Here’s my current opinion of the tier list:
Top
Akuma
Dhalsim
Boxer
High
Claw
Ryu
Chun-Li
Dee Jay
Guile
Dic
?Sagat
Mid
Ken
Honda
Blanka
?Zangief
?Hawk
Low
Cammy
Fei-Long
Some thoughts
For top: Akuma is definitely better than everyone. Dhalsim got nerfed a bit, but he’s still really buff. Boxer, pshh. The only really bad nerf he got was the unfortunate glitch on his TAP. The hold range isn’t nerfed enough, given his walk speed, and the damage is reduced so infinitesimally that it doesn’t even matter. Boxer still rules.
For high:
I couldn’t think of where to put Claw between top or high, but I think he’s not quite as dominating as Sim and Boxer, so I put him at the top of 2nd tier. He’s still weaker, but the bottom line is that the wall dive still knocks you down if you’re airborne - in other words, if you fail your reversal attempt.
Ryu is Ryu. Chun is unarguably nerfed, but some top players put her at the top of their personal tier lists…I guess now her spot in 2nd tier is solidified, eh? Either way, it’s hard to say that she’s bad, even with all her nerfs.
I think people are really sleeping on Dee Jay and Guile, but especially Dee Jay. One of my biggest complaints in STHD is that a fair amount of characters saw their best tactics nerfed in exchange for ease of use. This happened to Dee Jay (who used to have two ToD combos and now has none), but he gained two very valuable things: A new dizzy combo which can be executed easily on the entire cast, and an easier Machine Gun Upper combo - a very big deal, as it still does a lot of damage, can be executed even if you don’t successfully cross your opponent up, and is safe on block. Beyond that, he’s always had a really solid game. I predict that Dee Jay is going to beast in this game.
Guile has had a lot of his matchups eased big time, and all of his new tools augment his game. Not sure what else to say.
Bison got just barely better. I can never decide if he’s high tier or mid, but I’m placing him in high just because of his outrageous comeback factor.
Sagat: Man, where do you place Sagat? He got a lot of cool stuff, but it doesn’t seem like you ever get to use it for anything. Mainly, his most dominant force - fireball keepaway - has been run through the wringer. Still, he doesn’t seem BAD, he just doesn’t seem like he has anything really devastating anymore. Anyone care to shed some light on this?
For mid:
Ken got a lot of cool stuff, as well as a few ‘ease of use’ buffs. His only nerf, the knee bash throw nerf, is also inconsequential. The range is still really good, and the throw damage nerf was so, so small that sometimes it still does the exact same amount of damage as it did in ST (it’s more like the ‘random factor’ allows it to potentially do less damage, rather than the actual damage is worse).
Honda, I think, remains the same, but got a little worse. He got ‘nerfs’ to make it easier to beat him using non-fireball characters, but they don’t help those characters much. If anything, I think those nerfs COUNTERACT the buffs he got for fireball characters. So, he’s not any easier for people who had a hard time against him, and not any harder for people who could beat him easily.
I was never sure why people rated Blanka so high on their day one tier lists. So his Blanka balls are safe now. So what? I’ve read from at least one Blanka player (nohoho - and someone correct me if I’m misremembering) that the new ranges on the Blanka balls make his trickster shenanigans even harder. I guess it’s nice that his Ball attacks are safer, but I don’t think that’s enough to really leap him from bottom to 2nd tier. His other changes are inconsequential.
Gief and Hawk: I also don’t know where to put these guys. I think a big part of it is that I STILL haven’t played anyone incredibly great with Gief online (well, I think I played ONE match against damdai when he used Gief, but whatevs). Hawk is a sufferer of “got worse, but easier to use” syndrome in the biggest way. It’s nice that he has good normals now, and it’s cool that he doesn’t have an unescapable throw loop, sure. But, why couldn’t he just have his new AND his old hawk dive? The old hawk dive was less safe on block, but the risk/reward was a lot better. Still, I don’t know if I would put either of them in bottom tier.
For bottom:
Cammy…I dunno. She didn’t get WORSE, per se…but I think her buffs didn’t really help her that much. Why do Cannon Drills require such precise spacing to be safe when you can do a dash punch with boxer from almost point blank and be safe on block? Why can’t the spin knuckle be…like, fast?
And Fei was the worst victim of the ‘strategy nerfs in exchange for ease of use’ approach to STHD changes. Sure, cool, rekkas go farther. What’s the best use of this? You can punish blocked Blanka balls. Yay. The actual truth is that you can’t generate as much space between you and your opponent with blocked Rekka strings as you could in ST, and if anyone wants to challenge me on this, be my guest. The chicken wing kick can go through fireballs, but if you use it to do that, your opponent will have recovered in time to walk up and sweep your ass. On top of that, it’s terribly unsafe.
Here’s a better idea for helping Fei: why not give him O.Fei jumping normals (look at O.Fei’s jumping hitboxes - they’re fucking sick), and give him back his old rekka distances and chicken wing cooldown time? Then, just reduce the damage on his rekkas, or do something to give the chicken wing more push back, like add an extra hit or something? At least then, the chicken wing will have more than simply situational use.