Characters don’t die as easily in Super Street Fighter 4 as they did in vanilla SF4. This is because of reduced attack power in most cases.
Developers felt some aspects of Ryu were too strong in SF4. Now it’s more difficult for him to get extra damage if he trades with a Shoryuken.
Ryu can no longer execute his Super if a previously thrown Fireball is on screen.
The team used Ryu as the centerpiece for character balance adjustments.
Ken’s Thunder Kick (Toward + Hard Kick) is improved.
Ken’s Light Punch Shoryuken had it’s frame data properties improved, and his Dragon Punch, in general, is easier to combo with.
Chun-Li’s Far Standing Medium Punch is even better.
Chun-Li’s Rear Spin Kick (Down-Towards + Light Kick) has an improved hit box, and when used as an anti air you can juggle your enemy after the fact.
The developers felt E. Honda had too much trouble dealing with projectile characters, so they specifically tried to improve him in that area.
E. Honda’s Headbutt will now travel over Sagat’s Low Tiger Shot. Other sources stated Honda’s Light Punch and EX-Headbutts have more frames of invulnerability too.
** The distance on Blanka’s Horizontal Beast Rolls have all been adjusted. Light Punch goes a shorter distance and Medium and Hard Punch have both been tweaked so they’re better at faking out your opponent.
Blanka’s recovery time on his Surprise Forward (Towards Hop) has been reduced.**
Zangief’s Lariat will whiff against crouching opponents from the 2nd hit on, this will make him easier to sweep.
Gief’s Banishing Flat (Green Glove) was also reduced in power. The developers felt like he was too much of a heavy hitter and not enough of a grappler, so they left his throws alone but tuned down some of his attacks.
Zangief’s jump was tweaked because it was a little too good in Street Fighter 4, but you can still Short Jump.
Every character in Super Street Fighter 4 was tweaked in some way.
Next week’s entry will focus on Guile, Dhalsim, Balrog, Vega, Sagat, and M. Bison.