Changed one thing in the translation for Part 1:
Autocombos (e.g. Shingo's

k move, King's old

p move) now have a whiff animation added...
Page 4
(L and R stand for Left and Right screenshot)
Hero Team:
Ash Crimson
The protagonist of the last installment once again makes his presence felt. Exactly how he ties in with the main story will be something to keep track of.
L:
His main weapon of offence last installment, his projectile Vantou, is still a force to be reckoned with.
R:
Using his anti-air move, the nivous (Shebs or someone, want to correct my french? <_<), it seems possible to stick to a fireball flash kick trap style of playing.
Oswald
A new character, dressed as a refined gentleman and using poker cards as his weapons makes his debut! Possess unique attacks that have never appeared in the series before.
L:
An overhead special move that starts from him hopping slightly in the air before slashing downwards
R:
A special move that involves him slashing with cards. A 3 hit combination series move.
Shen Woo:
Exactly as he appears, a character that prides himself on big flashy attacks coupled with speedy special moves.
L:
His

A is now an overhead!? Looks like it'll be an important asset in crushing the opponent's guard.
R:
Has a new special move that allows him to weave forwards and backwards quickly. Also has spectacular attack moves.
Rival Team:
Elizabeth Planters
Elizabeth, a character who prides herself on her illusionary attacks based on light. Looks like she'll be popular with people who like "Elder Sister" character types!?
Left screenshot:
An uppercut special move that hits the opponent up really high.
R:
A move that looks like a rapid succession of short ranged projectiles
Duo Lon:
His fighting style of using his high mobility to befuddle opponents remains healthy intact. Will he be able to claim the title of Strongest Character like he did last installment?!
L
His

k move has been changed to a special move you input in the air.
R
His

and

k moves, which saw heavy use last installment, have been changed such that, even upon connecting, will not hit an opponent down.
Benimaru:
A character that remains popular every installment. He's becoming a character that will be able to use comfortably as long as they've had experience with him in the past.
L
His

p move, which some found so difficult to use last installment. How it will fare in this game?
R
His air raikoken no longer stops you in the air - you continue falling down as he uses it.
Green box:
Kyokugendo and Cabbits' impression
K:
Up till now, a lot of the details of the system have been left unclear. Now that we've revealed some of the mystery behind it, what are your thoughts?
C:
The great improvements to the mechanics behind changing characters stands out. It seems like you'll be able to do some cool looking combos with free usage of the Quick Shift system.
K:
Yeah. It's good that you'll be able to create combos freely with all 3 characters of your team. Do you like the new saving shift?
C:
(I'm not too sure about this part - translating as best as I can)
Sure, since you keep rushing me! (laughs) It looks like it'll be interesting to see if we can follow up the saving shift! (laugh)
K:
Err... yeah (sweat drop) It seems great to me - being able to fight confidently, knowing that even if you somehow manage to screw up slightly you'll still be able to follow up and keep attacking!
C:
Hmm... that sounds suspicious~
Anyway, briefly, what are your thoughts on the character line up?
K:
Everytime a new installment is launched, I'd be looking at the list of characters and thinking "Oh man, I wanna use this character" and really look forward to the game!
C:
Yeah, I understand how you feel. (laugh)
(loose translation for this part) Still, this time around, there're a lot of new characters, and characters revived from older installments and other games, and even those characters that appear nearly every year have changed quite a bit as well. Looks like we'll have to have some hands on experience on all the characters before we'll be able to decide who'll make our team.
K:
Yeah, it does seem like there are a lots of small changes. While playing the game, you keep having this feeling of freshness, this feeling that "I'm playing a new game!", and it's really fun.
C:
(loose translation again)
Ahh, I can't wait till the official launch! I can't wait to play this game! What'll I do about this roaring in my heart~!!
K:
You'll just have to wait a little bit longer in anticipation!
(small text at the bottom is an apology from Arcadia for having messed up Elizabeth's name previously)
================
Page 5:
Garou team:
Terry Bogard:
The ever popular character Terry Bogard makes his appearance yet again. This Terry plays quite differently from his NeoWave appearance - look forward to playing him!
L:
His Buster Wolf is great for linking into from combos!
R:
Since there's a short lag for his Burn Knuckled, it looks like you can use it freely
Kim, a character who loves both taewkwando and justive, has been liked by fans year after year. His trademark moves have been changed slightly.
L:
The last followup of his

