Abel

• All of the





• All of the previous changes listed here were stated again, including the Tornado Throw damage reduction, roll move losing some of its invincibility and the Ultra 2 (Breathless) nerfs.

Adon

• Close Medium Punch has 8 more frames of hit stun, can Cancel into Light Jaguar Kick and Link into Rising Jaguar.



• Standing Medium Kick hitbox buffed, can now be used as an anti-air.



• EX Jaguar Tooth has more projectile invincibility, and doesn't flash until he hits the wall (so you can't tell whether it's EX or not until he bounces off the wall).



• Wakeup time changed.



• Air Light Jaguar Kick can Link into Rising Jaguar on hit. This translation may not be 100% correct.



• Close Medium Punch has 8 more frames of hit stun, can Cancel into Light Jaguar Kick and Link into Rising Jaguar.• Standing Medium Kick hitbox buffed, can now be used as an anti-air.• EX Jaguar Tooth has more projectile invincibility, and doesn't flash until he hits the wall (so you can't tell whether it's EX or not until he bounces off the wall).• Wakeup time changed.• Air Light Jaguar Kick can Link into Rising Jaguar on hit. This translation may not be 100% correct.

Akuma

• Akuma's Close Hard Punch into Teleport into Ultra 2 now hits on crouching opponents.



• Medium Punch Shoryuken invincibility increased.



• Air Hurricane Kick isn't as good at escaping corner trap situations. This is the same nerf done to Ryu's Air Hurricane Kick.



• Akuma's Close Hard Punch into Teleport into Ultra 2 now hits on crouching opponents.• Medium Punch Shoryuken invincibility increased.• Air Hurricane Kick isn't as good at escaping corner trap situations. This is the same nerf done to Ryu's Air Hurricane Kick.

Blanka

• EX Electricity has a 5 frame startup, which is 5 frames faster than it was in SSF4. EX Electricity now has the same startup time as Light Punch Electricity.





• EX Electricity has a 5 frame startup, which is 5 frames faster than it was in SSF4. EX Electricity now has the same startup time as Light Punch Electricity.

Cammy

• All of the



• Hard Kick Cannon Drill does less damage.



• Far Standing Hard Punch Linked into Crouching Medium Punch is now possible.



• Crouching Light Punch, Link into Crouching Medium Punch, Link into Crouching Medium Kick is possible as well.



• All of the previous changes listed here were stated again. Here's what else was discovered.• Hard Kick Cannon Drill does less damage.• Far Standing Hard Punch Linked into Crouching Medium Punch is now possible.• Crouching Light Punch, Link into Crouching Medium Punch, Link into Crouching Medium Kick is possible as well.

Chun-Li

• Her Down-Forward + Light Kick now has a 12 frame startup, making it 2 frames slower than it was in SSF4.





• Her Down-Forward + Light Kick now has a 12 frame startup, making it 2 frames slower than it was in SSF4.

Dan

• Close Medium Punch is +8 on hit, up from +6.



• Close Hard Kick is +6 on hit, up from +2.



• Crouching Light Kick into Standing Light Kick, Cancel into Shoryuken now connects.



• Shoryuken is considered mid-air after the invincibility frames.



• Medium and Hard Dan Kicks do less damage.



• Neutral Jump Hard Punch now juggles against mid-air opponents.



• Close Medium Punch is +8 on hit, up from +6.• Close Hard Kick is +6 on hit, up from +2.• Crouching Light Kick into Standing Light Kick, Cancel into Shoryuken now connects.• Shoryuken is considered mid-air after the invincibility frames.• Medium and Hard Dan Kicks do less damage.• Neutral Jump Hard Punch now juggles against mid-air opponents.

Dee Jay

• Air Slasher has three less frames of recovery, or it takes less time to charge it up. Translation is rough here.



• Medium Kick Jack Knife has hit invincibility on startup; you can combo an anti-air Medium Kick Jack Knife into Hard Kick Jack Knife now, like you could in Super Street Fighter 2 Turbo.



• Crouching Hard Kick (Slide) has more active frames.



• The first hit of Standing Medium Kick has a 5-frame startup and can link from crouching light normals.



