Ryu
Frame data:
Normal throw KND tech +6 (from +14)
b+HK -2 oB (from 0)
s.MP +7 oH (from +6)
f+MP -6 oB (from -4), +1 oH (from 0)
ex FB +2 oB (from -1) both normal and VT
s.HP 8f SU (from 7f)
c.HK 8f SU (from 7f) (thanks /u/StarlessMirage )
f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think (thanks /u/StarlessMirage )
V-Reversal KND tech +13 (from +26)
Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentioned
Damage/stun:
cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stun
j.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stun
c.lk, c.lp xx hp DP 147 dmg 120 stun
HP DP damage -20, stun -50
Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.
Hitboxes:
s.LP lower hitbox, a bit harder to aa with
jump lk hurtbox lowered
c.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practice
Added strike vulnerable to jump tatsu (normal and EX)
Pushback etc:
Throw loops no longer in corner
Normal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reaches
c.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,
V-Reversal pushback far. resets to neutral
back throw in corner pushes back seems further
f+MP oB pushback seems a little less
lk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)
s.LP s.MP s.LK 3 hit block string no longer works on standing (lk whiffs) because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)
Other:
MP DP invincible frame 3. harder to deep DP to anti air
b+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol.
b+HK CH VTX first hit f+HP combos lol
b+HK xx HP DP hits at all ranges on hit
anti air b+HK xx EX DP combos cancelled from 1st and 2nd hit. (cool combo) in corner AA b+hk xx EX FB xx EX
DP combos: * Parry gives twice the V-meter gain from before. 6 parries per V meter (thanks /u/ManofSteelII )
Still the same:
lk tatsu CA still works
c.MP, s.LK combos
s.MP, c.HP still combos
hp dp not invincible at all
activating VT still counts as a hit in combo (scales)
CA is still 4f
CA scaling minimum is still 50%
Meter gain doesnt seem different
cc s.HK still gives 0.5 V gauge
Parry recovers in counter hit state and is a long recovery
j.tatsu still can't hit behind opponent
VT CA seems the same oB/oH
CA 320 dmg / VT 350 dmg
back tech is still 5frames slower than normal tech
VT still 4f recovery
Chun-Li
875 HP
c.LK 3f, cancellable into legs but not other specials or CA (????)
Legs (normal/ex) VTX +6 oH/0 oB. EX +4 oB
Normal Fireball VT cancel is +24 on hit (!)
s.LK hitbox not disjointed anymore. Hurtbox higher than hitbox ie not OP anti air anymore
jump throw strike vulnerable box doesn't get removed
Piano legs doesn't seem different in frames (unsure about damage and range)
s.HP -5 oB and (it feels like, but not sure on exact number) slower startup
Air legs (LK/MK normal and VT) -2 at best
VT duration ~11sec from 17
EX sbk -16
Only 3 hit light string is now c.LK c.LP s.LK, only works on standing
c.LP s.MP c.MK xx MK SBK still works, but on block, c.MK seems to whiff (on Chun, maybe not others?)
c.MK hurtbox extends before active frames, hurtbox extends further than hitbox
Backthrow throws fullscreen. Gives oki if thrown into the corner (dash b+HP for example)
V-Reversal +2 oH -2 oB (from +1/0)
Nash
Backthrow damage nerfed was 140 now 130.
SWEEP damage nerfed was 100 now 90.
MOONSAULT damage nerfed 60 was 70 video
backdash distance slightly nerfed
back throw throws farther
mk scythe pushback reduced
mk scythe is now -10 on block instead of -8
f.hk is now -3 on block
b.MK confirmed +2 on block/+4 on hit
st.mk is now -1 on block/+2 hit
forward dash leaves you closer to tick throw after a light without walking foward, could infer throw range increase
ex boom +2 on block for second hit
cr.HP has less pushback, can link into cr.mp on block and hit
for st.mk > st.hk target combo, st.hk has 1 juggle point
st.hp is 8 frame startup now
st.mk > st. hk Target Combo can be completed on whiff. Great for anti airs.
