Na quite a few changes, but lance kinda looks the same in a lot of stuff, if you look at it closely though there's a lot of differences compared to world.
Power guard into attack has a new animation(little jump instead of just a poke)
Side hop pokes which is a huge change for repositioning since you used to only be able to do hops, not attack at the same time, the sidehop attacks also seem like they don't break the 123 combo, and there's a new "finisher" after a set of 3 with 3 quick pokes in a row.
Another new move is the counter shield bash. In World you rarely can bash anything cause it's clunky as fuck, in Rise you could bash and get stuns decently with Sunbreak cause they added the forward hop that also blocks+bash at the same time, but this is a new move that's extremely fast(0:28, the block into shield bash is almost instant). The focus move also starts with a shield bash, so lance should see a good amount of stun potential similar to Rise, which helps getting damage windows to compensate for the usually lower damage output.
Right after the focus part, there's another new move, seems like a charged attack similar to Greatsword. Glows white, then brown, doesn't seem to block but instead just super armor through the move? Might still be counted as a block. Follows up with the power guard jump poke but twice in a row.
Finally the last frame is again a new move, shield bash into high poke in a quick 1-2 combo.
Overall that seems like the most new stuff out of any of the videos, it's just very thematic stuff and not flashy, but as someone who mains Lance I'm very happy with this direction, I really liked that in Rise they made you use your shield for damage too, it makes sense, and in Wilds it's going to be a big thing it seems, if only to force one stun per hunt if the numbers are not great. The side hops will also allow some interesting things, it'll be harder to stick to agile monsters than in Rise where you could agressively spam forward hops since they were safe but if you angle yourself right you can probably gap close a bit with them, and they'll potentially allow more damage uptime if you can use them to dodge stuff. The charge move is also potentially the new thing to spam when monster is down, it doesn't look fucking dumb as shit like Rise moves at least.