• Dash properties changed, making it easier to do a Ultra 2 after dashing.



• Dread Kicks (Double Rolling Sobat) offer more frame advantage to allow more follow ups after Focus Attack Dash Canceling the first hit.



• Air Slasher has three less frames of recovery, or it takes less time to charge it up. Translation is rough here.• Medium Kick Jack Knife has hit invincibility on startup; you can combo an anti-air Medium Kick Jack Knife into Hard Kick Jack Knife now, like you could in Super Street Fighter 2 Turbo.• Crouching Hard Kick (Slide) has more active frames.• The first hit of Standing Medium Kick has a 5-frame startup and can link from crouching light normals.• Dash properties changed, making it easier to do a Ultra 2 after dashing.• Dread Kicks (Double Rolling Sobat) offer more frame advantage to allow more follow ups after Focus Attack Dash Canceling the first hit.

Dhalsim

• Normal move damage has been revised. Some decreased, some improved, some left alone.



• Backdash is improved.



• Crouching Medium Punch improved, can Link into another Crouching Medium Punch and other moves as well.



• Normal move damage has been revised. Some decreased, some improved, some left alone.• Backdash is improved.• Crouching Medium Punch improved, can Link into another Crouching Medium Punch and other moves as well.

Dudley

• EX Ducking added, has faster movement and faster followups (Straight, Upper).



• Crouching Medium Kick had more active frames.



• Toward + Medium Kick has a faster startup time.



• EX Short Swing Blow has less recovery.



• EX Ducking added, has faster movement and faster followups (Straight, Upper).• Crouching Medium Kick had more active frames.• Toward + Medium Kick has a faster startup time.• EX Short Swing Blow has less recovery.

El Fuerte

• His Ultra 2 is now 4 frames, one frame slower than it was before.





• His Ultra 2 is now 4 frames, one frame slower than it was before.

Fei Long

• First two hits of EX Rekka Kens are now safe on block.





• First two hits of EX Rekka Kens are now safe on block.

Guile

• Close Toward or Back + Hard Kick (Sobat) now can avoid crouching attacks.



• Sonic Hurricane damage nerfed.



• Air Throw startup time increased to 4 frames. Was 3 frames in SSF4.



• Close Toward or Back + Hard Kick (Sobat) now can avoid crouching attacks.• Sonic Hurricane damage nerfed.• Air Throw startup time increased to 4 frames. Was 3 frames in SSF4.

Hakan

• Oil Slide now has a kick follow-up, which gives you enough time after the Oil Shower to do wake up attacks.



• Oil Shower stacks now, i.e. it keeps adding to the time the oil stays on Hakan. Can last up to 30 seconds now.



• Standing Light Punch, Crouching Light Punch or Toward + Light Kick, Light Punch Oil Slide now combos.



• Standing Hard Punch and Toward + Light Punch seem to work well as anti-airs.



• Oil Slide now has a kick follow-up, which gives you enough time after the Oil Shower to do wake up attacks.• Oil Shower stacks now, i.e. it keeps adding to the time the oil stays on Hakan. Can last up to 30 seconds now.• Standing Light Punch, Crouching Light Punch or Toward + Light Kick, Light Punch Oil Slide now combos.• Standing Hard Punch and Toward + Light Punch seem to work well as anti-airs.

Ibuki

• Ibuki's Kunai does 30 damage, down from 50.



• Neckbreaker does 120 damage, 200 stun, down from 140/250.





• Ibuki's Kunai does 30 damage, down from 50.• Neckbreaker does 120 damage, 200 stun, down from 140/250.

Ken

• Crouching Hard Kick is now 7 frames, down from 8 frames, which should enable you to combo into his sweep.



• Target Combo hits crouched opponents now and has increased damage.



• Light Punch Shoryuken's recovery increased.



• Crouching Hard Kick is now 7 frames, down from 8 frames, which should enable you to combo into his sweep.• Target Combo hits crouched opponents now and has increased damage.• Light Punch Shoryuken's recovery increased.

Makoto

• It was specifically mentioned that Makoto's dash is faster, taking 16 frames to complete. Now she's tied with with Abel, Gouken and El Fuerte for the fastest forward dash.





