Shinebox
5122
Frame advantage on block for F+MK changed from -2 on hit to -1
Nerfs:
Total frame count for cr.HK was unchanged but the start up was altered from 8f to 7f. (-7 on block)
Here is another version of the change list same stuff but explained a little better.
Ken
Walk speed - increased
CL.MK -Bottom of hitbox increased - now hits all crouching opponents
Cr.HK - startup 8f > 7f
Hadoken - Damage 60 > 70
F.HK - frame advantage on block -4 > 0
F.MK - frame advantage on block -2 > -1
U1 - Non-animation U1 damage increased by 30
U2 - Hitbox of first kick increased
The guy said his air tatsus are the same, they were left alone. No change to hitting crouching opponents which was nerfed from Super > AE
I am curious if they will stick with that damage buff on his fireball. That was completely unexpected and pretty good.
Also LP SRK > FADC > U1 does 366 damage now
Don’t know about the active frames on cr.MK as of yet.
beesuit
5124
No reports of Kara-throw nerf. Let’s hope it stays that way!
Westlo
5125
Shouta on neogaf translated uryo’s impression of the older characters. Seems like Ken’s walk speed increase was pretty big and not just a minor adjustment going by Uryo.
Ken - Him walking fast was amazing. It’s really quick too. cr.hk being faster on start-up means it can be comboed now. His other stuff was just buffs so he’s become a strong character.
G77
5126
If Kens TTK is now +0 on block, has it changed on hit? It used to be -1 on hit. Surely it’s not going to be safer on block than on hit…
If it’s gained four frames of recovery, it could well be +3 on hit. That would make me sooooooo happy!!
Kim: Still works
-Does Ken’s walkspeed appear to be the same as Ryu’s? or is it faster?
Kim: I don’t play ken, but seems normal. It was never slow and IMO shouldn’t be changed
-Does Ken’s kara throw range appear to be the same?
Kim: appears to be the same as AE 2012
-Does cr.MP > cr.HP link?
Kim: doesn’t work on crouching ibuki. Cr. hp whiffs completely
-Does Air Tatsu Escape from the corner still work?
Kim: Yes
Some of those buffs are retarded. Step kick -1 on block? Increased walk speed alone would make step kick one of the best pokes in the game, why would capcom make it even more spamable for a character that also has projectiles? The faster sweep will not just connect after a far standing jab, it will also connect after a fireball fadc with a non meaty fb, which means untechable knockdowns for days without much effort. And if they want to increase the damage output why in the world did they do it through a fireball buff ??? They could have improved the horizontal hitbox of cr hp, or they could have made the target combo actually useful by making it bring the opponent closer when it connects (like Oni’s).
Thunder kick +3 on hit would actually be an interesting change, that’s why i doubt Capcom implemented it :p.
G77
5129
With regards to the improved sweep. You have to remember though that hard knockdown is going to be a lot less useful now. So although it’s nice to have a new combo option, I’m a lot less excited than I would have been without the changes to the delayed wakeup options. So far, that’s the one change I’m not sold on…
Still looking forward to hearing more. Hoping there are some subtle changes yet to be discovered…
Peace,
G.
I bet that a week after release there will already be new setups that take into account the delayed wake up option.
G77
5131
I’m in no doubt that there will be setups found to minimise the risers options but you can use logic to determine at least a few obvious possibilities right now.
The attacker will NOT have enough time to rejump if the defender performs the delayed rise as this would render the option pointless. So from this we can draw conclusions about the maximum delay possible.
In my opinion, it would be unfair to the attacker to give the defender “an advantage” to always delay their wakeup. To this end, I’d guess that the attacker will have time to land from a jump in if they timed it correctly for a safe jump on a normal rise timing.
Until I see the 2 speeds side by side, I really can’t decide how much of a change its going to make. Has anyone got any vids of the delayed rise in action? Preferably using a well known timing (like Kens jump in timing after a Kara throw perhaps?
Whatever happens, I can almost guaruntee that if you jump in expecting a normal rise and your opponent does a delayed rise, your offensive options will be diminished considerably, hence hard knockdowns are undoubtedly less useful than they used to be. If anything, soft knockdowns will be just as useful, if not moreso…
Peace,
G.
Kara101
5132
I totally agree with soft KD being more useful now, at least with that you know exactly when they will rise up, and hey! f.srk/exsrk - TTK/FTK mix ups will be even better now 
G77
5133
Which is exactly why my 2 suggestions for Ken buffs were not related to knock down options.
