Not sure I'll find ALL of the changes but I'm doing what I can. Since this isn't out on PC I'm just using Dantarion's ultra dif site and looking through the files. I'd appreciate it if people who have ultra could test out the stuff I have bolded with "Test Request" if you see something not on the list just post it and I'll check for it then add it. I'd appreciate if you tested even the stuff I DON'T have bolded but the stuff bolded is the things I'm unsure while I'm quite confident in my information on the other stuff.
Our muse that inspired this thread.
October 15th 2014 Title Update
Rolento - closeMP now has JP2 on all frames. USF4 Console release was JP2 on first frame and remaining frames was JP0. 1.02 closeMP was JP1 on ALL frames. Now JP2 on all frames. Not entirely "unlisted" but unclear as it was originally supposed to be just reverting an unintended change.
Vega - Super combo now causes proximity blocking on rising portion.
Super combo is now FULLY invincible during the frames Vega is attached to the wall. Previously only projectile and throw invincible.
Super combo Izuna Drop first 2F is now a strike when hitting airborne opponents instead of a throw.
August 08 2014 Title Update
Abel - Sound effect changed on 15F of round start introduction.
Balrog (Boxer) - Final hit of Punch version Ultra 1 number of hits was increased from 2 to 3. Juggle potential was increased from 1 to 2. (now properly matches U1 Kicks version)
Blanka - crMK animates slightly dif but overall frame data should be identical. Hitstop was adjusted even for regular hits, now causes the same amount of hitstop regardless of standing/crouching/counterhit and instead the target animation was adjusted.
Cammy - Sound effect changed (somehow, not sure how it was changed) during round start introduction on frame 5.
Decapre - Focus attack previously was missing a hurtbox on her Right Shoulder. This has been added for all versions.
Looks like they changed the super freeze on her on her Super slightly. I'm not 100% sure if it has any practical difference though.
Sting charge time increased from 42F to 52F Removed in Oct 15th 2014 update
DCM (Anti Air Version) charge time increased from 42F to 52F Removed in Oct 15th 2014 update
Dhalsim
crMK (slide) damage reduced from 70 to 60
Elena
B+HK now properly gains additional frame advantage on counterhit
HK Lynx Tail misc flag 16 removed.
EX Scratch Wheel 1st hit Self hitstop and blockstun for opponent has been increased by 4F. Should have the same frame advantage as before on FADC due to the self hitstop.
EX Scratch Wheel 2nd and 3rd hits self hitstop increased by 4F, opponents reduced by 1F. Blockstun increased by 5F. Elena now has the same hitstop as her opponent during EX Scratch Wheel. Should be no change to frame advantage/disadvantage on block.
UC1 now properly grants opponent meter on hit for every hit.
Hugo
sLP - Proximity blocking hitbox lasts 1F longer
sLP - Now skips 1F of recovery on hit only (increasing frame advantage)
Super - Super flash duration was greatly changed. I've never fully been clear on how super flash works precisely so I wont say exactly how.
Makoto - HK Axe Kick misc flag 16 removed. Not sure what it does yet.
M. Bison - EX Headpress on air hit misc flag 16 removed. Not sure of how it effected the move yet. Misc flag 16 are used on all hard knockdowns.
Poison
close HK juggle potential increased from 0 to 1 on 2nd hit. Previously only first hit was JP1
farMP juggle potential increased from 0 to 1 on all active frames. Previously only 1st active frame was JP1
far HP juggle potential increased from 0 to 1 on last 2F active frames. Previously only 1st active frame was JP1
crouching MP juggle potential increased from 0 to 1 on all active frames. Previously only first 2F active frames was JP1
crouching HP juggle potential increased from 0 to 1 on all active frames. Previously only 1st active frame was JP1
Knockdown juggle state hurtbox changed.
UC1 Fireball now flies farther and faster.
Rolento
Super freeze timing on minesweeper was adjusted.
Juggle Potential on close MP changed. 1st active frame reduced from 2JP to 1JP. 2-7F increased from 0JP to 1JP. Removed in Oct 15th 2014 Update
EX Mekong Delta Escape (Wall jump) - Now has no pushbox until he reaches the wall, will pass through opponents.
