The Super Street Fighter 4 Arcade Edition developers have posted a new blog with images showing how some of the changes for Ryu, Cammy, C. Viper, Guy and Balrog turned out in the latest iteration of the Street Fighter 4 series.

Crouching Medium Kick's old hitbox for Super Street Fighter 4.

Crouching Medium Kick's new hit box in SSF4 Arcade Edition. The active frames were reduced by 2, from 5 frames to 3 frames, plus there area you can be hit was made larger. Total frames also reduced, from 23F to 21F, so you can stick out the move at a quicker rate, but because the hurt box is exposed at the front, you have to be cautious.

Height restriction on Cammy's regular Cannon Strike while jumping up. You can Cannon Strike after passing around the 6th line on the Training Stage wall (after the 9th airborne frame).

Height restriction on Cammy's regular Cannon Strike when coming down from a jump. While on your descent, you can Cannon Strike while above the 3rd line (27 frames into the jump).

The old hit box for C. Viper's Ultra 2 in SSF4. -In Super, This was only marginally larger than the hurtbox.

New hit box for C. Viper's Ultra 2 in SSF4 Arcade Edition. The hitbox is multiple times larger, making it easier to use in combos, as an air-to-air, etc.

Old hit box for Guy's Standing Light Punch in SSF4.

New hit box for Guy's Standing Light Punch in SSF4 Arcade Edition. The hitbox was extended upward, and the hittable box is significantly reduced, making it rather good for a light normal.

Old hit box for Guy's Standing Medium Punch in SSF4.

New hit box for Guy's Standing Medium Punch in SSF4 Arcade Edition. This was extended at the fist, making it easier to use as a quick poke. Coupled with the lowered hitbox for Standing Hard Punch, you can land the Target Combo from a longer distance.

Old combo damage for Balrog in SSF4 after Crouching Lights into Headbutt into Ultra 1 juggle combo.

