That’s a good to change to the hands, very sensible. And what else happened to Gief, nothing (I hope not nothing heh)? How about I repost my list and you add on what you can?
Ryu
–fake fireball
Ken
–roundhouse hurricane goes farther and moves faster
–strong shoryuken is invincible all the way up, always knocks down
–fierce shoryuken always knocks down
–funky kick commands changed to qcf + short, forward, and roundhouse
–forward kick grab has less range, first hit does less damage
–super can now be done as reversal
Honda
– jumping short beats sweeps cleanly
– jab headbutt nullifies fireballs
– ochio no longer storable, Honda always bounces to the opponent’s other side
– fierce headbutt moves faster
– hands hitbox is nerfed, easier to hit him out of it
– super does full hits/damage every time, safe on block
– Honda has additional changes my source(s) didn’t remember
Chun
– regular spinning bird kick arc is now like Blanka’s rainbow ball, hits 4 times, juggles, does high dizzy
– back, up-toward + kick or back, up-back + kick spinning bird kick puts Chun in the air and moves her horizontally forward and backward
– super does half damage, can still be stored and can still end with up-kicks
– down-forward + forward kick flipkick remove
– down-forward + roundhouse neckbreaker has less range and never cross up now
– can’t recall if strong throw does less damage, probably does
Blanka
– horizontal ball is safer on block, but can still be hit by some attacks, Blanka takes more damage if hit out of it
– jab and strong horizontall balls travel slightly shorter distance, have same sound effects and rotation speed as fierce horizontal ball
– rainbow roll has much faster startup and better recovery
– hops gets additional commands of back/toward jab+short, strong+forward, or fierce+roundhouse
– fewer punch buttons are required to activate electricity
– super has better startup and recovery, always knocks down on hit
Zangief:
– green hand is now qcf + punch, recovers faster
– lariats get additional command of jab+short, strong+forward, and fierce+roundhouse, not sure which is which
– kick lariat has low invincibility on startup
– punch lariat starts with one frame of total invincibility and with an active hitbox that extends down to his feet
– toward + fierce hop is twice as fast, goes twice the distance, and has no recovery
– 360s additional command of hcb, toward + p or hcf, back + p
– running bear grab moves faster and farther
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
– Zangief has additional changes my source(s) didn’t remember
Guile
– toward+roundhouse is an overhead, has a bit more startup
– horizontal roundhouse travels very far diagonally and toward the opponent, almost to the other edge of the screen, but is extremely punishable if whiffed
– sonic boom hitbox extends a bit lower
–super gets an easier motion, now juggles and does near full damage as antiair
Dhalsim
– strong noogie has less range, does less damage on first hit
– kick flame is now a projectile that continues up and off the screen
– crouching punches have slightly taller hitboxes (can’t go under sonic booms for free anymore)
– super can be done as reversal
Hawk
– condor dive is safe on block, has less bounceback
– condor dive doesn’t knock down on hit
– normals are like O Hawk normals, stray hitboxes corrected
– dragon punches are like O Hawk dragon punches
– spd has whiff animation, builds meter
– Hawk bounces farther back after landing spd
– spd gets additional command of hcb, toward + p or hcf, back + p
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
Cammy
– hooligan command is qcf + p
– spinning backfist command is qcb + p
– all strengths of spinning backfist go through fireballs, have low body invincibility, have larger hitbox on second hit, extremely likely to knock down
– cannon drills are much safer on block if done from correct distances
– cannon spike a little less safe on block, if done too close can be punished on block by everyone
Fei
– chicken wing command is qcf + k, builds less super meter
– short chicken wing has more invincibility on startup, can go through fireballs
– all strengths of chicken wing have 5 more frames of recovery, can’t combo out of it
– all strengths of chicken wing have worse air-to-air priority during first hit
– flame kick always knocks down, input window is bigger, builds less super meter
– rekkas travel farther (can hit from outside Guile’s crouching forward range), input window is bigger
– super travels farther and faster, fewer invincibility frames, vulnerable at Fei’s head during 4th and 5th hits
DeeJay
– dread kicks almost always combo
– forward and roundhouse dread kicks have lower-body invincibility on startup
– forward and roundhouse dread kicks do less damage
– easier to do full machine gun upper, but does less damage
– machine gun upper nullifies fireballs
– mgu does less damage and stun than before, much easier to get all the hits
– DeeJay can keep back charge during mgu, so he can nullify an opponent’s fireball and then throw his own immediately after
Boxer
– grab range is smaller, first hit of grab does less damage
– jab headbutt has more recovery, can be punished on block
– strong headbutt has more recovery, can go through fireballs
– all strengths of headbutt build less super meter
– alternate command for tap of jab+short, strong+forward, or fierce+roundhouse, but not sure which does which and how it stops the player from using the non-held normals while charging
– super only does 50% damage
Claw
– wall dive no longer knocks down, no frame advantage/disadvantage on block
– wall dive can be faked by pressing down + k in the air
Sagat
– tiger shot recovery is in between N Sagat’s and O Sagat’s
– gets O Sagat’s fierce tiger uppercut, does slightly less damage
– can’t cancel second hit of standing forward or standing short, can cancel standing strong
– can cross up with jumping forward
– super can now be done as reversal, travels farther, does full damage everywhere
– tiger knee command is dp + k, can juggle, can be done twice in one combo (crossup forward kick, crouching forward, tiger knee, tiger knee does 45%)
Dic
– standing jab has a much better hitbox, works as a good antiair
– devil’s reverse has 1 frame of invincibility on startup
– devil’s reverse starts a juggle, can juggle twice with jumping strong or with super
– gets a fake slide, done by down-forward + roundhouse, slides right up next to his opponent, even on wake-up
Akuma
– legs are no longer invincible during crouching kick attacks
– air fireball has much steeper angle, causes Akuma to hang in the air for a bit
– air fireball can be thrown much closer to the ground, can do instant air fireball
– takes more damage, can now be dizzied
– can be hit out of teleport
– teleport command now done as dp + 2 punches or 2 kicks instead of 3
– regular fireball has same startup as Ryu’s but has slightly less recovery
– fierce regular fireball has huge knockback from close range
– hurricane kick has much less invincibility
– red fireball has much more startup
– super is raging demon (same command as usual), functions as a grab, lowest damage of any super in the game
– raging demon can go through fireballs but no other attacks
For the record, I don’t think SF4 will kill HDR, I just think it’ll make the scene a bit weaker. I’m not going to play nearly as much HDR as I am SF4, and I don’t think I’ll be the only one doing that. How could the situation have been made better? I don’t know, other than releasing the game a long time ago, or right now, or just at some point before SF4 comes out. But what are you gonna do, it wasn’t in the cards.