Ryu
- New move: fake fireball. qcf+short.
Ken
Main Changes
- Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
- Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
- "Crazy kicks" have simplified joystick motions. Was: 1) f,df,d+ any kick, 2) qcf+ any kick and 3) hcf+ any kick. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
- Super can be used as a reversal.
Small Changes
- Short helicopter has shorter duration.
- Medium helicopter kick goes slightly farther.
- Roundhouse helicopter kick goes farther and faster.
- Roundhouse helicopter kick does less dizzy (about half as much).
- Air roundhouse helicopter goes slightly farther.
Knee Bash Nerfs
- Damage lowered on first hit of knee bash hold.
- Range of knee bash hold reduced by a small amount.
Guile
- Roundhouse flash kick now travels forward rather than straight up and hitbox altered so that it whiffs against ducking opponents at long range.
- Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
- Super does less damage but juggles better, so it ends up doing a little more damage versus jumping opponents and less versus standing opponents.
- Upside down kick is an overhead
- Upside down kick slowed down slightly (20 frames of startup; for comparison Ryu's overhead is 16 frames, Fei Long's is 22 frames.)
- Upside down kick can be performed at any range, not just closer range, by holding towards+roundhouse.
- Upside down kick has much lower priority because it can be used as a poke at any range now.
Honda
Better vs. Fireball Characters
- Jump short has higher priority, can hit sweeps.
- Floating fierce move (jump straight up + fierce) can be steered farther left/right.
- Jab torpedo can destroy fireballs!
- Super now knocks down and juggles.
Worse vs. Non Fireball Characters
- Strong and fierce versions of hundred hands have much lower priority and all versions do a little less damage.
- Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
- Ochio throw now deals the same dizzy points as other throws rather than twice as much.
Misc
- Hundred hands easier to execute (now requires 3 presses of a given punch button rather than 4 presses).
- Jab torpedo travels shorter distance (so it can't hit Sagat's hands after a tiger shot from full screen.)
- Super travels 10% slower before first hit, but travels faster after first hit.
- Super can no longer be "stored."
- Super input window is larger and is a fixed size, rather than random size.
Blanka
- Horizontal ball has safer recovery.
- Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
- Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
- "Rainbow roll" has faster startup and safer recovery.
- Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of KKK still works).
- Hop back builds much less super meter.
- Forward version of hop has 9 frames of foot-invulnerably at startup (but seems to hardly help).
- Electricity easier to execute (now requires 3 presses of a given punch button rather than 5 presses).
- Super move has faster startup, faster recovery (safe on block), and always knocks down if it hits.
- Super input window is larger and is a fixed size, rather than random size.
Zangief
Control Motion Changes
- Green hand command changed to qcf+p (used to be f,df,d+p)
- SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
- Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
- Running Grab (and double suplex) command is now hcb+k OR hcf+k.
- Kick lariat can now be done with jab+short as well as original KKK command.
- Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
Buffs
- Green hand has 4 frames better recovery.
- Running Grab runs faster.
- Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
- Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
- Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
- Hop travels farther forward, higher, and has much better recovery.
- Jumping (forward/away) strong has hitbox that reaches slightly farther forward. (This was mainly to hit air Vega air-to-air, but hardly helps).
- Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.
Nerfs
- Kick lariat has a different sound effect on startup than punch lariat to help opponents distinguish the two.
Chun Li
Control Motion Changes
- Super input window is larger and is a fixed size, rather than random size.
- Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a pogo, like in SF2:Hyper Fighting
Buffs
- Removed df+medium kick move (it only ever got in the way, so removing it helps her).
- Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
- Aerial spinning bird kick travels more straight now, then falls in an arc at the end
- Lighting legs easier to execute (now requires 3 presses of a given kick button rather than 5 presses)
Nerfs
- df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns against some characters.
- Lighting legs do less damage and have barely worse priority in Chun Li's stomach area.
- Chun Li's super can still be stored, but deals much less damage, and follow up with upkicks can get only one extra hit on some characters and usually misses against others.
Dhalsim
Control Motion Changes
- Teleport command requires only 2 punch buttons or 2 kick buttons rather than 3.
- Yoga flame changed to qcb+p so it doesn't overlap fireball command.
- Upward yoga flame changed to qcb+k to match other yoga flame.
- Super changed to hcb,hcb+p to match yoga flame command.
- Super input window is larger and is a fixed size, rather than random size.
Buffs
- Upward yoga flame now travels way up the screen with roundhouse version to hit pesky off-the-wall Vegas.
- Super can now be done as a reversal.
Nerfs
- Teleport recovery is not longer, but the last 9 frames are vulnerable, rather than the last 3.
- Super does less damage, around 50% rather than 60%.
- Super is now more vulnerable around Dhalsim's head and throwable from behind.
- Noogie hold has shorter range.
- Ducking ranged punches no longer cleanly go under Guile's Sonic Booms.
Balrog
- Turn punch and headbutt award less super meter.
- Small and medium headbutts travel slightly farther and are barely less safe.
- Throw range decreased slightly.
- First hit of throw does less damage.
- Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
- Super does a little less damage (around 50% rather than 60%).
- Super input window is larger and is a fixed size, rather than random size.
Vega
- Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of KKK and PPP still work)
- Offensive flipkick can no longer be charged straight back (must be charged down/back).
