Pojawiły się już pierwsze szczegóły odnośnie zmian w balansie postaci. Jest troche o Ryu, Ken, Guile, Chun Li etc. Niestety nie wiadomo jeszcze jak wyglądać będzie sprawa z bliźniakami. Poniżej opis zmian dla dostępnych w tym momencie postaci
RYU
Increased the vertical hitbox on U2 for better anti-air/full animation.
Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
The "brake" frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.
The biggest change is to his Metsu Shoryuken, we made it much easier to use.
First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.
Also, if you manage to get a good read on your opponent and land a counter hit Shakunetsu (EX) Hadouken, you can combo into U2. You will only get the full ultra if the EX hadouken counter hit the opponent. For example, if you threw out a crouching forward and it was focused you could then do EX Hadouken → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a change to make a heavy comeback in one shot. If you are very close to your opponent, you could combo U2 off an EX Hadouken without a focus cancel.
Other things:
The effective frames for the "brake" on a rising air Tatsumaki Senpuukyaku (Tatsu) has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your tatsu will change (larger window for a "normal" air tatsu).
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
You can combo into crouching roundhouse no matter what your opponent's character is from a close standing roundhouse.
KEN
Target combo hits easier on crouching opponents, can also delay the inputs.
EX Shoryuken damage 80+30+30+50, 190 total.
CHUN-LI
Head stomps will come out on DF, not just D. They note that DB won't work though.
Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
Sweep 150 stun.
Kikoken startup 9F, easier to use as AA/use in combos.
They are fixing the bug where characters fell out of the U1 juggle in AE.
E. HONDA
Honda gets SSF4 Jab headbutt again! and now his MP Headbutt is his AE headbutt so he has lower body invincibility too.
Jab headbutt gets its upper body invincibility back.
Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.
BLANKA
Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC'd.
Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.
ZANGIEF
Jab SPD 150 stun.
EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn't. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.
GUILE
Balance adjustments centered around the changes made to him from Super to AE.
The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
Air throws 3F startup.
Spinning backfist 100 damage.
Can't be thrown out of upside down kick from the 6th frame until the last active frame.
DHALSIM
Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
C.jab active for 4F. But other frame info unaltered.
Hurtbox on Yoga Blast reduced.
Can follow up Yoga Blast with additional moves for combo.
M. BISON
-Scissors stun changed to 100/50 (150 total) on all strengths
-First hit causes 1f extra hitstun, so if you FADC the first hit you can have +5 advantage at best.
BALROG
Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
U2 damage 399.
Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
SAGAT
- Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10
VEGA
-cr.HK damage increased to 110, same as Super.
-+1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
-Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
-U1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss.
-U2 startup changed to 8f.
Sweep damage 110, back to Super damage.
Cosmic Heel does an extra 1 frame of block stun, Vega will be at worst 3F disadvantage.
Sky High Claw does "blowback" damage on a grounded opponent.
For U1, when he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.
Splendid Claw startup 8F.
We thought that Claw players would only want a few more improvements, so we change a couple of small things.
Crouching roundhouse's damage was increased to 110, the same as in SFIV (Vanilla)
The blockstun from Cosmic Smart (Heel) was increased by 1F. The maximum advantage for this move has been shortened to -3F.
Sky High Claw will now juggle the opponent
If the knee hits in Bloody High Claw (U1), the hitbox of the subsequent hits will be larger, decreasing the changes of the opponent dropping out of the ultra combo.
Splendid Claw's (U2) start up has been changed to 8F.
C. VIPER
-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410
Są to w większości informacje tłumaczone z jap. przez użytkowników SRK, więc mogą wystąpić jakieś niedociągnięcia tu i tam.