Adon• cl.MP has 8 more frames of hit stun, can cancel into LK Jaguar Kick and link into Rising Jaguar.
• st.MK hitbox buffed, can now be used as an anti-air.
• EX Jaguar Tooth has more projectile invincibility, and doesn't flash until he hits the wall (so you can't tell whether it's EX or not until he bounces off the wall).
• Wakeup time changed.
Akuma
• Akuma's cl.HP > Teleport > UC2 now hits on crouching opponents.
• Medium Punch Shoryuken invincibility increased.
• Air Hurricane Kick isn't as good at escaping corner trap situations. This is the same nerf done to Ryu's Air Hurricane Kick.
Dan
• cl.MP is +8 on hit, cl.HK is +6 on hit, cr.LK → st.LK → Koryuken now connects.
• Koryuken is considered mid-air after the invincibility frames.
• MK and HK Dankukyaku do less damage.
• nj.HP now juggles against mid-air opponents.
Dee Jay
• Air Slasher has three less frames of recovery.
• MK Jack Knife is hit invincible on startup; you can combo anti-air MK JK > HK JK.
• cr.HK has more active frames (making it better), the first hit of st.MK has a 5-frame startup and can link from crouching light normals.
• His dash is bufferable (not sure if the translation is correct here).
• Sobats have more frame advantage, can now do first hit of Sobat > FADC combos.
Dhalsim
• Normal move damage has been revised.
• Backdash is improved.
• cr.MP buffed, can link into itself (and other moves).
Dudley
• EX Ducking added, has faster movement and faster followups (Straight, Upper).
• cr.MK had more active frames; F+MK has a faster startup.
• EX Short Swing Blow has less recovery.
Fei Long
• His first two EX Rekka Kens are now safe on block.
Guile
• Close Toward or Back + Hard Kick (Sobat) now can avoid crouching attacks.
• Sonic Hurricane damage nerfed.
• Air Throw startup time increased to 4 frames. Was 3 frames in SSF4.
Hakan
• Oil Slide now has a kick follow-up, which gives you enough time after the oil to do wakeup attacks.
• Oil Shower no longer overwrites, can have up to 30 seconds of oil.
• st.LP → cr.LP or F+LK → LP Oil Slide now connects.
• st.HP, F+LP seem to work well as anti-airs.
Ken
• Crouching Hard Kick is now 7 frames, so you should be able to combo into sweep.
Makoto
• It was specifically mentioned that Makoto's dash is faster, now taking 16 frames to complete, tying her with Abel, Gouken and El Fuerte for the fastest forward dash.
M. Bison
• UC2 is now a charge command, now does 450 damage (up from 420).
• Knee Press Nightmare (Super) is now projectile invincible.
• st.HK does 110 at the base, but only 80 at the tip.
Ryu
• Shoryuken's efficiency changed.
• Normal moves revised.
• Air Hurricane Kick isn't as good at escaping corner trap situations.
• Rough translation: In the situation where Light Punch Shoryuken trades, due to its air hitbox, Hard Punch Shoryuken seems to be a better option for situations where people try to escape.
Rose
• Rose's Soul Satellite has no invincibility, but now the orbs have a 4-frame startup (formerly 7).
• Soul Spark meter gain reduced.
Sagat
• Tiger uppercut does 20 more damage now.
• Angry Scar input is now the kick button.
• Second hit of Standing Light Kick now does 30 damage instead of 10?
Sakura
• Reduced recovery on Close Medium Punch.
• Far Standing Medium Punch is Cancelable.
• Improved hitboxes on Far Standing Medium Kick.
• Improved backdash.
• Fireball's charge time decreased.
Seth
• Seth lost his Jumping Hard Punch.
• He now has 800 health and 900 stun.
• Hyakuretsu (Spin Kicks) damage increased.
• Ultra 1 can get hit by projectiles after starting.
• Super move now has pursuit property (will always hit properly as anti-air, all hits should connect), and is invincible to strikes on startup.
T. Hawk
• EX Condor Dive can now be done as an individual attack, performed with all three kicks; is projectile invincible and can be done on a back jump.
• Ultra 2 has a faster startup and better hitbox.
Zangief
• EX Banishing Flat (Green Hand) is now +1 on grounded opponents (doesn't knock down).
• Ultra 2 can now be manipulated.
• LP SPD has more range, does more damage..
http://www.eventhubs.com/news/2010/nov/29/list-changes-ssf4-arcade-edition-arcadia-magazine/
Nteresting.
Great video by Jeff once again...
http://www.youtube.com/watch?v=w-yKEeh70R8
I love Jeff's statements because its 100% true.
He also posted some vids of his opinion on what he feels would be a better Street Fighter game then what we see now.
http://www.youtube.com/watch?v=wHzsPoE7qSs
http://www.youtube.com/watch?v=-QdkzE734uo
I agree with almost all of it besides a few things. I like the concept of his supers, however I still regard that the damage on supers should be even more limited, so that its 95% strategy vs 5% supers.
Allowing bonus for those who are more aggressive vs those who turtle when they are at the advantage I agree with.
No more Air Blocking is a 100% Yes.
I'll be more thorough next time on what I agree and don't agree completely with Jeff's statements.
Kind of pissed at Capcom for keeping up the nerfhammer on poor ole poster boy Ryu. Forget the whinners that can't learn the match. Forget the crybabies. You keep nerfing Ryu, as well as the other characters that are good, and all we will get is Super Street Nerfing 4: Cripple Fight edition!. At least Ken got some significant buffs as well as that freaking 7 frame sweep YAAAAY!