Vega (Claw) - LP/MP/HP Flying Barcelona (super) no longer have pushboxes until they reach the wall
LP/MP/HP Flying Barcelona (super) now knocks opponents lower on air hit PERIOD. (Notes only mention in corner)
Zangief
2nd hit of EX Banishing Flat had it's reeling animation changed when it connects vs a crouching opponent. Previously was a "Hit - Hit_MH" now it is "Hit - Hit_CM" this results in the followup EX Focus whiffing vs some characters. It seems Capcom was trying to revert the previous change to EX Banishing Flat that they had put into USF4 1.0 but screwed up because they forgot to change the reeling animation type back to "Script"
Ultra Street Fighter 4 Digital Upgrade Update
UNIVERSAL UNLISTED CHANGE:
All DPs affected by the DP - FADC - Forward dash = -5F nerf are also more punishable on FADC backdash as well as more negative when NOT fadc'd. Consistently the way this has been explained / revealed only says "on forward dash" which could lead to people thinking it's still the same blockstun and that backdash is just as safe as AE2012.
Abel
far HK hurtbox was dramatically reworked/resized/repositioned. Now the hurtbox near leg is attached to his left ankle instead of his head.
Adon
Far HK first hit now has JP1 meaning he can air reset with it.
The last hit of Thousand Jaguar (his mash punch super) was buffed to match the hitbox on the versions when you mash punch. (not mashing has a smaller hitbox on the attack than when you mash.)
Akuma
LK Tatsu hitbox WIDTH also increased (only mentions height) now reaches farther allowing new combos.
The right ankle hurtbox on demon flip dive kick was very very slightly increased (0.065x0.065 increase), for comparison Akuma's head hurtbox is 0.2x0.2)
EX Tatsu hitbox height on 2nd hit increased by 10%
Balrog
Only level 4 TAP was changed despite claims that 2-4 were changed to be 2seconds apart. It's not false though, it's just that only 4 was the outlier at 8second charge time while 2 and 3 were 2 and 4seconds respectively
Final TAP (Kicks) Charge time reduced by 1F (3361 -> 3360) this was just so it was identical to Final TAP (Punch)
Throw range on U2 no longer affected by amount of ultra meter Balrog has.
All Buffalo headbutts recovery on WHIFF reduced a few frames
*TEST REQUEST* (It looks like Light and Medium are 1-2F faster while H/EX are either 1F faster or the same speed but just animate slightly differently)
Last hit of KKK UC1 the active frames start 1F earlier.
Hits 3 and 4 of UC1 (PPP or KKK) Balrog moves 2F sooner than before and the opponent is frozen 2F longer than before (4F total change)
*TEST REQUEST*
Blanka
crMK - hurtbox added to right hand
crMK - No longer gains additional frame advantage on counterhit.
Anti Air U2 - Active frames on first hitbox reduced by 1F. Time between first hitbox and 2nd hitbox reduced from 10F to 2F(? someone might wanna double check this. It's a 10F gap run at 8x speed so I think it should be 2F due to rounding). Projectile invincibility increased from 1-61F to 1-69F (projectile invincible until recovery starts)
C. Viper
EX FADC forward OR backward MP Thunder Knuckle is 3F faster to recover on hit OR BLOCK. (The wording was unclear: "M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)" is how it's stated on Capcom Unity) what they did was when you EX FADC MP Thunder Knuckle Viper's dash forward or backward is 3F faster. So her dash becomes 16F forward 24F backward when canceling EX Focus from MP TK
In addition this new EX FADC (Called EX_SAVING_THUNDER_CANCEL) got the speed boost all her focus attacks got but NOT the hitbox nerf. Actually the speed for level 3 is even faster than her sped up focus but only level 3, the rest is the same speed.
Cammy
close HP during active frames 3-4F the damage on counterhit was reduced from 82 to 81
crouching HP gets +3F frame advantage on counterhit, previously was +4F
Unchanged thing: chained crLK is still 3F startup
Chun Li
L/M/H Super - Hitbox on first hit increased.
D+F LK Hitbox width REDUCED. (claimed hitbox was "expanded") hitbox height was increased but width reduced and the position was changed. Overall the position makes it much better but the width on the hitbox was reduced from 0.25 to 0.20. The height was increased from 0.35 to 0.40 and the whole thing was moved farther from Chun's hurtbox.
MK SBK Final hit has a different reeling animation than before.
HK SBK Recovery only increased by 1F when canceled into from clsHP (they increased it by 3F for other version)
Cody
F+HK startup increased from 14F to 15F, lower body invincibility now starts on 2F instead of 4F
LK Ruffian Kick no longer a hard knockdown when hitting airborne opponents.
