Here are the changes brought to the characters in terms of gameplay since the first HDBZ release (not listing the graphical changes) :



----------------------------------


GOKU :

- Removed beam counter system.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.

- s.MK (far) > s.MP combo is now possible (it could only be performed from close s.MK before).
- Longer startup for Ex Snap Kick.

- Modified guard.pausetime for whole rekkas, making the move less safe on block.

- Changed varsets in order to avoid this type of stuff : Air to air loop.

- Lowered the attack CLSN on the first attack of Bicycle/Meteor Kick.

- Changed the pause parameters during Bicycle Kick and powered-up variations, so they aren't zero frame anymore 
  (i.e. if you're not already blocking before the super flash, you will take the hit).

- Bicycle Kick makes P2 bounce lower in the air, avoiding being able to chain it 3 times.

- Made Emo mode startup (aka Genkidama startup command) as D,D,D+y+b.

- Longer recovery time for Chou Kamehameha, to avoid comboing into s.LK/s.LP.

- Genkidama Lv3 is played correctly.

- Kaioken finisher is chosen by the button you use to perform the command (A=Fullscreen Hyper Kick, B=Rising + Hurricane Kick, C=Nappa Finisher). 
  However, you can still choose which one to use by holding buttons just like before.




----------------------------------


SSJ GOKU :


- Removed beam counter system.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.
- s.SP is -6 on block now, making it much easier to punish.

- Dive Kick has 15 ticks of startup instead of 12, hopefully fixing the infinite (?).

- Fixed Air Kmh -> Teleport not working.

- Ex Ki Blast > Chou Kamehameha as P2 hits the wall doesn't cause P2 to turn into weird things anymore (but there's still debug flood).	

- Added 9 ticks of recovery time to Chou Kmh to avoid comboing into a normal in the corner. This harmonizes it with other Z2 chars.

- SSJ Goku's AI doesn't activate when Goku is in challenge mode.

- Changed the cost for Teleport : 1000 power cost if cancelled from any attack, 500 power cost if not cancelled.

- Made Teleport Attacks blockable.

- Corrected a bug where Teleport Attacks where performable only twice during a combo.

- In Justice Mode, Teleport Kamehameha adds power to the Justice Bar.




----------------------------------


VEGETA :


- Startup on throws reduced to 4 ticks, and recovery time set up to 18 ticks.

- Removed beam counter system.

- Air Machine Gun Temper has less guard pausetime/hittime/slidetime to make it less safe when performed on a guarding opponent.

- Added a landing state (which gives more recovery time) to Air (Chou) Galick Ho.

- Fixed a.SK bounce bug. s.SK limiter was interfering with it at some point, making a.SK not bouncing

- Low Zero Counter makes P2 go much lower in the air, avoiding Ki Blast loops.

- Sliding Kick can't be jump cancelled into, when P2 has blocked Sliding Kick. 
  This fixes blockstring problems (https://www.youtube.com/watch?v=ejFT8dPO3Ks), but not empty cancels yet.

- Set the juggle points for Sliding Kick to 7 instead of 0, which should fix the infinites by making them whiff.

- Removed Ki Blast knocking down air opponents, apart from MAX charged Ki Blasts.

- Increased recovery time on 2nd Ki Blast to avoid a Ki Blast infinite [Ki Blast+HP, Ki Blast+LP]

- Air (Chou) Galick Ho is now an OTG.

- Knee Arrow is now cancellable into Air (Chou) Galick Ho.

- Can't airguard anymore if jumping forward or if you have air dashed (fix by Websta in Freeza).

- Added recovery time to Air Machine Gun Temper (state 1740). No more comboability for this move.