L Sonic Boom -2 on hit/-4 on block, M Sonic Boom 0 on hit/-6 on block, H Sonic Boom +4 on hit/-2 on block
EX Boom has slightly more pushback now.
st.mp has 2f more hitstun. allows for combo into L TA. Allows for meter stealing
Forward Dash has 2f more recovery. 19 frames now instead of 17 frames. Meaties setups have changes. (e.g. L Sonic Scythe k/d, dash up cr.MP / b.MK is last frame meaty on quick rise) (e.g. L Sonic Scythe k/d, dash up st.mk > b.mk. St.mk hits on last frame, becomes +5 ch meaty)
EX Moonsault is now +7 on hit
can still kara EX Sonic Scythe
all Tragedy Assaults do 50 extra stun
EX Sonic Boom xx. Ground VT > cr.lk is now more reactable. Slower animation on VT Flash.
cr.mp xx Ground VT is +4. Allow for jab to combo after.
M. Bison
S.LK startup 4f -> 3f
S.LP now combos into LK Scissors.
S.HP damage 80->90.
Shadow Axe now combo's from S.MP on regular hit as opposed to only on counterhit. No gaps.
Shadow Axe damage and stun 60/60 -> 50/120.
Shadow axe advantage +6/-5 -> +2/-8. VTC advantage on hit at least +11.
Shadow axe Damage reduced from 60 to 50.
Psycho Axe and probably Shadow axe knock down in place when an aiborne opponent is hit.
V-Skill Projectile can be stored to use later by inputting MP+MK.
V-Skill can be used from cancellable normals. VSkill fireball combos off c.MP and s.HP cancels. Does not combo off c.MK.
Forward Throw has more recovery. Can't throw loop in the corner now.
Psycho Blast EX now doesn't explode with time/distance.
LP/MP/HP/VT Inferno damage 90/100/110/130 -> 80/90/100/120 (all reduced by 10).
LP/MP/HP Inferno stun 100->150
Inferno HP now combos into LP Blast.
While you can HP inferno into LP blast, you can't do it with VT inferno into LP/MP/HP Blast, only EX.
All infernos seem to have less frame advantage. Weaker oki off them.
VT Scissors LK now combos off Lights.
VT Scissors has better invulnerability at least against projectiles.
Scissors LK/MK/HK hit advantage +3/+2/+1 -> +2
VT Scissors LK/MK/HK hit advantage +3 -> +2.
Both Scissors EX seem to have less frame advantage as well.
Head EX Press now consistently combos into Skull Diver on air to air hit.
Skull Diver sends downwards.
VT Headpress EX's invulnerability buffed. Lasts longer.
VT Headpress EX block advantage +2 -> -2.
Devil Reverse EX doesn't make Bison jump so high, therefore reducing his mobility on the way down (less time to move).
Devil Reverse EX is less advantageous on block. Can't Psycho Axe afterwards without being interrupted.
Devil Reverse EX combos into Psycho Axe?
VT Devil Reverse now usable from at heights.
Cammy
st. MP is +3 oB (was +2)
cr. HP is +1 oH (was 0)
b+MP is +1 oB and +4 oH (was -2/0). combos into st. LP
L Spiral Arrow is -12 oB, M is -15 and H is -12 (were all -13)
EX divekick is -3 oB to +1 depending on spacing, though it can be up to +3 on crouchers. Height limit severely limited - you can only do it almost at the peak of the jump, but at any moment on the way down. No instant EX DKs anymore
no meterless DP is fully invincible anymore. The best one is M DP which is strike invincible on frame 3, but I think it's still not throw invincible. VT DP is still fully invincible frame 1 though.
V-reversal doesn’t knockdown anymore, but it is now -2 on block (was -8) and is +2 on hit
St Mk appears to be down to 8 frame startup.