Additional hitbox added to 4th hit of Light, Medium and Heavy versions of Super.
Active frames on 5th hit of MK Super increased by 3F. Hitbox size increased.
Minimum time needed to charge a Level 2 or Level 3 badstone was reduced.
LK Super first 2 hits cause more pushback on grounded. 3rd hit floats lower.
U1 Cody moves forward slightly during the ultra freeze resulting in a small range increase. As this is DURING the ultra freeze and the camera is very zoomed in it is hard to tell.
Rapid Fire/Chained version of sLP/crLP with knife did not gain juggle potential like the normal versions.
Dan
REGULAR taunt (
not crouching or jumping) builds 20 meter
Deejay
Air Slasher chip increased included changing both hits of EX Air Slasher from 12 to 15 chip (now does 30 chip on block instead of 24)
Dhalsim
sMK (stretch) hitstun on counterhit reduced by 3F (no longer gains any additional frame advantage on CH)
bMK pushback on crouching HIT reduced from 0.5 to 0.0425 (all other versions lowered from 0.5 to 0.425. Hit crouching has only 10% of the pushback of hit standing)
crMK (slide) damage increased from 60 to 70
L/M/H Super cannot be performed while a fireball or ultra 1 is on screen.
Dudley
LP Machine Gun Blow recovery reduced by 1F *NOTE* They also reduced blockstun by 1F and adjusted hitstun slightly. It should be the same advantage on hit/block but now it's 1F faster on whiff.
EX Short Swing Blow first hit active frames reduced from 2F to 1F. [Will verify once PC version is out]
Unlisted UNchanged thing: Rose does NOT cause more hitstun on counterhit though now that it causes damage it is capable of causing a counterhit.
All target combos counterhit damage increased by 10. (They no longer do 125% damage on counterhit now as they just increased the damage a flat 10 instead of doing the math for the new counterhit damage.)
E Honda
Far HP counterhit damage increased by 10 (no longer causes 125% base damage on counterhit, now causes 122%)
EX Headbutt causes NO pushback on block, only causes self recoil
EX HHS damage distribution changed. Previously 20x7 (140) now does 15x6+30 (120) resulting in a loss of 1 point of damage on counterhit for first hit (AE2012 CH = 5 additional damage.USF4 = 4 additional damage.) [notes do mention damage change but not how it was changed just says 140 reduced to 120)
M/H/EX Oicho pushboxes were changed. Now results in Honda being farther away than before once recovered from the oicho.
El Fuerte
Far LK hit and hurtbox adjusted to match close LK (hitbox moved forward slightly and reduced in height, hurtbox increased in width)
F+MK (overhead) proximity block distance reduced. Pushbox adjusted, can now only cross over opponents on 16-17F (previously 11-17F)
Evil Ryu
Can no longer perform non-chained version of closeLP. Hitting LP up close always results in the "chained" version of the attack coming out even if it is the first button hit. This prevents special or super canceling closeLP
Target Combo (Far HP) active frames increased by 1F, hurtbox comes out 1F before active now, recovery reduced by 1F (the recovery frame became an active frame). Hitting E Ryu during the first active frame will result in a counterhit.
Target Combo, hitstop (both self and opponent) reduced by 5F. (no change to frame data it just means freezes the screen less time, buff when fighting charge chars as they can gain charge during hitstop.
The new FarMP version of MPxxHP Target combo has a 1F faster startup, 1F slower recovery, and a completely different hitbox/hurtbox than the original target combo.
EX Tatsu hitbox expanded downward on hits 2-5
EX Tatsu vacuum effect on hit increased.
Fei Long
L/M/H 1st Rekka recovery increased by 1F (wording on Capcom Unity makes it sound like it was the 2nd hit).
L Rekka original hitbox moved slightly back. New hitbox added at old position. New hitbox is taller but causes 50% less pushback on block. (This means two things: 1 the hitbox is taller so harder to low profile and hits air easier. 2. if you hit with the very very tip of LP Rekka the pushback is half what it was in AE2012 but if you hit slightly closer than that the pushback is only slightly reduced from AE2012.)
Pushback on L Rekka slightly reduced regardless of where you hit (deep hit might cause more pushback than tip due to new hitbox but even the old hitbox got a small pushback nerf)
Crouching MP counterhit damage only increased by 10 (no longer causes 125% base damage on counterhit. Now causes 120%)
MK Chicken Wing (Rekkukyaku) now causes float changed (less pushback) when hitting airborne opponents with the first hit.
