Hell, I'll do it Ginseng. Only took like, 5 minutes. My apologies if I missed something that was said IN the thread. Please correct any errors you see!
* 5D charges faster and fastest recovery? It really varied between loketests. Not sure.
* 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier.
* jD charge speed increased
* Charging places Tsubaki in CH state for startup, active, and recovery frames.
* 5B more strong
* 6BB has more range
* 2BB>5BB possible (can't input 2BB twice)
* 2C is jump cancellable on guard
* 2CC doesn't float much
* 3C > 214D is possible.
* 22C finisher seems to net around 2 stock instead of 1.
* 22D wallbounces only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals.
* 236A higher proration
* 236D might be a level higher?
* 236 > 214 doesn't combo, but 236 > 22 does.
* 214A, essentially useless?
* 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible)
* 623A on counter hit, untechable time decreased so cannot follow up
* j236A has more startup, and can't be used in combos.
* j236C has some lag when you land.
* j214x all are overheads
* j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo.
* Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work.
* Air throw bounds the opponent, you can follow up pretty easily
* j.CC>j236D>j214D: The light orb from j236D will hit
* 5D charges faster and fastest recovery? It really varied between loketests. Not sure.
* 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier.
* jD charge speed increased
* Charging places Tsubaki in CH state for startup, active, and recovery frames.
* 5B more strong
* 6BB has more range
* 2BB>5BB possible (can't input 2BB twice)
* 2C is jump cancellable on guard
* 2CC doesn't float much
* 3C > 214D is possible.
* 22C finisher seems to net around 2 stock instead of 1.
* 22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals.
* 236A higher proration
* 236D might be a level higher?
* 236 > 214 doesn't combo, but 236 > 22 does.
* 214A doesn't float, essentially useless?
* 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible)
* 623A on counter hit, untechable time decreased so cannot follow up
* j236A has more startup, and can't be used in combos.
* j236C has some lag when you land.
* j214x all are overheads
* j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo.
* Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work.
* Air throw bounds the opponent, you can follow up pretty easily
* j.CC>j236D>j214D: The light orb from j236D will hit
* 236236C still projectile. DP probably is too.
* 236236C has more invincibility