New combo damage for Balrog in SSF4 Arcade Edition after Crouching Lights into Headbutt into Ultra 1 juggle combo. You can see this does less damage. Crouching Light Punch 2x, Crouching Light Kick, Hard Punch Headbutt now does 134 damage (down from 162), 299 damage with Violent Buffalo (Ultra 1) added to the end.
so how low can cammy do a cannon-spike now. Is it still good for rushing down? Is it alot eaiser to punish? Will cammy ever get an overhead move?
Looks like Cammy has to use CS more like Makoto uses her Tsurugi now.
Sooo, does this mean easier SJC for Viper? I'm not a Viper player so excuse my ignorance
cloud you hit the nail on the head because now Vipers don't have to worry so much about it wiffing (though I wish the hit box was more where the tip of her foot and flme was)
C.MK is kinda useless now they should have moved the hurt box to where the hit box ends not past it
@ #11 - Ex_Ein
Ryu's c.mk is kind of better to me cause because now you have to do it closer for it to hit and that can mean less push back? am not sure i guess will have to see. i wonder if this change will make it easier to combo into shoryukens like ken. i may be wrong
look again Kazz, the hit box did move, the hittable box just extends over it, meaning it will trade more.the use of it hasn't changed, its just riskier to throw out now.
SN: why didn't they show Guy's Hp new hit box thats the one people complain about and it still whiffs in AE...
maybe I just answered my own question nvm
My reaction to the Guy changes is simply: beautiful
st. MP is GUARANTEED to link now after cr. HP which was easy enough before but that's a definite knockdown now since you can naturally follow up with Run>Slide then EX Bushin Flip on wakeup or st. MP in EX Hozanto to corner them quicker and start the corner reset shenanigans.
Guy players rejoice, for us practicioners of Bushinryu have become god-tier overnight...well if only EX Tatsu hit behind us on wakeup lol.
tokyo if tatsu hit behind us Guy would be a better cross up stopper than Deejay and his corner game would be even more dangerous. he needs a viable AA but don't bank on them doing something tha wonderful. lol. at this point I just want my target combos fixed...
(meaning Mp>HP to not whiff which it still does in AE
and bushin chain to not be punishable on block after the 3rd hit,
and bushin chain throw> ex honzanto actually landing)
Guy is no perfect, and for you guys complaining about his Target combo wiffing on crouching opponents, just hit confirm with cr. lp x2 into standing medium, plus his standing medium reaches so far now that I doubt you'll be using his mp + Hp target combo unless your already close enough to do it on its own.
@Alpha
The reason people are complaining is that after two cr.lp's it's still common for the second hit to miss. The improved TC supposedly fixed that. People don't just throw the TC out there much. You can say to just use standing MP, but that was what everyone did before the TC was "fixed" anyway. The HP is supposed to connect for more damage.
Lol, now they can stop saying the nerf to Cammy's CS height "wasn't that bad". And no it cant' be used like Makoto's Tsurugi unfortunately, because it doesn't have the massive downward motion and huge hitstun of that move.
So yeah it's basically worthless outside of EX, but oh well, EX was always way better anyways.
Also Ryu gonna get raped in footsies, lolololol.
and people cry about balrog nerf?? he will be still top tier noobs ;) they need to nerf hes ridiculous jabs, but well is a character for people who want easy things. also why they dont put also the buffed ryu's s.mp so people dont say c. mk will be useless and stop to cry??
Haha I remember Seth was always saying the height restriction is not bad. The height you need to be at is horrible. From that height, you will not be able to do any punish ON HIT. Yet Rufus, Yun, and Yang all have easier to do dive kicks that is very easy to combo after.
Ryu is not going to get raped, he just can't stick that damn move out like it's the only button he has now.
i never really used vipers U2 without EXseismo first (maybe in a desperate moment), but the old hitbox is truly a bit small. still i dont really care about it, because U1 was always the first choice.
every ryu nerf is welcome ^^ (he's just overused and maybe some people can move on now and drop this beginnerfriendly trainings-character)
boxer with less damage- nice! work harder for your money! but he'll still jab like crazy -_-
i never understood why guys normals needed buffs. they seemed really fast to me, but i never really played him, so i guess it's okay.
i feel a bit sorry for cammy players. it's a huge change in her gameplan, not only a few pixels of hitboxchanges..
Just from seeing the hitbox on Ryu's cr.mk, I could see why Diago is displeased. It looks like a pretty stupid change too, since pros rely on it to compete with other characters in footsies battles. >_>
Also, the Balrog one is null and void. If you ever watch Balrog vs. Zangief, you see how Balrog's ultra combo does like 1/4 of what Gief's Super or Ultra would do. Now that's just silly.
Everything else looks OK. I just wish they would do standard damage reductions instead of nerfing good tools. If everyone had good tools the game would be outstanding, oh well.
Why does Balrog headbutt into Ultra do less damage? OK I hate Balrog's guts but that combo does like no damage anyway, can't see why they'd make it any less than it was
@33 it makes a difference if you actually use footsies. if you jump around all the time no big deal, anyone who anti-airs you needs nerfed.
congrats to guy players out there.
@36
The more i see/hear about this game vs mvc3, the less i want to play this one
"Posted by broz0rs on January 17, 2011 at 10:01 p.m. #33
so Ryu gets nerfed one pixel on his cr. mk and some of you are acting as if its the biggest nerf of all time. lol"
