Complete List of Super Street Fighter 4 Arcade Edition Changes.
Abel
•command grab damage nerf
•more recovery on breathless
•rolls have a little bit more recovery
Adon
•Adon doesn't get up as quickly after a knock down now, although it still seems to be quicker than other characters.
•EX Jaguar Tooth doesn't do the yellow glow, like other EX moves, until after you reach the wall. Not sure what effect this has, if any, on the move.
Akuma
•Same as ryu, escaping hurricane kick nerf
•Ultra 2 is faster and apparently can be comboed into from a Shoryuken, Focus Attack Dash Cancel.
•EX Dragon Punch damage reduced.
•Hard Punch Red Fireball damage increased.
•May have slower walk speed. Akuma was tied for fastest walk speed in the game in SSF4.
Balrog
•Ultra 2 is indeed 2x Half Circle
Bison
•U2 now charge motion, way more recovery
Blanka
•Blocked Blanka Ball now recoils at half the distance, much easier to punish.
Cammy
•Normals easier to combo
•tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
•HK spiral arrow's distance to get 2 hits is shorter
Chun Li
•sweep doesn't seem to deal as much stun
Cody
•faster walk speed
•ex zonk distance is shorter
•Medium ruffian is longer
•Hard ruffian may hit some crouching characters, like Gief
Dan
•Higher jumping taunt
Dee Jay
•Ultra 1 seemed to do less chip damage
•standing HK is now overhead
Dhalsim
Dudley
•Rose taunt has less recovery
•EX Ducking, with less recovery than regular
•crouch HK comes out faster
El Fuerte
•Ultra Spark got a damage nerf
Fei Long
Gen
•Ultra 2 (啼牙? jump QCF x2 one) is faster
Gouken
•Gouken's LP rush punch has no forward movement, but is faster.
•His counter is now DP + Punch. LP for low body counter, MP for upper, HP is unclear.
Guile
•Damage down
Guy
•Hitbox tweak on mp hp combo, doesnt wiff crouchers anymore.
•Lp hozanto is safe from spd and light hawk spd
•U2 is decent now, less recovery on whiff, distance fixed.
•His flip grab has been toned down, 120 damage instead of 200
•Hp Hozanto is faster than before
•forward -> MP overhead is now 2 hit
Hakan
•Slide has now 2 options afterwards: P -> additional attack, K -> auto oil up
•oils stack
•360+K can now be cancelled
•Jump arc changed?
Honda
•Ultra 2 is now HCBx2
•Damage decreased
Ibuki
•Can connect target combo to HK? (not sure what this means)
Juri
•The upkick part of her fireball will combo into the fireball itself now if you do not store it
Ken
•EX Tatsu can be blocked low.
•More recovery on jab SRK.
•Can follow up jab SRK AA with EX Hadouken, just like Ryu
Makoto
•gets Armor Break EX Hayate,
•more invincibility on Oroshi,
•damage boost on Fukiage.
•File under "Wild Speculation". It *looked* like her Fukiage (Up Punch) hitbox had been moved forward a bit. Also I may have seen her combo into Fukiage after EX Hayate in the corner but tbh I'm not really certain what I saw when that happened. Crazy mixups were afoot
Rose
•lost all invincibility on Soul Satellite.
Rufus
Ryu
•hurricane kicks are not good for escaping anymore
Sagat
•more recovery on tiger knee
•damage BUFF on tiger uppercut
•Vanilla's standing lk is back. One hit, special cancelable, vanilla distance, does near 40dmg.
•light kick Tiger Knee is vanilla like, mk and hk are useless.
•More recovery on high Tiger Shot
•angry scar is now done using kick button
Sakura
•I noticed absolutely no easy-to-see visible changes. There may or may not have been damage changes, but I didn't really notice any.
Seth
•no more jump HP
•air down+MK steps have weakened hitbox
•Ultra 1 is now "fireball-like" - can be deflected by other character's fireballs
•j.Fierce looks like he is doing a shoulder charge, similar to how his focus attack looks
T. Hawk
•now has a standalone EX Condor Dive (KKK), and can be done on back jumps
•U2 startup and hitbox are improved.
•St. FP has better properties which aren't known, either bigger hitbox or more priority (or both?).
Vega
•Ex flip kick = viable reversal now.
•Less damage on ex wall dive grab.
Viper
Zangeif
•EX green hand no longer knocks down
•Defensive EX SPD beat out Attackers SPD after an EX Green Hand on hit
•Zangeif jab SPD range seems bigger, but the source says it could be eyes playing tricks
•Range on U2 increased, recovery also increased
•- air hit box appears to be smaller,
•standing lk hit priority is higher,
•x gh still knocks down on counter hit
•lariat & k lariat hit priority are stronger,
•short jump jumps shorter
•cr.lk link is back to 2 frame
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