a move (the light version) has been changed into a sliding kick that hits downwards.
R: His multihitting

d move has no lag upon landing, and is easy to use.
Duck King:
Frm the Fatal Fury Series, Duck King makes his first appearance! He was a popular character in the past, and will likely attract lots of attention
L:
The throw that is synonymous with his name (not sure about the translated name), Break Spiral!
R:
His head spinning attack rushes forward, and can be used to catch people offguard.
AOF Team:
Ryo:
The ever easy to use Ryo come to battle with a new move! A standard character that is easy to use even for beginners.
L:
A slashing chop that starts from the side. Wait, this looks like...!? (Translator's note: Ryu's

HP from SSF2X?)
R:
Qcb p hits! A highly effective move...
Yuri:
Ryo's little sister, and an outstanding user of the Kyokugen style in her own right. Use her many variations in her attacks as a weapon.
L:

p hits! If you don't release the button, it turns into a haohshikoken (super fireball)
R:
Her air fireball has been changed - upon releasing it, she stops for an instant in the air, and then falls straight down.
King:
She continues on from the past installment, but since her moves are quite different from her NeoWave incarnation, playing her can be quite a refreshing experience too.
L:
Her Silent Flash still seems great as an anti-air.
R: Her Top Venom is shown . Her low hitting Under Venom still exists.
Garou MOTW Team:
B Jenet:
Garou's B Jenet makes her first appearance! How exactly she'll impact the KOF world will be something to look forward to.
L:
Her short distance multi hitting projetile, Buffers (Not sure about the name)
R:
Crazy wind, a move in which she attacks with her dress, looks like it can be used both for defence and combos?
Gato:
His many mid air moves have been polished. It looks like you'll be able to attack even after air-dashing
R:
If you do the air dash, even if you're far away...
L:
...You'll be able to attack with an overhead attack instantly.
Griffon Mask:
As can be seen from his appearance, Griffon Mask enjoys great popularity with his fans, and is a pure hearted grappler character!
L: His dropping elbow attack, the Olympus Over, can now be done even in mid air.
R: This is Griffon's Body Blow attack!
==================
Ikari Team:
Ralf:
Ralf is a character that relies on his normals to win, and it looks like they've gotten better this installment. The revivial of his body blow attack sees it return just as effective and easy to use.
L:
Looks like lots of people are liking both the effectiveness of his body blow attack and his special moves!
R:
His Unblock move (dp p), which can now be linked even from light attacaks, looks like it'll be extremely easy to combo into.
Clark:
Clark, arguably the signature grappler of KOF. Will the changes to the grappling system affect him?
L:
His romantic(?) technique, the Napalm Stretch, still makes its presence felt!
R:
Clark's command grab, in contrast of Ralk's, is an instant grab.
Whip:
In place of Leona, Whip has returned to the Ikari team. Her trademarks are the lively use of her whip and her long reach.
L(or rather, bottom):
It looks like she's finally gotten a much anticipated new super move!
R:
The distance apart from the opponent isn't that great after using a boomering shot (hcf p), which makes it easy to pressure upon wakeup.
===========
Psycho Soldiers Team
Athena:
There're a lot of people who look forward to Athena's costume changes every year. This year, she's wearing a sailor costume!
L:
Her Psychic Suruu (Is this her 98 command grab I think so) has been brought back according to fan's wishes!
R:
Her Psychic Teleport can now be done even in the air!
Kensou:
Even though he took a break last game, in this installment he returns combining both ESP and Chinese Kenpou!
L:
(I'm not familiar with Kensou's moves at all, by the way)
His revived technique (I think it's the one in which he pokes while rushing forward) is a move that advances while attacking.
R:
A new command move? Seems like it's an overhead.
Momoko:
A little girl who uses Capoera, her movements are her trademark. Seems like she has lots of followups possible from her command moves and special moves.
L:
One of her special moves sees her rolling along the ground before kicking out.
R:
A special move that sees her hopping forward while attacking with her butt. Seems like it can be followed up.
============
Agent Team:
Vanessa:
Vanessa's back after taking a break last game! As before, it looks like you'll be able to play her using her many varied moves to confuse and bedazzle opponents.
L:
A dust cloud effect has been added to her Dashing Puncher (is this her charge back,