- Off-the-wall attack no longer knocks down
- New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.
Sagat
Note: in Super Street Fighter 2 Turbo, there are two versions of Sagat called Old and New. Old was more powerful but had no super move. HD Remix Sagat is based on New Sagat, meaning he does have a super, he can tech throws, and he does have New Sagat's very good cross-up with jumping medium kick.
Control Motion Changes
- Tiger knee is now f,d,df+k (dragon punch motion).
Balance Changes
Fireball recovery is better than New Sagat but worse than Old Sagat. Here are the startup and recovery times for the short, forward, and roundhouse fireballs:
Version | Startup    | Recovery (Short/Forward/Roundhouse) |
---|---|---|
ST Old Sagat | 11 | 38/38/38 |
ST New Sagat | 13 | 46/48/50 |
AE Sagat | 11 | 46/46/46 |
HD Sagat | 13 | 41/42/43 |
- Tiger knee always knocks down and it juggles (but NOT into a super, except in combo videos)
- Tiger knee damage and dizzy reduced because of new juggle property
- Super has more range and always knocks down if it hits.
- Super can be done as a reversal.
- Stand strong can cancelled into special moves still, but second hit of stand short and second hit of stand forward cannot be cancelled into special moves.
Bison
- Devil's reverse (charge down, up+punch) has 2 frames of invulnerability at startup, and several more frames where feet and midsection are invulnerable, allowing it to pass through fireballs.
- Stand jab has better priority, can stop Honda's torpedo and Blanka's roll but is not any better as an anti-air attack.
- New move: df+roundhouse is a fake slide that travels short distance and recovers faster than the real slide.
- Jump straight up + strong now juggles the same as jump toward/away + strong.
- Super input window is larger and is a fixed size, rather than random size.
Cammy
Control Motion Changes
- Hooligan throw motion changed to qcf+p (remember to hold a direction, then press kick while close and in-air to get the actual throw).
- Spinning backfist motion changed to qcb+p so it doesn't overlap hooligan throw motion.
Buffs
- Spinning backfist is invulnerable to fireballs and sweeps during startup. Cammy's head is vulnerable through out this move though.
- Spinning backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects.
- Cannon drills have much better recovery.
Nerfs
- Cannon spike is usually not safe on block anymore.
- Short cannon drill has worse priority in front because it can be used repeatedly now that it has better recovery.
- Jump toward/away strong punch has barely worse priority so that Dhalsim's slide can beat it. Jump straight up strong unchanged.
Fei Long
Control Motion Changes
- Flying Kick motion changed to qcf+k.
- Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
Buffs
- Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start.
- Medium and roundhouse flame kicks always knock down and can juggle. Because of this, flying kicks (juggle) -> flame kick (juggle) is a new standard combo. The total juggle limit shared by flying kicks / flame kicks is 4 hits. After 4 juggle hits, it's still possible to juggle with a super.
- Rekka Punches travel a little farther.
- Super travels farther.
Nerfs
- Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
- Flying kicks have 5 additional frames of recovery to prevent them from comboing into stand fierce, rekka x 3. Usually leaves Fei Long about neutral on block (time to flame kick!)
- Short flame kick is no longer safe on block from point-blank range.
- Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
- Super meter gains slightly reduced on flame kick and flying kicks.
Misc
- After the last hit of the super, it is not possible to juggle further. (You couldn't anyway in ST due to startup time on flying kicks, but new juggle properties on flame kicks would have allowed this.)
Dee Jay
- Machine Gun Punch, much easier to get all the hits (charge down, up+punch, mash punches)
- Machine Gun Punch destroys fireballs.
- Machine Gun Punch does less dizzy and less damage than before.
- Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
- Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup (can hit sweeps).
- Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo.
- Super input window is larger and is a fixed size, rather than random size.
T.Hawk
Control Motion Changes
- Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command PPP still works)
- Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward. (Original 360 command also still works.)
- Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
Buffs
- Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
- Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse, stand strong, and low roundhouse. All of these moves are better than New T.Hawk's versions (stand strong and stand roundhouse have better hitboxes, low roundhouse comes out much faster).
- Fixed a bug where a stray hitbox on low strong could be hit from very far away.
Nerfs
- Hawk dive does not knock down.
- Special throw now has a whiff animation if you miss to prevent an inescapable throw loop.
- Super throw bounces T.Hawk slightly farther away, but special throw still has same bounce as ST.
Akuma
Control Motion Changes
- Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
- Red fireball command is now qcb+p rather than hcf+p.
- Teleport command requires only 2 punch or 2 kick rather than 3.
Buffs
- Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
Nerfs
- Akuma takes slightly more damage than other characters.
- Akuma can now be dizzied.
- Akuma's leg is no longer invulnerable during his ducking kicks.
- Red fireballs have more startup.
- Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and slightly better recovery than Ryu's. Akuma's jab/strong/fierce blue fireball recovery times are 40,40,40 compared to Ryu's 41,42,43, frames.
- Fierce blue fireball only has the huge knockback effect from very close range.
- Helicopter kick has much less invulnerability.
- Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
- Super travels slower and farther than the secret version of Akuma in Dreamcast. Also, it has additional startup frames and cannot grab opponents during their "pre-jump" frames.