« Super Street Fighter 4: Arcade Edition Changes From Arcadia Magazine »
Arcadia Magazine published a list of changes for many characters in Super Street Fighter 4: Arcade Edition -- some new, some we already know about, and a few that are kind of ambiguous. There have been a number of different translations floating around the 'net at this point, so we're going to round them all up here for you guys so you can check out all the buffs or nerfs for your character in a single glance.
Thanks to Reno at VersusCity.net, USD and PopOnArrival at NeoGAF and The_Theorical on SRK for these translations.
Abel
U2 Damage reduced, start up increased, and recovery from the cancel is increased.
Marseilles Roll invincibly reduced.
Tornado Throw damage reduced.
Adon
Close Medium Punch: 8 more fames of hit-stun, can cancel into Light Jaguar Kick and link into Rising Jaguar.
Standing Medium Kick hit-box buffed, now a viable anti-air.
EX Jaguar Tooth has more projectile invincibility, with no EX flash on the way to the wall, making it harder to determine if it is a regular or EX attack.
Wake-up timing has "changed".
Akuma
From Reno at VersusCity.net:
※ Ultra 2 hitbox has been increased. You can now do Stand Fierce -> Teleport -> Ultra 2 on crouching opponents.
※ Invincibility frames on MP Shoryuken has been increased.
※ Air Hurricane Kick trajectory has been changed.
Cammy
Close Heavy Punch recovery reduced.New Links:
- Far Heavy Punch into Crouching Medium Punch
- Crouching Light Punch, Crouching Medium Punch into Crouching Medium Kick
Cannon Strike can only be performed after a certain height now.Damage Reduced on Heavy Cannon Drill
Dan
Close Medium Punch is now +8 on hit, up from +6.
Close Heavy Kick is now +6 on hit, up from +2
Crouching Light Kick now links to Standing Light Kick, allowing Dan to cancel into his Dragon Punch (Kouryuken)
Kouryuken's invincibility frames end in mid-air. (Not 100%)
Damage reduced for both Medium and Heavy Dankukyaku (Dan Knee)
Neutral Jump Heavy Punch allows for follow-up juggles on air-borne opponents.
DeeJay
Air Slasher recovery reduced by 3 frames.
Light Jack Knife Maximum has start up invincibility, and when used as an anit-air, you can combo into a follow up Heavy Jack Knife Maximum.
Crouching Heavy Kick has more active frames.
Dash properties modified, making it easier to combo into U2 after a dash.
Standing Medium Kick has a 5-frame start-up and can be comboed from crouching light attacks.
Increased frame advantage on Double Rolling Sobats, allowing for follow up combos after a FADC.
Dhalsim
Normal attacks have been revised, with some doing more damage, others doing less.
Improved Backdash
Crouching Medium Punch improved, allowing it to combo into itself and other attacks.
Dudley
From Reno at VersusCity.net:
※ EX Ducking has been added, all moves that come out of EX Ducking are very fast.
※ Crouching MK can be linked.
※ Foward+MK comes out faster.
※ EX Short Swing blow reels back less.
Guile
Reverse Sobat -- Forward or Back + MK -- now goes over all low attacks. Allows for a number of different combos on counter hit.
Sonic hurricane damage reduced.
Air Throw start up time increased to 4 frames from 3 frames.
Hakan
From Reno at VersusCity.net:
※ After Oil Slide you can do Kick follow up to get more oil instead of damage. After the oil is applied you still have some time for wake up games.
※ Oil Shower does not get “overwritten”, but gets overlapped. The longest time you can have oil is for 30 seconds.
※ Stand Jab -> Crouch Jab or Stand Short Kick -> Jab Oil Slide works as a combo.
※ Anti-air is Standing Fierce and Forward+Light Punch.
Honda
From Reno at VersusCity.net:
※ Ultra 2 can be jumped after the blackout
※ Jumping MP has been weakened via hitbox modification.
※ Jab headbutt has lower body invincibility
※ Headbutt does max damage on start up, so you’ll do minimum damage if you launch yourself from full screen.
Ken
Crouching Heavy Kick (Sweep) is now 7-frame start up, down from 8, allowing for more combo possibilities.
More recovery on Light Dragon Punches.
M. Bison
From Reno at VersusCity.net:
※ Ultra 2 combo command has been changed (charge command), but damage upped to 450.
