For reference, here's a tentative list of some of the changes the patch should entail (again nothing here is final):
-EKG Flatliner only hits the point character, and goes through assists (may or may not stay)
-Cerebella's anti-air grab has larger range
-HK Hornet Bomber no longer has invincibility and has techable knockdown
-Peacock's teleport has 3 more frames of recovery
-Peacock's lvl 3 is easier to input
-Painwheel's air Blockbuster damage adjusted
-Double's lvl 3 does less damage and has been sped up
-Valentine's lvl 3 has been sped up and the animation can be partially skipped by holding a punch button
-Napalm tears now scaled
-Fortunes head now goes flying when hit in Noms
-Excabella input on assist select is less precise
-Green Vial time goes down on additional hits
-IPS will now consider standing normals, crouching normals, and command normals to all be the same attack
-Training mode options are being worked on
-assists now take 120% damage rather than the original 106%
-tech window for grabs is now increased by 3 frames
-tournament mode (disables achievements and returns players to controller select screen on controller unplug as well as resetting controls to default)
-menu select screen allows you to go to the bottom selection by hitting up
-exit game no longer brings you to dashboard (I believe)
-fixed some crashing bugs
-Painwheel's Pinion Dash (down, down, K) is being changed to down, K (I believe that's the input) and activates once 4 kicks are input within 36 frames (I think that was the amount), also it's cancellable into some normals
-assists will have more mapping options
-PS3 ranks altered, US & EU PSN bug fixed
-more regions
-working on making pause menu not appear as an option in training
-Lobbies and additional online features will have to wait as the guy responsible for all that is working on the PC port
-ALL versions of Hornet Bomber are now techable, not just HK
-LK Bomber has invincibility into the active frames, MK as invincibility up to, but not into the active frames, HK has none (Exactly like Fortune's uppercut)
-Last hit of Double's level 3 now knocks the opponent the opposite way and is techable
-Last part of headless Fortune's Cat Scratch Fever no longer whiffs on smaller characters crouching
-Cerebella's Pummel Horse no longer misses on crouching Valentine
-Hitbox glitch has been 'fixed'. The best Mike could do was make them turn 8-bit instead of into hitboxes. Now makes the game look sort of like a Japanese porno, which is HILARIOUS to me. Almost unnoticeable in an actual match, Mike said.
-The tech window of Cerebella's Grab Bag air command grab (4 frames) hasn't changed at all
-Hitstun on Double's j. HP reduced from 37 frames to 27. Mike said this was a typo in the game's code.
-Double builds no meter while Catelites are out
Well, it's a good thing I stopped playing for a while before I got too used to everything, because DAMN.
I hope everyone has their reset game on lock because if it wasn't the future before, it's the only future now, you're gonna have to reset your opponent at least twice (probably being generous there) if you want a chance at a kill.