RYU:
-His HP Dragon punch hits twice (100-50; 1rst hit-2nd hit) It seems to have lost significant priority as an anti-air and if it does connect it’ll only deal 50dmg ^^ (last hit).
-Trade DP to Ultra doesn’t work anymore, though it could probably work in the corner (not tested)
-Trade DP to Super does work though.
-You cannot cancel the hadouken’s recovery frames with a Super anymore. NO MORE! You can only cancel the startup frames thus resulting in an instant super cancel. Hence no more Super traps (e.g. baiting a neutral jump from your opponent to catch him with super)
-Otherwise, EVERYTHING that worked in SF4 works in SSF4, combo wise, so not much has changed though I did not have access to frame data so there might be subtle changes.
-His Ultra2 isn’t really stellar. It doesn’t connect fully off a DP-FADC and only deals partial damage just like Gouken and Ken’s whiff Ultras. However, there is one set up that worked in the corner for the full 3 hits:
>>> J.HP, c.MP, c.MP, c.MK, HP hadouken, FADC, U2
KEN:
-His HP Shoryuken is invincible on start-up so it actually functions as a real anti air now.
-You can do HP Shoryu, FADC, HP Shoryu, FADC HP Shoryu (though you could do that in SF4 as well iirc)
-His Ultra2 is also lackluster though it can be combo’d into with set ups similar to U1:
1) Jump ex.tatsu, U2 (you can hit confirm the ex tatsu)
2) Ex Hadouken, FADC, U2 (Ultra connects fully)
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:
-Regarding the character itself without taking into account the Ultras, it seems nothing has changed… No crossup flash kick, he still has the very same tools. His HP Sonic boom might travel faster but that’s not guaranteed (didn’t spam enough of them to make a clear judgment ^^)
-U1 changed somewhat; the majority of its damage now comes from the final hit “STRIKE~!” which allows it to be much more reliable as an anti-air or as a juggle after an AA Flash kick.
Here are some of the Guile challenges:
1) FA, c.lp, c.lp, sonic boom, super, U2
2) J.HP, c.MP, Flash kick, Super, U2
3) J.HP, c.MP, EX Sonic boom, FA, U2
4) J.HP, c.MP, Sonic boom, c.lp, c.mp, LK Flash Kick
5) c.lp, c.lk, c.lp, Super, U1
BOXER/BALROG:
-Nothing really changed with Balrog. YOU CAN STILL THROW ALL OF HIS DASH PUNCHES, even Exes, just like in SF4. U1 still juggles after an headbutt. LP->HK still works… just like everything we’ve been accustomed to in vanilla.
-His U2 isn’t that good as you can jump out of it after the flash (just like any counter/grab ultra) USELESS! [Though it does deal 700 stun iirc!]
AKUMA/GOUKI:
-Aside from the missing loop, all the combos that worked in SF4 are back.
-You can link a jab after HK but it doesn’t work the other way (jab -> HK is gone)
-You can still beat DPs with Demon flip dive kicks and follow-up with a nice BnB combo… just like in SF4.
-U1 deals 510hp at most now.
-His spinarooni U2 is useless… Doesn’t even work as an anti-air. Only one known set-up has been found thus far:
J. ex hadou (2hits), PPP/KKK teleport, U2 (actually you can cancel the demon slide with U2… Though I don’t really see how this could possibly work, seeing as getting both ex FB hits to connect is hard enough as is) [hopefully this makes more sense to you than it does to me..]
HONDA:
-The startup frames on LP and EX headbutt are invincible. He doesn’t quite have enough inv. Frames to travel through an entire fireball but it can be useful to escape meaty fireballs on wakeup.
-His two headbutts are thus even better as anti-airs.
-His Buttslams can be DP’d on block (don’t know if that was the case in SF4). Anyhow, you cannot block the incoming DP so that changes a lot of things.
-U1 seems to have a bigger window allowing it to travel through fireballs though we might need an actual Honda player to confirm this statement and not a scrub like me
CHUN-LI:
-No notable changes.
-You can juggle her U2 practically anywhere on the stage but it’s not that strong. For example she can do:
HK hazanshu, c.lk, EX legs, U2
VIPER:
-I felt like her walking speed was noticeably faster, but I could be wrong.
-I really liked her U2, comboing into it was a breeze anywhere midscreen… even easier than U1!
-Notable combos:
1) EX seismic hammer, Super jump cancel, U2! Totally free in mid-screen, and U2 also fully connects
2) HP, Super jump cancel, U2! No skill required! Connects fully anywhere on screen~
No need to dash cancel the SJC anymore or falling back on obscure motions to land the Ultra.
3) c.HP, HP thunder knuckle, cancel, U2. Totally free! Why not?!
4) J.HK, c.HP, HP thunder knuckle, FADC, U2
5) EX Thunder knuckle, LP seismic hammer, SJC, U2
-There’s a lot to be celebrating about with Crimson~ Her U2 doesn’t connect after a burning kick like her U1, but its far easier to combo into, no more worrying about whiffing due to miscalculated juggle heights and whatnot. Ezpz macaroni.
RUFUS:
-His EX Snake Strike deals less (read: scaled) damage. That’s it ^^
-Ahh about his U2... It’s useless. He does have dubious set-ups like Far HK -> U2, which does not connect fully… Trash.
SAKURA:
-Her U2 is really neat. PPP version for the regular shinku hadouken and KKK for the anti air (45 degree) version.
-She can combo into it in such ways:
1) J.HK, c.HP, EX Tatsu, U2 (450 dmg)
2) J.HP, HP, lk tatsu, lk, EX tatsu, lp shoryu, U2 (KKK)
ZANGIEF :
-His U1 deals 510 dmg.
-His lariat doesn’t hit low after start-up. Believe me, the difference is quite noticeable and it feels good. Even if the real giefs don’t spam lariats continuously, random strolls on xbl should be fairly more bearable now.
ROSE:
-Her U2 can actually be used as a reversal, it deals 240 damage and you can juggle from it (like Rufus’ HK). A good tool that will make her even harder to approach.
-She has a few interesting set ups for her U2:
1) J. HP, U2, HP, soul spiral, Super
2) FA, U2, HK, HK, soul spiral (you can juggle a HK after each of the Ultra’s balls connects)
3) J.HP, HP, EX Soul spark, FADC, HP reflect, U2, Ex soul throw (470 dmg, requires full super bar)
CLAW :
- 3MK overhead, leaves claw at -1/-2 frames. Good pressure tool, but not the best overall in the game.
- No more wall whiffs: claw always grab the walls
- His U1 became "ULTIMATE". Like his EX flying barcelon his U1 now acts as a launcher at the beginning of the move (when grabbing the wall): if the opponent is not guarding, he takes the ultra. Goes through fireballs. Every fireball. Very good AA, and fastest than his vanilla version. One of the best ultra in the game now. *The Ultra does not function as a reversal though and you can safely waste it with a meaty on wakeup.*