Hmm, I tested the "unlock all character" file to put in your save that was made for the previous trial, and... as far as I know all it does it trigger them to be in your party list in town, but this version it actually isn't stable anymore. The roster list now goes in order of
; so that's likely the order the dev estimates you are most likely to obtain them in. The last two may as well be blank too like the middle three because they have defaulted out all-100 stats and skill lists crash the game. I guess we're just lucky they were all fully stable and leaked in the first version, although they may very well have been tweaked since then. (A certain one with renamed maintennance looked stupid op; maintennance AND normal, aka high base stats?)
Anyway, the first three have fully functional in-battle movesets and it's pretty safe to imply via context that those 3 are obtainable legitimately in this trial version, up from just Mamizou in the first trial. As far as I can tell, all the numbers/skills matches up with their original trial leak data. (Not that I'm looking at exact base stat comparisons, or anything.) However, now we can actually see how strong their skills -are-, and their delay.
In terms of sweet new leak data, now that the infinite corridor is out, those 3 plus disk characters should have infinite corridor moves in the game data, as well as the others being finalized (several characters had one without level data, and several more only had 1 when it seemed like the standard was 2+a family skill if applicable.)
ALSO, NOTABLY, THEY FINALLY SEEM TO HAVE FIXED COUNTER PASSIVES. They no longer annoyingly reset your ATB, which had made them too much of a PITA to ever use.
Okay, skill testing data. Mamizou data is way back in the thread with the other stuff, so it's like... page 15 or 16? Maybe 14? Along with the indepth descriptions on these two's stuff being on page 14.
Spoiler:
Shou Toramaru
Attack: 109~117
Hungry Tiger: 269~291, 40% delay (245% Atk?) (HUNGRY TIGER WAS MISTRANSLATED. You either get a small heal or drain some of it's damage for using it. It does not increase max hp.)
Radiant Treasure Gun: 145~164, 44% delay (135% Atk? Alltarget) (increase drop/etc/money by 1.25x on defeated monsters)
Dazzling Gold: 252~289, 36% delay (120% Atk+120% Mag? Alltarget) (Ignore half MND, no def influence, does PAR+HVY)
Aura of Justice: 12% buff to all at lv1 with no counter bonus, 33% Delay - +13% buff to all at lv2, 14% lv3 etc - 3% stat increase per bishamonten counter?
You must take more than 0 damage to get a counter on Bishamonten's Rage.
Shou definitely looks to be a tank or otherwise support role character, although Dazzling Gold would be nice in random exploration fights, and obvious treasure gun is farming. However, she can get a +24% atk/mag boost when Rinnosuke is out, and she gets Byakuren's sutras, so if you really want offensive Shou, that could make it feasible as a quite bulky attack... but making it worthwhile is heavily dependant on those synergies. Honestly she doesn't look like amazing support either, though, especially compared to competition. Her main perk is just getting all of Byakuren's sutras, which is admittedly PRETTY POWERFUL, and the main thing that makes Shou look potentially good. DEF/MND bonus with Nazrin solidifies that you should be using a myouren team if you want to use Shou. Keep in mind Nazrin was buffed and has Extra Attack plus a passive for extra magic stat... as well as Koishi/Kokoro getting some sutra benefit from Byakuren. Team Myouren could work. Then again, Shou's boost from Nazrin is the ONLY synergy that does anything other than piggyback on byakuren out of the whole set of five- so you have zero obligation to take multiple members from "team myouren" other than Byakuren. Hmm.
Futo
Attack: 146~155
Skill 1: 268~274, 58% delay (180% Atk?) (can become alltarget w/ plate counter)
Skill 2: 335~362, 45% delay (230% Atk?) (inflicts status effects w/plate counter)
Skill 3: 256~267, 44% delay (175% Atk?) (alltarget)
Skill 4: 36% delay (alltarget, inflicts poison) It's the only spell that doesn't increase plate counter. Hard to gauge damage; 95% of stratum 1 enemies are weak to fire (this), and it's damage is heavily dependent on enemy defense. Felt like roughly 200% Atk on a higher def enemy, but also seemed more like 250% on another. Not sure how much was varying weakness.
She gets big bonuses from her plate counter depending on which passives you go for- up to 80% damage bonus for stockpiling, or 40% stable damage reduction which is pretty massive paired with up to 80% chance to avoid death for 16 tp. Synergies with Miko, who looked mega OP in the previous trial. Sounds pretty solid to me.
Bonus Mamizou mention; she's an HP-sponge-type glass cannon who can soak a hit purely off high max hp before having to retreat. She has lots of Shock and can imbue her attacks with any element to hit weakness on any boss- you just have to be willing to use a 86% delay normal attack until that element shows up on roulette, and it's yours for the rest of the fight.