p move?)
R:
The animation for her command move has changed.
Blue Mary:
Blue Mary's becoming a character that you should be able to use without any problems at all if you've played with her before in previous installments.
L:
The return of her previously missing M Splasher rose!? Use in a combo!
R:
Her Straight Slicer, effective at catching opponents off guard. Will this be one of her bread and butter moves this installment as well?
Ramon:
The hot blooded pro wrestler has returned!
He's even had new pro wrestler moves added to his repetoire!
L:
The animation for his C distancing move (I think this is the one in which he dances back and forth) has been changed
R:
AS can be seen from the screen shot, Ramon looks like he's throwing his opponent to the ropes. A new special move maybe?
=============
Page 7:
Anti-Kyokugen Ryu Team:
Malin:
Lots of minor changes have been seen in Malin's special moves. Looks like you'll have to adopt a fighting style different from last installment.
L:
The time in which her yoyos stay in the air has shortened.
R:
The lag upon landing from her suzumebachi (I think this is her air, directional 2 punches move) looks like it has been shortened.
Kasumi:
The kobujutsu user Kasumi returns! While there might be old fans tearing with delight at her return, maybe there'll be a lot of people who think she's a new character too?
L:
A shot of her new move that allows her to throw people in mid air whilst remaining on the ground. An remarkably effective move.
R:
When you talk about Kasumi, you have to mention her (this is the move where she has a slashing motion forward. What's the command for it?) You can do it in the air too.
Eiji:
A surprising revival of a character who's not been seen since KOF 95! As befits a ninja, use his many varied moves as your main offence.
L:
His giant projectile looks like it's a super move this time around.
R:
Even his moves bring back fond memories. His knockdown move (dunno what the motion for it is, never played Eiji), useful in combos and (No idea what this is - kensei?)
=====================
K' Team:
K':
There've been lots of changes to his nromals and his special attacks, so while he's a character that's been around for a while, there's a feeling of freshness while playing him this time around.
L (or rather, bottom):
Looks like you'll now be able to do his narrow spike (qcb k,

k) after his Ein Trigger!? (qcf p)
R:
His new body blow attack. Even when cancelled from you'll be able to hit your opponent, which is convenient.
Kula Diamond:
With a new specal move, Kula returns. Also make sure to keep in mind the small changes made to her other moves.
L:
A mid air projectile that sees her creating a giant ice crystal is her new special move.
R:
Her strong Crow Bites (dp c) now hits 3 times. Ah, multi hitting moves are great~
Maxima:
With changes to moves like his Jump D and Far D, Maxima's had lots of changes to his normals. Looks like you'll be able to play him differently from before.
L:
A feint motion has been aded to his Vapor Cannon (qcb p)
R:
His Far D looks like it'll be able to stop people from jumping in.
Kyo and Iori Team:
Kyo:
With the return of his fireball, his combat potential has increased! As to why he'll team up with Iori in the same team is surely a point of note in the story...
L:
With the return of his fireball, it looks like Kyo will be effective even from afar.
R:
With all the strength in his body, Kyo rips into his opponent with his qcfx2 p dm!
Iori:
The big change about Iori is that his Saika has now been changed into a separate dm by itself. As for the rest of his moves, there seem to be no major changes.
L:
Since there seems to be little changes to his moves, you should be able to use him with no problem.
R:
His Saika, now a DM in its own right. Creating a giant pillar of flame is both flashy and cool!
Shingo:
Caught in the middle between Kyo and Iori is Shingo... Will he be able to play an effective role as a teammate?
L:
His autocombo (dp k) now has a whiff motion added to it. Missing with it is dangerous...
R:
In this installment, his Shingo kick can be done in the air as well. Use the front part of it to hit people!