Blanka
Normals
-Rock crush recovery time shortened so now you can do combos like rock crush > far LP > rolling
- Amazon river run's attack box time has been cut, and with it the frame count of the move in general has been cut. Also when he reverts back, his hit box is bigger
- Surprise foward's start is considered on the ground for longer, which means he can get thrown easier
Specials
- Rolling attack hit box is a little bigger and the distance he bounces back after being blocked has been adjusted. The distance bounced back is EX>m>s, so you have to think before using
- EX back step rolling's movement forward has been shortened, making it harder to escape from corners, however the distance adjustments through holding the joystick is the same
- EX electric thunder comes out a lot faster. probably can be used more than last game.
Overall
- Said to be strong just by playing him, this game should require more precise controlling. Assessing the situation is required more now, but his strength should be believable.
Abel
Normals
- Crouch hp: 2nd hit attack box is smaller above and below
Specials
- Tornado throw: lower damage
- Marseille rolling: no more hit invincibility at the end of it, making it easier to get countered. recovery time not affected.
Ultras
- Muga damage down by about 10%
- Mukuu damage is also down by about 10%, and the start of the attack detection is a little later. Plus, no more hyper armor during the dash, and the recovery time for when you miss and cancelling is longer
Overall
- With marseille rolling and ultra combos weakened, more caution will be required with him. However most of his weakening adjustments are about damage, so he should be able to keep the pressure on like in SSF4
Gen
[Mantis]
Two TCs have been added in.
TC1 is c.LK xx c.MK
TC2 is s.HP 1st hit xx s.MK
s.LP's hurtbox during active frames have been resized, so it's harder to get hit out of.
c.MP's start-up became faster, so it's possible to link from s.LP and c.LP.
s.HK range improved a bit.
U2 hitbox improved downward, so less chance to whiff (lolz)
[Crane]
U2's travelling speed is faster.
[Others]
During backdash, he's airborne right after invincibility wears out
[Overall]
Blah blah.
Consequently, there is absolutely zero nerf to him.
MAKOTO
Normals
-cr.LK has more range
-st.LK is now kara-cancellable
-cr.HK attack box extended, and the damage box has been lowered slightly, making it easier to use as an anti-air
-cr.HP has slightly more active frames
-F+LP has a 3 frame startup (formerly 4 frames)
Specials
-EX Hayate is now armor-break, has a slightly faster startup
-Fukiage, when the arm is fully extended, the hittable box from her chest up is now barely there, while the attack box is extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents however. The start up for all versions have been revised (I'd assume to be faster)
-EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)
-UC1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
-UC2 has a faster startup
Other
-1000 Health
-Forward and back dash are faster. Because of this, now HP Hayate FADC cr.LK (and other normals) LP Hayate now combos. This vastly improves her mix-up game (throw or attack?)
Next week's dev blog will be dealing with Zangief, Sagat, Dan, and Dudley.
it seems like they're nerfing the stronger characters (Balrog, Rufus, E. Honda, Rose, Fei Long) and obviously buffing the weaker ones (Gen, Makoto, Gouken, Juri, Guy).
Normals
-Rock crush recovery time shortened so now you can do combos like rock crush > far LP > rolling
- Amazon river run's attack box time has been cut, and with it the frame count of the move in general has been cut. Also when he reverts back, his hit box is bigger
- Surprise foward's start is considered on the ground for longer, which means he can get thrown easier
Specials
- Rolling attack hit box is a little bigger and the distance he bounces back after being blocked has been adjusted. The distance bounced back is EX>m>s, so you have to think before using
- EX back step rolling's movement forward has been shortened, making it harder to escape from corners, however the distance adjustments through holding the joystick is the same
- EX electric thunder comes out a lot faster. probably can be used more than last game.
Overall
- Said to be strong just by playing him, this game should require more precise controlling. Assessing the situation is required more now, but his strength should be believable.
Abel
Normals
- Crouch hp: 2nd hit attack box is smaller above and below
Specials
- Tornado throw: lower damage
- Marseille rolling: no more hit invincibility at the end of it, making it easier to get countered. recovery time not affected.
Ultras
- Muga damage down by about 10%
- Mukuu damage is also down by about 10%, and the start of the attack detection is a little later. Plus, no more hyper armor during the dash, and the recovery time for when you miss and cancelling is longer
Overall
- With marseille rolling and ultra combos weakened, more caution will be required with him. However most of his weakening adjustments are about damage, so he should be able to keep the pressure on like in SSF4
Gen
[Mantis]
Two TCs have been added in.
TC1 is c.LK xx c.MK
TC2 is s.HP 1st hit xx s.MK
s.LP's hurtbox during active frames have been resized, so it's harder to get hit out of.
c.MP's start-up became faster, so it's possible to link from s.LP and c.LP.
s.HK range improved a bit.
U2 hitbox improved downward, so less chance to whiff (lolz)
[Crane]
U2's travelling speed is faster.
[Others]
During backdash, he's airborne right after invincibility wears out
[Overall]
Blah blah.
Consequently, there is absolutely zero nerf to him.
MAKOTO
Normals
-cr.LK has more range
-st.LK is now kara-cancellable
-cr.HK attack box extended, and the damage box has been lowered slightly, making it easier to use as an anti-air
-cr.HP has slightly more active frames
-F+LP has a 3 frame startup (formerly 4 frames)
Specials
-EX Hayate is now armor-break, has a slightly faster startup
-Fukiage, when the arm is fully extended, the hittable box from her chest up is now barely there, while the attack box is extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents however. The start up for all versions have been revised (I'd assume to be faster)
-EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)
-UC1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
-UC2 has a faster startup
Other
-1000 Health
-Forward and back dash are faster. Because of this, now HP Hayate FADC cr.LK (and other normals) LP Hayate now combos. This vastly improves her mix-up game (throw or attack?)
Next week's dev blog will be dealing with Zangief, Sagat, Dan, and Dudley.
it seems like they're nerfing the stronger characters (Balrog, Rufus, E. Honda, Rose, Fei Long) and obviously buffing the weaker ones (Gen, Makoto, Gouken, Juri, Guy).