Cody
- Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
- Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will.
- The range at which Cody can pick up the knife has been increased.
C Viper
- Ultra 2's hitbox size increased.
Dan
- Close Standing Light Punch's startup is changed to 3 frames. This was 4 frames in SSFIV.
- Crouching Medium Punch's startup was changed to 5 frames, was 7 frames in SSFIV.
- Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced, so there are new combos available.
- For example, Far Standing Light Punch into Crouching Medium Kick will combo along with Crouching Medium Punch 2x.
- Neutral Jumping Hard Punch has pursuit property, and will slam opponents down to the ground when hit.
- Medium and Hard Dan Kicks damage distribution got adjusted.
- Hard Dan Kick's total damage was decreased.
- Koryuken (Dragon Punch) will give air reset on trade, this is likely on Dan, not the opponent.
- Haoh Gadoken's invincibility was decreased to 8 frames after Ultra freeze. As a result, if it can be stuffed, and projectile will not come out when that happens.
-Normals are enormously buffed, so it became interesting in a close range brawl.
Dee Jay
- Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
- Crouching Medium Punch's priority was strengthened, and it deals more damage.
- Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.
- Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
- Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.
- Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
- Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
- Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
- Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, so if the opponent jumps in on you, you will be in a world of hurt.
- Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
- Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.
- Machinegun Upper's damage was increased.
- Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.
- Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.
- Ultra 2's has less recovery after the cinematic.
- Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.
Dhalsim
- Down-Back + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible, Down-Back + Crouching Medium Punch 2x into EX Yoga Flame.
- Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.
- Yoga Inferno (Super) damage was reduced to 300, down from 350.
- During back dash, airborne frame comes immediately after invincibility frames end.
- We looked through his damage again, and as a result he was nerfed a bit, but there are changes beneficial to Dhalsim in other parts of his game. He has a huge diversity between a good match-up and a terrible match-up, but he has strong potential in himself.
Dudley
- Crouching Medium Kick's active frame window was increased to 5 frames, was 3 frames in SSFIV.
- Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block, so the risk is reduced and therefore it's easier to utilize. Previously, this was -3 on block.
- Jumping Hard Kick will slam down opponents to the ground if they're hit in airborne state, so it's better as an anti air option.
- We changed Toward + Medium Punch's startup to 7 frames, and increased hitbox as well, so it is possible to hit some characters out of their low attacks. The startup on this was 9 frames in SSFIV.
- Toward + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.
- A new special, EX Duck, is added in, it's different from regular versions. EX Duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.
- Light Punch or Light Kick into EX Duck into Ducking Straight/Upper is possible now.
- Jet Upper Focus Attack Dash Cancel on block has frame advantage of -2.
- Also, we fixed cases where a throw wouldn't connect on some dizzied opponents.
E Honda
- Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.
- Ultra 1 has projectile invincibility until the last active frame.
- Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze.
- During backdash, Honda is now considered airborne right after invincibility ends.
- He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.