Birdie
birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp
Can juggle with bullhead after cr.hp (even non-ex)
Birdie st.hp crushcounter rumour was fake, just a regular counterhit
f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)
His damage output seems mostly untouched
Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)
St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore
cr.lk nerfed, has 5f startup
V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),
Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again
Can raw confirm lp/mp/hp bullhead into super
We can raw confirm st.mp into mp bullhead (it's difficult though)
bad news: st. mk feels slower on startup
slide (df+hp) is -7 on block now
hp bullhead still -5, but less pushback I think, almost the same though
st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk
overhead has slightly less range
Vega
You can't combo EX FBA off f+HP CC though, but you can dash forward twice and do whatever you like on wakeup.
The no claw cr. HP CC is probably his funniest change thouh. You can:
cancel into L roll for damage (hits once in the corner and twice mid screen)
cancel into M roll, cross-up and get a meaty st. MP, st. MK, st. HP or cr. HP (yes it loops into itself)
cancel into H roll, which will knock them down and hit them meaty if they quickrise.
cancel into stance change and reset with st. HP
cancel into EX FBA (ofc)
Other changes in the frame data:
claw st. MP is +2 on block (was +1)
claw st. HP is +6 on hit (was +5)
claw cr. MP is +1 on block (was 0)
no claw st. LP is +6 on hit (was +5)
no claw st. MP is +4 on hit (was +3)
st. HK is +3 on block (was -1)
cr. MK is +7 on hit (was +6). it comboes into st. MK now
f+MK is -6 on block (was -4, seems universal)
L roll is +1 on hit (was 0)
R. Mika
875 Life
Passion Press -8
Irish whip no longer gets invisible wall, only bounces in the corner
Irish whip they appear to fall faster. 2x dash EX peach no longer works, 1x dash EX peach works
s.LP 4f. Therefore s.LK, s.LP is not a combo (and cant hitconfirm into linked CA on normal hit)
c.HP -1 at best on block, still +3 on hit
s.HK still -4
Rashid
st. HK is now -4 oB (was -2)
st. LK is still 3f
cr. HP is +7 oH (was +6). You can combo into sweep if you feel like it for whatever reason
cr. MK is +1 oH (was 0)
overhead is -6 oB (was -4, universal change)
L Mixer is 0 oH (was +1)
if they M Mixer whiffs or if blocked you end up right beside them. IIRC you could just fly away before
H Mixer seems to hit earlier and it looks like you can combo easier into it
Karin
Zangief
The grey life nerf seems real. Be less frisky with V-skill.
Oki advantage seems the same across the board. Frame tweaks were done exclusively to the normals from what I can see, whereas the specials were hit with number tweaks.
stLP still good anti-air
crLP now +4 on hit (down from +5), loses combo into stLK
stMP now +4 on hit (opening combo possibilities such as stMP, crLP xx lariat) and +2 on block (mixups on entire cast)
crMP is now a 6f move (used to be 7f)
crHP now +2 on hit
uncharged stHP now +2 on hit (mixup on entire cast) and -4 on block (from -3, opening more punishes), dash SPD no longer possible on CC
charged stHP now deals 200 stun (up from 150), dash SPD still possible after a CC
stand roundhouse also +2 on hit (mixup on entire cast)
This means that crHP, stHP and stHK are confirmable into CA on hit. Buffer that churn.
stLK is unchanged, but to give an indication a cancel into lariat will hit at ALL ranges so long as the stLK connects
crLK now +2 on block (up from +1, mixups on entire cast) ((I have a feeling this will be our new light meaty)
Headbutting a projectile now grants meter. Absorb about five to get a full bar of meter.
Lariat: hits crouchers and way more range on it. Back tech is possible after it, do not believe the rumors.
Damage buffed to 120, up from 100.
SPD: damage changed to 180/200/220/220 (down from 180/220/240/240), stun values remain the same
RBG: All versions now do 250 stun instead of 200. EX RBG deals 230 damage now (up from 200).
Laura
st. MK is -2 on block, but still -1 after VSF on hit
st. HP is +4 on hit (was +3) and +1 after VSF (was -1). st HP xx VSF will help you keep the mixups going.
cr. LK is now +1 on block; you can tick throw with forward throw without even walking forward.
