FAKE EDIT: Hmm, seems like I'm a little bit late.
I'll leave my quickly done translation here, though, as the SRK one missed a few of Ken's edits and characters.
Sorry for the broken english, I tried to be quick. ^^
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RYU
- Nerf feast. HP shoryu does 2 hits (100 the first one, 50 the second). Seems like it lost a lot of his priorities. As an AA it only hits on the second hit, doing only 50 damage.
- Double touch shoryu to U1 no longer works. Except maybe if the opponent hits the wall?
- Double touch super still working
- No more cancelling the recovery frames of an hadoken with a super. Start-up frames are still cancellable, though. Means no more super after an hado trap!
- Normal moves seems to be just the same as in vanilla
- Crappy U2. Doesn't fully hit after a FADC shoryu (like Ken or Gouken). Only set-up found so far, in the corner: j.HP, c.MP, c.MP, c.MK, HP hadoken, FADC, U2. Maybe possible midscreen, but not sure.
SAGAT :
- 1000HP
- Tigger Uppercut does 100 damage. Ridiculous.
- U1 full does 510 damage. When comboed, does about 450. Ridiculous.
- stand LK became 2 hits, yadi yada what we all already knew.
- U2 juggles well, but does little damage. Maybe usefull against fireballs?
- Very hard to put a f.HK on a double touch now. Still possible, but harder.
- No more double touch to ultra or tiger knee, or maybe just in the corners
- Scar makes the next TU does 170 damage
GUILE :
- Nothing new apart from his ultras. Maybe HP sonic boom is faster, but not sure about this one.
- U1 now does damage on the last hit only, meaning it becomes a better AA option, or usefull after an AA regular somersault.
- U2 is very good. Starts very fast, very usefull against shotos spamming fireballs. Some set-ups for a juggle after an AA somersault or after the super.
VIPER :
- Seems like she is faster, but not sure.
- U2 is really nice. Lots of ways to combo it, from anywhere on the screen. Easiest to combo than the U1 since HJC is not required on a lot of its setups (it's an aerial ultra). No precise timing needed, no whiffing.
ZANGIEF :
- U1 does 510 damage
- Lariat doesn't hit low anymore after the startup. Good giefs won't care, crappy live giefs will cry.
ROSE :
- U2 is a true reversal. Does 240 damage. Makes Rose really hard to approach.
- Some setups for it:
1) j.HP, U2, HP, hcf.K, super -- I'm a bit confused here: didn't he mean hcf.P?
2) FA, U2, HK, HK, hcf.K (can juggle HK after each time a ball hits) -- same as above
3) j.HP, HP, hcf+PP, FADC, HP, qcf+HP, U2, shoryu+PP (470 damage, full super bar)
GUY :
- Seems like a very very good character
- Big vortex on his wake-up game: can mix-up run cancel, run overhead, run low, run throw, etc.
- Ex tatsu is ultimate. Kinda like a messiah, hits cross-up, kills every form of wake-up pressing.
- Only is U1 is comboable. Confirms are easy in the corners.
- Shoulder dash is strong, especially the EX version (launches the opponent)
- Izuna drop is godlike. Similar to guile's air throw.
- Jumps very far. MK is a good cross-up.
MAKOTO :
- 3.3 players won't be too lost with her. Hayate to karakusa doesn't seem to be working, but can be replaced by hayate FADC karakusa.
- Tsurugi is not overhead, but is comboable. EX tsurugi IS overhead, though, but knocks down the opponent.
- You can now use an hayate cancel to link afterwards. Don't really know how much this thing can be pushed, but for example HP, hayate cancel, c.LP links for a 2 hit combos. Not easy to do, but doable nonetheless.
- Hayate cancel is easier than Viper's cancels. You only need to quickly press P and K when doing your hayate.
- Can juggle after U2 (yeah!)
- U2 has two distances: short and long.
DUDLEY :
- Not much to say, you already know a lot. Not that easy to play well.
- Can link a stand HK after his overhead.
- His super is really usefull, lots of ways to combo it.
ADON :
- I don't like the character, didn't a play a lot with him.
- Did all of his challenges: very command heavy!
- When not in the corners his ultras always whiff. Maybe I'm just not good with him, though.
- Three variations for his super, depending on whether the player presses P, K or nothing during the animation.
HAKAN :
- Gosh this character! Pure grappler with a slide.
- The follow-up of his slide doesn't require any particular timing: only need to mash P
- No interest in not being oiled-up. When oiled up he can move during his FA, he has more links, and his throws get way more reach (like a kara-TU).
- f.HP is godlike. Kinda like Honda's neutral j.HP, but on the ground. Best zoning move of the game.
- Very short jump, seems like a short hop from KOF. When putting T.Hawk and Hakan next to each other, and make them jump at the same time, T.Hawk goes entirely above Hakan.
- U2 is ULTIMATE. The perfect AA. When Hakan has it, it's over, you stay on the ground. Nothing to do agains it: blanka's rolling, honda's dosukoi, Hawk's condor spire and the likes all lose to it. Stays active for long time: can punish a missed shoryu with it. Can't see anyone playing with his U1.
- Hard to play when not oiled up.
JURI :
- What a pest. Rufus, only more annoying but with less HP.
- 950HP
- hcf.K is really good. EX version is safe, AA, true reversal, anti-cross up and so on and so on: it does the coffee and takes care of the kids. When she has an EX bar you leave her alone when she wakes-up.
- U2 juggles anywhere from un simple dive kick. Not that easy, there's a timing that needs to be found and practiced.
- hcf.P is strong. You can store the fireball by letting P pressed, and launch it by releasing the button. For example you can store an MP fireball and release it after a c.MK, for 2-hits combo. Not only that, but the block stun of the ball allows you to link another normal after that. It's also possible to store the 3 fireballs (LP, MP and HP) at the same time. Juri's players will need 3 or 4 brains to play her well: KOF players are going to love her.
- Her dive kick is really not safe, though it can surprise people.
- Didn't find any setup to combo her U1.