Troll harder :P Ryu's Cr.Forward lost more than just 1 pixel . Also it's not just the attack that got hurt , it's the hittable hit-box , and that's pretty rough .
I don't see why people are complaining about Ryu's slight nerf. This makes it so that players would have to use it more carefully and that the footsies either loses or wins instead of trading or wins.
This move beats ALL of Makotos normals unless it whiffs, then Mak can counter it with ONLY sweep cr.HP (which btw is UNSAFE), but even that requires pure luck and quick reaction because of her slow walk speed..
This is still a great poke and you still can play footies. Its just more balanced overall..
@ Jamesl88
How can you compare an overall solid character to a character that is supposed to rush you down? You're just being silly lol.. Makoto isnt supposed to be good with footsies, if she had good normals like Ryu she'd be unstoppable.
ON ANOTHER NOTE FOR ALL CAMMY PLAYERS OUT THERE,
I have tried the new Cammy and am sad to say that she is screwed lol. Her height restriction is retarded to say the least. I tried AE the first time yesterday and i wasn't able to jump and do a normal low cannon strike. At first, i thought it was just my arcade's crappy worn out sticks. But after a second time trying it today and still no luck, i finally figured out that the height restriction is in fact really high lol.
A problem i find is that when you do a cannon strike that high and even if your opponent cant react fast enough, if you dont have a meter to burn for TKCS, you always have to go for the throw/tech because throws > normals in this game. I could not find a single way to close in on my opponent until they made a mistake. Even after i get the knockdown, i could barely apply any pressure and it would go back to even ground.
What really upsets me is that i dropped Ken (not entirely) and started to main Cammy BECAUSE i realized that i am a pretty impatient and jumpy player. I am disappointed to say that she pretty much lost her air game pressure lol. It seems to me that after Cammy scores a knockdown, she relies more on ground pokes to try and bait the opponent ot stick out his own poek AND THEN you can IKCS and punish.
I really hope a Japanese pro like Sako can figure her out soon lol.
@James/41
Sir, I'm pretty sure the entire reason Ryu's c. MK beats all of Maks moves is because it's invincible at the tip. Now that it's not, it's not going to win, but rather trade or lose. I'd call that a big nerf rather than a slight one.
Wow..disapointed with the nerf on ryu, now he can't zone for crap, once put against the corner and not being able to escape, he is done for. The c.mk is now shorter and can get stuff easier. Now it seems like ken just replaced ryu, nice way to balance capcom. I see everyone using ryu going to ken now.
It's funny when you look at the hit boxes from SSFIV then the one for AE you wonder why they did'nt clean it up in the first place.
That SSFIV hitbox for vipers Ultra 2 is a joke!
Feel sorry for Ryu's Medium kick though.
I want to see some hitboxes for Makoto though that might be kind of scary to see.
Wow that Ryu change is absolute BS, wtf why Ryu but not ken and akuma? They already made it so turtling is hard for him now (no escape tatsu) while akuma can still damn escape fine. Ken's footsies were already better, and now he even gets Ryu's combos? I'll still play him no matter what, but still I will never understand why they did this.
The changes to the hitbox to ryu's c.mk is pretty bad. It wasnt as if the hitbox was changed by one or 2 pixels, it was quite a large change.
To add to this, the active frames of c.mk have been reduced by 2 frames which is a buff if the c.mk whiffs as it will mean opponent has less time to punish the whiff, but it is a nerf also due to less active frames to hit the opponent.
I just hope they buff some of his other hitboxes to make up for the nerf to his no.1 tool and nerf to escape tatsu.
#53 to be fair not a lot of characters have solid answers to that and even if they did it's very difficult. II think the nerf is valid, no body likes them but they even the playing field for other characters.
Regarding the Escape Tatsu im glad they did that. Ryu now has to earn his way out of corners and Shotos can't run away that easily, should make baiting escapes easier and force him to play a REAL footsie game.
Dat height restriction!!!!
Cammy is ass (pun intended). You might as well not even go for a cannon spike at that height. It puts you at disadvantage on block and hit.
And REALLY!!? I never noticed this until now but they put a height restriction on the way DOWN? WTF. One of her tools which isn't even that good unless your opponent flinches is to use a cannon spike right before you land.... most people just accidentally mash jab and win out if you try that.
Once again Cammy is ass.
It felt different when playing as Cammy without her instant cannon strike. I kept losing to players by doing cannon strikes hahaha can't get the timing for the lowest point for cannon strikes sometimes I make it and I can combo it, most of the time I get anti-aired lovely. Cammy Viper all the way!!! YAY
I agree i wanna see guys HP hit box before and after, cause it was so bad in the Boxer match up , no combos worked on him!!!, and is that Cammy H. Restriction only for the way up? or up and down?, cause she can still cross up with it, so its not 100% futile, Ryu needed that nerf? the no Tatsu escape was kinda bad , but ken never really had 1 to begin with and akuma has baby health so he needs it . . . did they change the fames on guys Sudden Stop?
And there you have it. Ryu was nerfed to hell. All the terrible players who couldn't figure out that jumping in is supposed to be punished HARD got the Srk invincibility nerf in Super and all the players that can't understand why a ZONING character has better footsies got these retarded mk nerfs in AE. I hate you scrubs. I hope you're happy.
(This user was banned.)