Better backdash to strengthen the post tatsu game and +3 on the TTK. If I get even one of these ill be happy though, especially considering we got faster walk speed…
Still excited to hear and see more though.
Peace,
G.
churros
5134
IMO only the walk speed increase and faster sweep were useful buffs. The others were not that great. They didnt correct his cr.MK hitbox, didnt make his target combo more useful, and his normals are almost the same, except his overhead and c.MK. The extra damage on fireball and ultra 1 without the animation are something, but not that good.
For me Ken’s big problems on AE 2012 always were his avarage damage and his lack of knockdown options. But on Ultra I think the knockdown factor wont be that important with delayed wake up, ok, but the damage still a problem.
How do you correct that? Give him strong links. Ken should have better combos. Like, his c.MK->cr.HP could hit all characters IMO. Or his cr.MP->cr.HP should combo. Even if it was a 1 frame link. But it should combo. And I dont see this making him overpowered or something like that. Ryu can make combos like those and have a lot of juggle opportunities since vanilla and nobody says that he is too strong.
Other thing that I thought would be changed was his fierce DP. I always agree with the idea that Ken should have the best shoryukens in the game. Like someone said here before, even Dan’s DP is better than Ken’s. That’s ridiculous. Obviously Ken’s fierce DP is excellent for combos. But when it comes to anti air and SRKxSRK (if you play Ken you know what I mean…) it really sucks. And I really dont see capcom changing that. So if they dont change anything more, Ken doesnt get any new buff and especially doesnt get his kara throw range nerfed, I think he still a mid tier character in Ultra. Solid but without good damage and a “well placed focus level 2 victim”.
Im really considering pick Oni as my main now, he is already good on AE2012, and with those buff his gonna be amazing on Ultra. They gave him almost everything he needs. It’s pretty obvious Combofiend’s personal touch on that adjustments. For me, within all shotos Ken is only better than Dan, and that’s very sad.
“ku…ku…ku…ku. kuku ku ku ku u u
KUKUKUKUKUKU
KRU KRU KRU KRU KRU”
-Ken/Claw player
G77
5137
Ok. Official change list is up (check out the SRK home page update). Seems were getting more than expected, but still unclear about the exact change to Kens Thunder Kick. All in all, I’m excited to try out the new Ken. Just need to practice punishing focus with tatsu instead of fierce DP because otherwise, Red Focus might be my weakness!!!
It will also be interesting to see if we can do a Kara red focus as Ken. I can see it possibly being quite useful in some of Kens tougher matchups…
Peace,
G.
■Walk speed slightly increased : Probably the best buff
■Close Standing MK hitbox expanded downward, easier to connect on crouching opponents : Useless i think, no one expect this
■Crouching HK start-up reduced from 8F to 7F : Waiting for, but with the Delayed wake up…
In fact a new combo, useful with a FAR JAB cause you can’t shoryu.
■Forward Step Kick (6+MK) changed from -2 to -1 on block : Amazing, too much with the speed up to be honest.
■Thunder Kick (6+HK) changed from -1* to ±0 on block *Originally -4 on block. Whether it means on hit (originally -1) or block is unclear.
Really good but i think the +0 it’s on hit.
■L, M and H Hadoken damage increased from 60 to 70 : Useless
■EX Hadoken damage increased from 5040 to 5050 The same
■HP Shoryuken damage increased from 704030 to 705030 : It’s too good to be true
■Shinryuken (UC1) non-cinematic damage increased by 30 : Strong, so with the HSHORYU BUFF 366 damages, great
■Guren Senpukyaku (UC2) movement distance of first several frames slightly increased : No one talk about the change of the ULTRA, but i think it can be one of the best buff for ken.
Will help to combo c.mk hado and FAR MP.
If it’s good enough it can be the best counter against most of the bad match ups.
Sadly no one love that thing…
G77
5139
Don’t down play the buff to cl.mk. that could be way more use than you think, especially as its +7 on hit…
Yeah, links to U2 and on counter links to U1. The fireball buffs aren’t useless, they are distasteful. We still wont use them capcom and you know why? Why throw fireballs when you can do flaming shoryukens ??? Same goes for U2, they could make it an instant win and i’d still refuse to use it simply because it doesn’t include a shoryuken animation :p.
G77
5141
I love U2. So satisfying to combo into…