• It was specifically mentioned that Makoto's dash is faster, taking 16 frames to complete. Now she's tied with with Abel, Gouken and El Fuerte for the fastest forward dash.

M. Bison

• Ultra 2 is now a charge command, now does 450 damage, up from 420.



• Knee Press Nightmare (Super) is now projectile invincible.



• Standing Hard Kick does 110 damage at the base, but only 80 if you hit with the tip of your foot.



• Ultra 2 is now a charge command, now does 450 damage, up from 420.• Knee Press Nightmare (Super) is now projectile invincible.• Standing Hard Kick does 110 damage at the base, but only 80 if you hit with the tip of your foot.

Ryu

• Shoryuken's efficiency changed.



• Normal moves revised.



• Air Hurricane Kick isn't as good at escaping corner trap situations.



• Rough translation: In the situation where Light Punch Shoryuken trades, due to its air hitbox, Hard Punch Shoryuken seems to be a better option for situations where people try to escape.



• Shoryuken's efficiency changed.• Normal moves revised.• Air Hurricane Kick isn't as good at escaping corner trap situations.• Rough translation: In the situation where Light Punch Shoryuken trades, due to its air hitbox, Hard Punch Shoryuken seems to be a better option for situations where people try to escape.

Rose

• Rose's Soul Satellite has no invincibility, but now the orbs have a 4-frame startup. This was previously listed as 7 frames before, although that is incorrect, as the orbs start up in 4 frames in SSF4. It's unknown what this change means still.



• Soul Spark meter gain reduced.



• Rose's Soul Satellite has no invincibility, but now the orbs have a 4-frame startup. This was previously listed as 7 frames before, although that is incorrect, as the orbs start up in 4 frames in SSF4. It's unknown what this change means still.• Soul Spark meter gain reduced.

Sagat

• Tiger Uppercut does 20 more damage now.



• Angry Scar input is now the kick button.



• Second hit of Standing Light Kick now does 30 damage instead of 10?



• Tiger Uppercut does 20 more damage now.• Angry Scar input is now the kick button.• Second hit of Standing Light Kick now does 30 damage instead of 10?

Sakura

• Reduced recovery time on Close Medium Punch.



• Far Standing Medium Punch is Cancelable.



• Improved hitboxes on Far Standing Medium Kick.



• Improved backdash, but this was the same change that was done with most of the cast members.



• Fireball's charge time decreased.



• Reduced recovery time on Close Medium Punch.• Far Standing Medium Punch is Cancelable.• Improved hitboxes on Far Standing Medium Kick.• Improved backdash, but this was the same change that was done with most of the cast members.• Fireball's charge time decreased.

Seth

• Seth lost his Jumping Hard Punch.



• He now has 800 health and 900 stun.



• Hyakuretsu (Spin Kicks) damage increased.



• Ultra 1 can get hit by projectiles after starting.



• Super move now has pursuit property (will always hit properly as anti-air, all hits should connect), and is invincible to strikes on startup.



• Seth lost his Jumping Hard Punch.• He now has 800 health and 900 stun.• Hyakuretsu (Spin Kicks) damage increased.• Ultra 1 can get hit by projectiles after starting.• Super move now has pursuit property (will always hit properly as anti-air, all hits should connect), and is invincible to strikes on startup.

T. Hawk

• EX Condor Dive can now be done as an individual attack, performed with all three kicks, it's projectile invincible and can be done on a back jump.



• Ultra 2 has a faster startup and better hitbox.



• EX Condor Dive can now be done as an individual attack, performed with all three kicks, it's projectile invincible and can be done on a back jump.• Ultra 2 has a faster startup and better hitbox.

Vega

• Crouching Medium Kick starts up in 6 frames, down from 8 in SSF4.



• Ultra 2's startup time increased.



• Hop Kick is now vulnerable to throws when performed from close range.



• EX Rolling Crystal Flash is +4 on hit now.



• Crouching Medium Kick starts up in 6 frames, down from 8 in SSF4.• Ultra 2's startup time increased.• Hop Kick is now vulnerable to throws when performed from close range.• EX Rolling Crystal Flash is +4 on hit now.