ARMOR KING REIMAGINED PATCH NOTES

oh = on hit
ob = on block

New Moves/Strings

4,3 High Kick Force - +18 oh / -5 > -7 ob with pushback (high, high), has tornado property 
f3,4,3 Switch-Kick Tornado - KND oh / -3 > -7 > -7 ob (high, mid, high)
f1+2 Hammer Impact - KND oh / -13 ob (mid power crush)
d2,4,1 Dark Blackjack - KND oh / -5 > -14 > -13 (mid, mid, mid)
ff1+2 Flying Forearm KND oh / -16 ob (mid, stays on ground if blocked)
1+2+3+4 fnddf2 True Dark Smash - LAUNCH oh / +1 ob (mid)
1+2+3+4 qcf1+2 Flame Breath - unblockable
fnddf+2 Inferno Dark Smash - LAUNCH oh / -3 ob (high with pushback)

Changes to Pre-Existing Moves

1,2 - now +5 oh / -1 ob
1,2,1 - removed ability to transition to Bad Jaguar
2,1 - now -1 ob
3 - now single hit (yes it's different to the regular one), gives knock back on hit, now -14 ob
3+4,1 - removed ability to transition to Bad Jaguar
bt1+4 - can now be performed while facing toward opponent
f1+4 - now -20 ob
df1,2 - removed 2 extension, now -1 ob (also renamed to Minced Liver)
df2 - now homing attack
uf1 - changed input to df1+2, now homing attack, removed ch launching property (gives knock down instead), now -4 ob (no chip damage)
df1+2 - changed rage art input to only the dedicated rage art button
d3 - now +1 oh
d2+3 - changed input to d1+2
db2,3 - now tornado
db2,4,2 - removed last 2 extension (renamed to Dark PK Combo)
heat db2,1 - removed entirely
db3 - impact frame now 23
BAD1+2 - changed input to db1+2 (renamed to Stomping Headbutt)
b1,2 - b1 now a counter hit launcher, removed ability to transition to Bad Jaguar
b2,1,2 - final hit now normal hit tornado launcher, first hit now -9 ob
b3 - removed normal hit tornado launcher now only gives guaranteed follow-up, now -10 ob
b1+2 - now +5 oh / +1 ob
b3+4 - removed homing property, now a heat engager (no combo follow-up on heat dash), now -8 ob
ub1+2 - changed input to b1+4, removed ability to charge (also removed heat power up)
ub1 - can now also be performed with u1 and uf1, now +2 ob (heat version now +5 ob)
u1+2 - can now also be performed with ub1+2
ff2 - now knocks down on regular hit, removed counter hit launch property and instead is in line with the regular hit, now -8 ob
ff3 - now gives a knock down that leads into a combo on normal hit, can now transition to Bad Jaguar by holding forward
ffn2 - now counter hit launcher, now -14 ob, removed ability to transition to Bad Jaguar
10 hit combo 1 - last hit now unblockable
1+2+3+4 - changed ki charge animation to 1+3+4 taunt animation, removed the 1+3+4 input entirely
ws1 - impact frame now 16, now -11 ob
ws2 ch - now only transitions to fire breathing animation by holding up and you have to input fnddf2 to perform the True Dark Smash follow-up
uf2,1 - can now also be performed with ss2,1 (wanted to remove the uf2,1 input entirely but I can't give AK back his old uf2 jumping elbow attack and didn't know 
                                                                          what else to make his uf2 so now he can do it from either)
f3+4 - can now transition to Beast Step by holding df
Bad Jaguar - removed many moves and now only has 3 attacks from it which includes:
BAD1 Shadow Needle
BAD2 Shadow Sweep
BAD1+2 Shadow Press
CD1 - has more pushback now
CD2 (no just frame) - becomes Inferno Dark Smash in heat (uses up heat timer)
2+4d1+2 - now can only transition to Jaguar Screwdriver by inputting ddd1+2
db1+2 - changed input to dbdb1+2
fff2+4 - removed wall splatting property, no longer recovers heat timer, removed homing property during heat
qcb1+2 - no longer recovers heat timer, removed homing property during heat
fhcf1 - no longer recovers heat timer, removed homing property during heat
d2+4 - no longer recovers heat timer
BAD2+4 to aerial opponent - can now be performed from neutral stance by pressing 2+4 near an aerial opponent
CD1+3(2+4) - can now only be performed by inputting cd1+4(2+3)
b1+3(2+4), 2 ch - same as ws2 ch