Overall damage seems to be less.
Projectiles do a lot less damage.
Alpha Counters require 1 and a half
levels of the Super Gauge to perform.
New random select
Less damage on fireballs.
Shakunetsu Hadouken now has a command (HCF+P)
Slower Level 1 Shinkuu Hadouken.
New close Roundhouse that can be linked into moves.
Jumping Fierce hits a lot deeper.
1000 foot kick does less damage in Custom Combos
Slower Sen en Shu (HCB+K)
Crouching Forward can no longer be cancelled into special moves
Slower low strong and low forward and the low forward can’t be cancelled into special moves
Level 1 Jaguar Varied Assault always finishes with the jumping knee/elbow attack.
Level 1 Tiger Genocide has a lot more frames of invincibility, making easier to
override/pass through moves.
New angry charge.
The turn around head butt hits multiple times, and consequently, makes any CC involving this move a lot less damaging.
Jab Soul reflect now longer increases the damage of Soul Sparks performed during a CC.
Level 3 kick Super has a bigger hit area.
Level 1 Somersault Justice has a lot more frames of invincibility, and travels slightly farther.
His low Jab, even though it can still be rapid-fired, has had its timing changed - it’s slower and thus harder for Charlie to chain more Jabs.
Level 1 - and possibly the other levels of his Crossfire blitz now has a smaller hit area.
Somersault Shell can be blocked in the air.
Sonic Boom travels slightly faster (?)
Reduced Shakunetsu Hadouken damage during a CC.
His taunt now hits.
Slower Super fireball.
Slower but higher jumping ability
Level 1 Knee Press Nightmare has less frames of invincibility
New Sakura Otoshi (DP+K).
New Yoga Tempest Super.
Yoga Legend (QCFx2+K) has new juggling abilities at Level 3; it will connect
after a close crouching Roundhouse, a corner Yoga Flame, a Yoga Blast or a standing Jab.
Yoga Legend ‘magic grab’ glitch removed.
Punch style now has a very quick but low jump, while his jump in kick mode is very high and slow.
His Gekirou now behaves in a similar way to his SFA3 version; after the initial hit, there is a more time
to follow with more kicks. The Gekirou now also does far less damage during CCs, eliminating his high
damage CC and of course his 100% damage Custom.
All moves performed during a custom combo High Jump now do minimal damage, eliminating his very damaging
His taunt now hits.
Standing Jab to crouching Forward link seems easier.
His T+Forward behaves differently.
Level 3 Aerial Russian Slam has new juggling abilities: it will connect after a standing Jab and
one of his mashable throws.
His SPD has been changed so that some of his ticks (low jab-> SPD, knees-> SPD)
and tricks(the SPD can no longer grab opponents on the waking-up) are easier to escape.
His FAB has undergone similar alterations as well.
Champion Edition Zangief:
A common misconception with this character in SFA2, was that his SPD range was greater than the regular Zangief’s. In reality both characters had the same range on their SPD.
However, in SFZ2’/SFA2G, CE Zangief’s SPD reach is far superior (approximately the same range as an
’extended’ Strong SPD in SPD, allowing him to not only grab the opponent from a very far distance,
but he retains SFA2 Zangief’s ability to grab opponent the instant (or near to it) they stand up from a knock-down.
No infinite CC range.