※ Super combo has projectile invincibility.
※ Heavy kick does 110 damage up close, 80 at the tip.
Rose
U2 invincibility removed, but is now a 4-frame start-up instead of 7.
Less meter gained from Soul Spark.
Sagat
Tiger Uppercut does 20 more damage.
Angry Scar is now performed with the kick button, not punch.
Second Hit of Standing Light Kick inflicts 30 damage now, instead of 10.
Seth
Health up to 800 (+50 points), Stun 900 points (+150).
Jumping Heavy Punch does not have any long range extension anymore.
Hyakuretsu (Lightning Legs) does more damage.
Can be hit by projectiles after the start up of U1 (Not 100% translation)
U2 will always juggle airborne opponent properly, invincible on start up.
Sakura
Recovery on Close Medium Punch reduced.
Far Medium Punch now cancelable.
Improved hit-box on Far Medium Kick
Improved Backdash
Hadouken charge time reduced.
T. Hawk
EX Condor Dive can now be performed as its own move. Press all three Kicks in the air, either from forward jump or back jump. Projectile invincible.
U2 has faster start up and a better hit-box.
Vega
Crouching Medium Kick is 6-frames, down from 8-frames
U2's startup increased
EX Rolling Crystal Flash is +4 on hit.
Zangief
From Reno at VersusCity.net:
※ EX Green Hand is +1 on hit, and does not knock down.
※ You can move Ultra 2 around now.
※ Jab SPD range and damage has been increased.

haunts
Reader Comments (17)
Oh, so into the improvements for Deejay!
Look at those Gief changes, I thought Vance was scary before but after this he could be terrifying.
I also wonder if we will see a few more Sagat players after AE comes out.
As a Sagat player myself, I see the changes fairly insignificant compared to the rest of the cast. I think he will be mostly the same, though uppercuts might be more viable in combos now.
Jab spd range did not need to get increased imo, vance already has the footsies to know the max range of it now he will be able to grab phantom limbs :(
Sagat needs st.LK Tiger shots back guess Capcom doesn't want him anywhere near the top 5 anymore Vanilla was a nightmare.
Jab SPD already has great range Capcom are out of their minds, guess somebody wants Zangief back on top.
Ken is Daigo READY now in AE faster combo-able Roundhouse + low strong frame traps + higher damage on Jab/Fierce SRK.
I have high hopes for Dee Jay and Cammy (even without the TKCS) frame buffs FTW !!
Good thing I never really changed ultras with Dictator (been sticking to Ultra 1). That super having projectile invul will make saving that super meter worthwhile somewhat.
Anyone feel like Capcom is just king of tweaking stuff for the hell of it? lol. Some of this stuff just seems really strange.
:{ I wanted s.lk 2nd hit cancel back. I liked Sagat that way.
Hakan still sounds crappy.
Seth: Health up to 800 (+50 points), Stun 900 points (+150).
It's a marked improvement, not GREAT, but about time. I may want to pick Seth up again. Maybe.
I already know about the Blanka nerfs, but I won't get into that. I won't play on arcades anyway, but we'll see how it goes IF they bring these changes to consoles.
Keep in mind that they're not just looking at top-tier match ups when making adjustments.
Dan looking top tier now.
I'm pretty sure Sagat got his s.lk hit cancel back because I just saw that his move translation says something like, "standing light kick now does 10 dmg on the first hit and 30 dmg on the second hit." As opposed to the other way around like how it is in super, to me it's obvious that he got it back. Why else would Capcom switch the dmg around for a normal like that and not make the first hit available to cancel into a sepcial? It wouldn't make any sense for them to go from 30 on the first hit and then 10 on the second hit of his s.lk and then reverse it for no reason. Am I the only one that makes any sense of this?
Nevermind, changes have just been released on Eventhubs
I was hoping they would do more with T. Hawk, but at least they improved Deejay a tad. I feel iffy about some of the Cammy changes, I like the normal improvements but how much did they really nerf Cannon Strike and Cannon Drill. I don't really want to change my game with her to much.
I really hope I'll be able to use T Hawk's second ultra now...
I'm not too thrilled about cammy's changes and all, but as long they make SAFE, HIT-VERYFYING type combos like everyone else, then I guess I'm happy... for now.
There's nothing on Juri!!!!!!