I just noticed there's no Ryo in here. Wut.
Normal moves:
Far C not cancellable. I think.
Close and far D are the same. Generally, a distinct lack of range compared to some other characters.
Standing CD has more range than before (pre-XII I mean), so use that to your advantage, whichever it may be. Jump CD is his 98 CD attack.
Low B into low C works as a block string, but never really connected it on hit so far.
Command moves:

+

: Overhead chop thingy. Safe on block. Not cancellable into anything else outside of HD/DC.

+

: High/mid parry. If done successfully, the screen will sorta shake for a split second, where you can cancel this into something else.

+

: Mid/Low parry. If done successfully, the screen will sorta shake for a split second, where you can cancel this into something else.
Speshul moves:

+

/

: Short range fierball, now 100% more impressive-looking than XII! A version is safe on block, but iirc if I do something like jump C -> close C ->

+A, it whiffs. Somehow. C version as shown in SNKP's vid is not. Don't see a real incentive to do the EX version yet. If it hits in the corner, can follow with

+A.

+

/

: Shoryuken, A version doesn't seem to be the anti-everything anymore. C version has 2 hits, and both hits can connect. Never tried EX version yet.

+

/

: Flying kick thingy. B version links up from weak attacks. D version does mucho damage. EX version juggles, can follow with ranbu, flies pretty much horizontally so it won't miss crouchers. All 3 are NOT SAFE on block. Don't think of throwing this out when you're not sure if you can hit or not.

+

/

: Zanretsuken, mucho damage. I think based on the button you pressed, the ending becomes different. EX version ends with 3 extra hits that launches the opponent in air, and you can cancel out that "Osu" pose he does at the end into something else, since this is a juggle. Try doing this move out of nowhere. You may be surprised at how often the opponent falls for this.
DMs:

+

/

: I need to try this out a bit more but it seems slower to come out than the EX DM version. Additionally, I doubt this has any invincibility. Save up your stock for the EX DM version for additional awsumness.

+

/

: HSKK. Never thrown this out but we can probably assume it's the standard fireball DM for now.
NeoMax:

+

: Owpunch (as Iie-Kyo likes to call this). Fast, comes out in an instant, can trade hits (as seen in vids) but you'll at least hit somebody with this move. However note that if it whiffs, all the flashy beam thingies and the dust won't show up, obviously. Pretty obvious to say it has limited range, but I'm thinking the hitbox may extend a little farther than his fists, as I did this once out of the blue and took out someone who's standing almost halfscreen away from me (can't discount the possibility that they are trying to poke from there though).
Here's the deal with Ryo from what I see so far. He still has a good

, but he's not 2k2 Ryo where you can just do his

on twitch. A lot of his pokes from before now have a shorter range, and he needs to get close to be effective. But if the opponent's going to play keep away, it is probably quite hard to get up close and personal as he has no real ways to get into the mindfark zone (around 1 character space distance) aside from jumping in or rolling in, but both options are risky. But as like before, once you got the opponent knocked down, the fun begins.
Console Changes
Movelist Vid