Fun thing about 3D fighter sequels is that the further you get into the series, the fewer major changes happen on a per-character basis. Only so many notations are possible and people hate having moves replaced. Not to mention the developer strain it is keeping up with an ever expanding roster.
So we can expect better improvements from 5 to 5U than from 5 to 6? Yay.
They wouldn't even have to make new moves/notations, per-se. For example, they could give Hayabusa his old 236K attack/input back. They could revert his 3H+K attacks to either how they were in 5 vanilla or how they were in previous games. They could make 7P no longer force ongyoin transition. They could possibly slow down the animation on his 4P2P and make it a light + on NH (god forbid he even have a single somewhat respectable low).
You have people right now who hate playing jann lee in 5 because he had his stance added. That wasn't even taking anything away, it just made the old players feel like it wasn't the same character anymore.
Well, I'm not a big Jann player so I can't comment on that, but I certainly know what it feels like to have an obnoxiously unwelcome stance trying to ruin your experience. Ongyoin is dumb, and so long as they keep it they're going to think he can rely on it. But instead of revamping that, which is pretty much the only thing I hear any Hayabusa player wanting from a sequel, they decided to add these janky meter mechanics.
I get it. They're not making this game for me. But I am a bit confused who they are making it for (kids that play some mobile sumo game, I guess).
Being an "8 or 10%" build. I imagine it's closer to
@Russian-chiropractic19 's theory that they really just put what movesets from 5 into 6 because the focus for this press event was the new graphics engine and the Break Gauge.
I'm not optimistic that we'll see a re-inspection of his moveset on the level that we have moving from past entries, but if I'm wrong, I'll be quite happy.