You can map a specific range of your VBO into user memory using glMapBufferRange. Of course, if your vertex, color and texcoord data are interleaved, it will be equivalent to a glMapBuffer.
EDIT:
If your VBO is:
[XYZ XYZ XYZ XYZ RGBA RGBA RGBA RGBA TxTy TxTy TxTy TxTy]
You can upload only the texture coordinates by mapping the last part of the buffer ([TxTy TxTy TxTy TxTy]
) and update it. You can also use glBufferSubData to do that. It would be faster to update that buffer than the full one.
But if you use interleaved data:
[XYZ RGBA TxTy XYZ RGBA TxTy XYZ RGBA TxTy XYZ RGBA TxTy]
Then you cannot update part of the buffer.