V-skill (Overhead) is now +3 on hit in v-trigger, +1 normal
you can safely meaty loop EX grabs into each other.
you're -2 if you dash in after an EX grab
EX fireball is +7 on block in VT now. EX fireball > cr. HP/MK is a true blockstring in VT!
Dhalsim
925 life
s.MP / s.MK +2 on hit (from 0). Still -4 on block
s.HK +4 on block (combos into s.LP xx EX flame in corner)
Normal throw is now +23. Dash is +2 in the corner for throw loops
F.A.N.G.
V-Reversal has Nash's properties now. Completely invincible to normal attacks during recovery.
Cancelling the command dash into Senpukuga looks like it'll be a useful thing. It's very fast and can be ambiguous.
A number of FANG's normals are slower (and in turn, a few of his normals have more hit advantage). This seems like something that they've done to most of the cast though.
cr.MP is 7 frames now, which may end up being a huge problem if a lot of moves are all of a sudden not punishable by it like they were before (I assume they will be, or it would kill FANG).
V-Trigger lets us cancel off normals into specials without any charge time required, just needs the input done (like Necalli in V-Trigger right now). Definitely a buff, how much of one remains to be seen.
Sadly it doesn't seem like Poison was buffed at all which was my #1 wish, but it is indirectly buffed because white life is more threatening now than before.
st.LP is +3 on block
st.MK is 6 frame start up now (st.LP is +6 on hit, so we can still combo into it.)
Juri
Normals:
st.mp +5 on hit (up from +4; still +2 on block)
st.hp +4 on hit (up from +2; still -3 on block)
st.mk 5f startup (down from 6f)
st.mk now links to mk fuha
cr.mp 6f startup (up from 5f)
cr.mp now links to mk ryodansatsu
cr.hp easier to AA with it seems
cr.mk -2 on block, +2 on hit (up from -3, +1)
f.mk -6 on block (down from -4; still neutral on block; still CC'ed by sweeps)
V-Skill:
about ~30f of charge (down from a ton more)
charged version gains projectile invincibility a lot earlier
uncharged seems about the same (can still be thrown out of it)
Specials:
all tensenrins now uses punches instead of kicks
lp tensenrin still -8 on crouchblock
mp tensenrin does 120 damage (up from 110)
mk fuha release now -4 on block (up from -6)
hk fuha release now -6 on block (up from -11)
hk fuha release does 80 damage (down from 90)
Throw:
forward throw looks like it's +13 on quickrise (up from +8 I think?), so st.mk whiffs now
+9 on back throw (was +7 I believe)
Urien
b.HK is df.HK now. Now when we want to step back for anti-crossup st.HK there will be no more random b.HK.
st.MP startup is 7f. +6 on hit. 1 frame slower but now there is st.MP cr.MP combo on regular hit!
cr.MP is +5 on hit now. So Urien still have cr.LP->st.MP CH combo.
cr.HP startup is 7f. 2nd hit out on 9f(10?). Right now there is punishes of something like MAX RANGE slides which is usally -7 for a decent damage. Also can combo
cr.LP/st.MP on CH without meaty! And 2nd hit which is anti air comes out faster.
cr.MP is +1 on block. Used to be 0.
st.HK HOLD is now +2 on block and almost no pushback. There is a reason to do meaty st.HK HOLD instead of st.HP HOLD for no recovery people. If opponent blocks there is a mixup!
cr.MK is +2 on block and +4 on hit. Urien get a new good pressure/meaty(?) tool. Can combo into cr.LP and CH combo into cr.MP!
j.LK now can crossup and +12 on hit. So now it`s easy to confirm into cr.HP for a decent damage!
Active VSkill gives you more V-Gauge for using armor.
HK Shoulder gives about 90% of V-bar if you armored about 100 damage. HP Headbutt about same.
EX Shoulder gives you about 1 bar and 20% of second. So gain from recieved damage is same but gain for using armor is way more.
Aegis Reflector exist on screen about 2 secs longer.
MP Headbutt is still +4 on max range/meaty but loops are gone because spacing for +4 is different. At least old loops.
Oki from forward throw is way worse on midscreen.