an entire stage. In addition to that, it doesn't stop if it hits an enemy. Due to this, though, it does less damage. The charge mostly factors into the distance it travels, rather than the power.
Side Special 3. Long Distance Palm
Lucario's side special is another move where, if close to an opponent, Lucario will grab them before releasing energy with some serious knockback. If not close to the enemy, then Lucario will release some decent energy to damage and knock opponents back. When Lucario's Aura is at maximum, this can cover ridiculously long distances..
Up Special 3. Extreme Speed Attack
Lucario's up special is its recovery move. Like before, this will shoot Lucario forwards in whatever direction you want. However, unlike the other two, you cannot change direction mid-flight. It also will carry any opponent that it hits and, if they are at the apex of the move, can deliver some serious knockback.
Down Special 3. Numbing Double Team
Lucario's down special is another counter. When used, Lucario primes itself for an attack and, if is hit during it, will disappear and hit the opponent multiple times with little knockback.
Jigglypuff
Neutral Special 2. Perpetual Roll
Jigglypuff's neutral special is chargeable and has Jigglypuff spin around and roll on the ground. This time, the move will run continuously, and direction can be changed. If Jigglypuff hits an opponent while doing this, it will continue and be able to turn in order to hit again. It has minimal knockback and only does small amounts of damage. The longer you charge, the more distance you can cover and the more damage will be inflicted.
Side Special 2. Horizontal Slap
Jigglypuff's side special is similar to before and has Jigglypuff lunge forwards slightly with a punch. At the end of the punch is a small click of energy. This move will do decent damage if it connects with an opponent and has serious knockback.
Up Special 2. Hyper Voice
Jigglypuff's up special is similar but different to its standard special. When used, Jigglypuff will start to sing again, but rather than putting its opponents to sleep, it sends out shockwaves which damage the opponent and delivers serious knockback.
Down Special 2. Twisting Fly
Jigglypuff's down attack is definitely different to previously. This time, Jigglypuff shoots upwards and falls asleep as it falls down. If any enemy is in the way as it shoots upwards, they receive damage and are knocked back slightly. However, if the move connects with an enemy right when it's used, they receive decent damage and knockback, but also gain a flower on their hard which saps their energy gradually.
Neutral Special 3. Furious Rollout
Jigglypuff's neutral special is, once again, a rollout. As usual you charge the move, and when you let go, you will shoot off in a direction. This time, Jigglypuff is surrounded by a blue aura when it is let go. If the move connects with an opponent, it does significant damage and massive knockback. However, if you release too early, then Jigglypuff just rolls a little bit, doing no damage and leaving open for an attack.
Side Special 3. Slap Alot
Jigglypuff's side special is once again a lunge forwars. This time, multiple hits come off from it as it moves, and it slides forwards while the move is in progress. If the move connects, it does multiple hits of damage to the opponent, doing the most on the final hit.
Up Special 3. Repelling Song
Jigglypuff's up special once again has it singing, but rather than putting an opponent to sleep, it sends out shockwaves which do minor amounts of damage and knock an opponent slightly. If the opponent is in motion while the shockwave hits them, then they will be spun backwards
Down Special 3. Awakening Attack
Jigglypuff's down attack has Jigglypuff fall asleep again. When it falls asleep, it creates a small vortex around it, which repels enemies. After a second, Jigglypuff lets loose an explosion which delivers decent damage and knockback to any opponent that hits. If they manage to jump into the vortex, it will do more damage. This move will damage Jigglypuff itself by 5%.
Greninja
Neutral Special 2. Stationary Shuriken
Greninja's neutral special is an adaptation of its Water Shuriken move. This move can be charged to create larger Water Shurikens, but when released, the Water Shuriken will stay right in front of Greninja, damaging anyone it hits multiple times with no knockback.
Side Special 2. Intense Shadow Sneak
Greninja's side special is a move that requires holding the button for decent effect. When you press the button down, a shadow will move away from Greninja. Release the button and Greninja will disappear and reappear where the shadow was and do a backflip, doing severe damage and knockback to anyone who is caught in the wake. It does more damage if you come up behind the opponent.
Up Special 2. Large Pump
Greninja's up special is its recovery move. This time, Greninja lets out a burst of water that propels it in any direction. At the end of that burst, it will send out another burst, allowing you to change direction. This move does not damage any opponent that comes in contact with it.
Down Special 2. Particle Technique
Greninja's down special is no longer a counter. This time, Greninja will disappear for a second, rendering it invulnerable to attack, and then will re-appear with an explosion, doing decent damage and knockback on the opponent.
Neutral Special 3. Protean Shuriken
Greninja's neutral special is another variation of Water Shuriken. This move isn't a charge move per se, but rather the longer you hold the button down determines speed and distance of the Water Shuriken. These Water Shurikens are small, but do a moderate amount of damage and knock opponents they hit upwards.
Side Special 3. Quick Shadow Sneak
Greninja's side special is akin to Shadow Sneak. This time, the distance is predetermined and so is automatic rather than requiring the holding down of the button. Due to this, the damage it does is reduced slightly, but does have a little bit of knockback. If you go through the opponent, you will do 1% more damage than if you appear between you and the opponent.
Up Special 3. Single-Shot Pump
Greninja's up special is its recovery move. This move will send Greninja directly upwards by firing a burst of water. This is a very fast move, and covers a great distance. If an opponent hits the water of the move, they will receive damage.
Down Special 3. Stored Substitute
Greninja's down special is another counter move. When used, Greninja primes itself and, if attacked during it, the attack begins. Greninja will disappear and leave a log in its stead. However, a short time after that, Greninja will re-appear on the other side of the log, and do a flying kick towards it, damaging the log and knocking it into the opponent, before Greninja hits the opponent, doing decent damage and knockback.