It really shouldn’t be that significant. But I’ll test it out anyways on american ps2 version. I guess the best way to find a means of measurement is to repeat the same combo over until a certain character is stunned, and then compare that same combo to both versions. Here’s my ps2 tests…
Tested on Ryu standing, no quick stand:
*Jumping fierce, Close strong, Mantis x3 - Stuns after three succession, on the first hit of the mantis slash.
Jumping RH, cl.str, Ex Mantis x 5 - Stuns Ryu after two successions, on the 3rd hit of the ex mantis slash.
Close strong, Mantis x3 - Stuns after six successions, on the first mantis hit*
With quick standing:
I found out something that might be interesting here…
It is possible to stun Ryu while quick standing with three successions of 5 ex-slashes, but only if you do them fast enough. If you do them as soon as he gets up and spit out the five slashes quickly, you can just barely top him off to stun him – but if you do it too slow the stun meter will fall just short.
Anyway, here’s the same combos listed above but with quick standing.
*Jumping fierce, Close strong, Mantis x3 - Stuns on the third succession, this time on the close strong
Jumping RH, cl.str, Ex Mantis x 5 - Stuns after second succession, on the 4th hit. Can’t seem to hit him meaty with the jumping roundhouse after the first succession, the jump in is at a weird angle, but if possible should make him stun earlier in the second mantis set.
Close strong, Mantis x3 - 2nd mantis hit, 5th succession*
Can anybody compare this to the arcade versions? Try to stun quick standing Ryu with Ex-Slashes three times in a row, but not as fast as possible. If there really is a difference in stun, then there shouldn’t be a need to do the slashes as fast as possible on the arcade version.
Hope this helps out, I’m kinda curious myself if there really is a difference.