The developers for Super Street Fighter 4 Arcade Edition have posted another entry in their series detailing hitbox changes and some other notes for the characters in the game.

Light Punch Beast Roll's hitbox. Rolling Attack is easy to use for surprise attacks and chip damage, but since there's a large hittable box surrounding Blanka, it's actually easy for it to be stuffed by your opponent's attacks. All versions of Blanka's Beast Roll have the same hittable box, but EX is projectile-invincible.

Electricity hitbox. The regular version of Electricity only has a hitbox at Blanka's head, but because the hitbox spread over the front and back, even if you do a low attack up close, you'll get hit.

Top shows the combo damage in SSFIV and the bottom image is for Arcade Edition, where the same combo takes off less life.

Mantis Standing Light Punch's hittable box from the elbow to tip was reduced, giving the attack a relatively far-reaching hitbox, making it easy to use.

Mantis Standing Hard Kick's hit box has been extended to the foot. You use can Crane Crouching Light Kick as a confirm and follow it with this.

Out of all of Makoto's special moves, her Fukiage (Upwards Punch) has the biggest change. The hitbox was extended downward, while the hittable box on the arm has been significantly reduced. Since the attack reaches lower, you can hit your opponent with Fukiage during a Level 2 Focus Attack crumple, allowing you to use it in combos.

Crouching Medium Kick's hittable box is smaller, making the move easier to use as a anti-air when your opponent is in front of you.

EX Jackknife Maximum was slightly buffed. The hitbox of the first hit has been expanded to the foot, making it easier to land, the opponent's falling trajectory has also been changed, making it easier for all hits to connect.

Standing Light Punch's hittable box is smaller, making it easer to use as a poke.

His Ultra 2 (Raging Slash) now has a 3 frame start up, 1 frame faster than SSFIV. Now has a larger hitbox, and is completely invincible until the end of active frames, making it massively improved over the SSFIV version.
So.. according with framedata's Hawk, now it's possible do close.Jab/strong/fierce to link with Raging Slash or not?
Makoto is going to be looking for revenge! Penance from all you fools who picked top tier. Now is the time for Makoto's revival, now is the time for you all to pay...
It might not be possible to safe jump a U2 T.Hawk anymore. You can't safe jump a Shoryuken (3 frame start and invincibility). I don't know if T.Hawk can still catch someone airborne with the U2 when they're trying to safe jump him.
Any Frame/Hit box data on Abel?...this is old news,we all(Abel players)now this.
So they make Abel less powerful, yet give Yun/Yang power to do things other characters cant. They need to make Shoto's charge characters if they are going to keep nerfing Abel.
@General_Awesomo, I think your right about not being able to safe jump U2 T-Hawk in AE. It looks like T-Hawks U2 could be the ultimate AA with its 3 frame startup and invincible frames throughout entire startup + active frames. I think hitboxes/grabbable boxes will also come into play as some max distance safe jumps might still work.
wonder if Thawk U2 will now grab random ground tatsus instead of flying through them. Only time ive been able to land in it ssf4 is on neutral jumpers, couldnt snag fei longs overhead kick, sagats tiger knees, and a few other moves that airborne folks. i know the moves are grabable cause gief U2 work in the same situations >:(
U2 Hawk can now also hit EX Condor Spire into ultra 2 on certain jump ins.
You can safe jump shoryukens... the timing is very strict though. If you use a shoto, I'm pretty sure you can safely cross-up tatsu this ultra to completely avoid it like a boss.
@8 Learn the match-up. Yun and Yang don't have a 50/50 mix-up where both mix-ups lead into a solid 200+ damage. Now Abel's mix-up leads to 190+ damage. Oh no. He's still solid.
@11 Why do you want Makoto EASY to use? I've been playing her a ton in SSF4 and the buffs she got were borderline necessary, but I don't want her to have EASY wins.
ya blanka's is SO informative... :(
changes anyone?
AE hitbox changes: Abel, Gen, Makoto, DJ & Hawk
AE hitbox: Blanka
Why? Because we CAN and we all HATE BLANKA.
poor Blanka. i hate him as much as the next guy, but I aint a whiny bitch. he was my worst opponent to fight especially a GOOD Blanka, but doing this to him is just stupid. oh well, the most i can do is feel sorry. good luck Blanka players.
So Deejay's only good reversal move still whiffs on every crouching move in the game? GJ Capcom.
T. Hawk can now counter hurricane kicks with Ultra 2?!? Score!
Wow, look at what they did to blanka for the scrubs. Good thing mVC3 is out
@17, I agree with that reason! But Blank's both hitboxes are little too fake, though.
go fukiage!! on another note here is something a found with makoto for the makoto players out there someone can post on the makoto forum if you find it useful with makoto after a hayate hit you can do cr.lk..s.lk cancel into oroichi s.lk brings you super close its like its own kara you can even hayate cancel the s.lk then karakussa/throw/or blockstring pressure s.lk keeps you right in there face
also cr,lp..s.lp..s.lk hayatecancel into forward/backwards throw is very good
Nice