_dementia said:
looking forward to AE changes in a language I can read
http://shoryuken.com/2011/08/22/ssf4ae-version-2012-changes-part-1/
Thanks to Azrael for the translation (more will appear as it becomes available).
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.
Chun
Head stomps will come out on DF, not just D. They note that DB wont 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.
Ken
Target combo hits easier on crouching opponents, can also delay the inputs.
EX Shoryuken damage 80+30+30+50, 190 total.
Honda
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 FADCd.
Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.
Gief
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 didnt. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.