Don’t see any video from that link, but here’s my rundown so far (with reference to properties, not damage numbers or anything).
Also the character seems to be based on 2012 Dan, as any Ultra changes seem to be back to 2012 and he has no red focus.
In general he doesn’t seem to be OP in any way other than maybe too easy damage from the grounded EX danku juggling now, I’d be curious to see him allowed in a normal tournament.
Normals:
All lights - no apparent change
cl. mp, cr. mp, cr. mk - no apparent change
far mp - special cancellable
cl. mk - special cancellable on second hit now
far. mk - now 2 hits, first is special cancellable
far hp, cr. hk - no apparent change
cl. hp - animation is the taunt, much faster startup
cr. hp - 6f startup now, links from cl. mp, cl. hk
New Move f hp - command normal, old cl. hp animation slowed down, overhead
cl. hk - back to 2012 as a non-command normal
far. hk - slides forward a bit now for better range
Special moves
Gadouken (all versions) - no apparent change
lk Dankyaku - no apparent change
mk, hk Dankyaku - Alpha style kicks, no juggle properties. Didn’t test safeness, though hk will easily go over a croucher now. Mk is at least 8f startup as you can link it from cl. mp and it will combo off mediums if the first hit is in range
ex Dankyaku - Has juggle properties, can be tacked on after lk Danku and lp Koryu even midscreen depending on spacing
air lk, mk, hk Dankyaku - no apparent change
air ex Dankyaku - new animation and has a downward arc instead of leaving Dan stationary, ends in soft knockdown. Seems to be even to slight advantage on block. Still juggles but there is no real point with the faster normal EX danku being the same thing.
mp, hp, ex Koryuken - no apparent change
lp Koryuken - Has forward motion now, plausibly has better recovery due to being able to link EX Dankyu. Also has a weird secondary late hitbox that only does 50 damage, but haven’t seen any situation in which it juggles
New Move Saikyo Stomp - 360+k input (VERY lenient, can get it with lazy Dankyu inputs even), command grab where Dan slides forward with his throw animation, and grabs and stomps the opponent. Lp, mp, hp all seem to be the same version. Ex version adds a chop at the end for 10 more damage, seems to have more range. Didn’t check if it has any invulnerabilities. Seems to be around 7f startup or so.
New Move Saikyoretsuken - qcb+p input, flurry of punches with different enders on different strengths. lp will combo from a light, mp from a medium, hp from a hard, and ex from a medium. All regular versions end in a quick soft knockdown, ex version ends in a launcher, though it does not recover fast enough to link to U2 even if you FADC it. They have juggle properties though HP takes too long to link off anything and EX does not connect the juggle hit so it’s pointless
Ultra/Super Combos
No apparent changes to any moves other than U2 does like no damage as a juggle now despite not having any apparent buffs and U1 has qcb x2 motion now for some reason
Other
Lvl 1 Focus does a soft knockdown on hit
Crouch taunt is much faster startup (links after lp koryu/lk danku), does a soft knockdown on juggle/anti air, and can be super cancelled. (does not gain meter like since this seems to be 2012 Dan)
Air taunt has much faster recovery, so much that it is actually possible to combo a light off it if the opponent is crouching, though it will not register a hit on the counter.