Gen
All versions of Oga hitbox reduced (These are mentioned in the japanese change list but not mentioned anywhere in english. Not Capcom Unity, not character breakdown video)
Jyansen (Rolls) counterhit damage only increased by 10 on last hit (No longer causes 125% damage on counterhit. Now causes between 121% (LP) and 122% (EX)). Chip damage was not increased to match increased damage on hit.
Stance change in mid air now possible to an extent. PPP in mid air while in crane stance (Kicks) causes Mantis stance to switch and mantis jHP comes out during crane jump arc. Same for Mantis jump and pressing KKK causes crane stance change and crane jHK while using mantis jump arc.
Mantis stance super damage reduced from 300 to 250 (note: this is mentioned in Gen's character breakdown video but it's not on the official Capcom-Unity final change list despite the fact I informed them of it missing MULTIPLE times and dawgtanian just argued with me. Because of this I'm including it in this list incase someone didn't watch the breakdown video.)
U2 Mantis (Shitenketu) when canceled from Zanei super (mantis) added added to pre-jump cancel list. This allows Gen to combo into full animation U2 Mantis on airborne opponents in a free juggle (such as after crane crLK) by canceling the prejump into U2. Previously hitting an airborne opponent only got 1hit with U2 unless done right after Zanei super. It also means he can anti air with the move which he couldn't previously do.
Mantis crLP hitstop adjusted, no change to frame advantage but allows for more charge time during crLPs and easier to confirm out of it. Also now +7F on counterhit, previously +6F
Gouken
EX Tatsu (on successful 1st hit) hitbox on hits 2-7 dramatically increased (note this is the lock in version of EX Tatsu. It only refers to when the move has actually connected the first hit.)
EX Tatsu floats lower on hits 2-7
Not an unlisted, just poorly explained change: Back throw now techable 1-17F because previously you could actually tech the move too QUICKLY due to the offset tech window since the move has a slower startup.
MP Gohadoken cannot hit crouching (This was likely because of Hugo but it might affect something else due to the fact now it can't hit crouching PERIOD even if they extend their hurtbox way up with like a shoto crHP or Bison's crHK slide)
Guile
Ultra 2 juggle potential on all hits increased by 1
Ultra 2 Damage distribution changed (in addition to just raw damage). Previously 90*30x4*90(300) now 90*42x4*72 (330)
Guy
Far HK trading on the 1st active frame now causes a counterhit for opponent (E.G. Guy takes 125% damage of whatever he traded with)
EX Tatsu time between 2nd and 3rd hits reduced from 5F to 4F
U1 4th hit also moves forward slightly now
U2 All hits changed from juggle potential 0 to infinite juggle potential (not sure what the point of this one is since U2 can only hit grounded since it's a command throw)
EX Run - Neck Flip (overhead) did not get the same hitbox adjustment that Run - Neck Flip did
Hakan
L/M/H Oil Dive and Super pushbox moved forward and down. Will go over less crouching characters on whiff now.
crouching LK recovery change was NOT applied to chained crLK. Chained crLK is still 0F on block +3F on hit.
Level 1 focus attack now does 75 damage on counterhit instead of 60 (this is how it's supposed to be since base damage is also 60 on normal hit)
Note: Although they changed NJ MP knockdown to match angled jump MP the damage was NOT changed. NJ MP still does 80 while angled jump MP does 50. Thought it worth mentioning despite it being a lack of a change.
Ibuki
F+MK hitbox expanded greatly in all directions (not just height as claimed) also now flagged as "can cross up"
F+HP~HP target combo is super/special/jump cancelable even if it whiffs (Can be used as a kara). Not really "unlisted" just "poorly explained" notes only said (Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable) which ANYONE would read as "on hit/block" since on whiff is far FAR less common.
Juri
crouching MK Leg pulls back 1-2F faster making it harder to whiff punish, the total frame count is the same but she doesn't leave her leg sticking out quite as long.
close MK airborne frames end sooner. Previously airborne 1-6F now airborne 2-5F
MK Fuhajin hitbox expanded downward for the first 2F active
Buffs to sLP and far LK were NOT changed for FSE stance.
EX Senpusha(pinwheel) also pulls opponent in on HIT now (notes only mention on block)
Ken
crouching MK hurtbox reverted to Super status.
Air Tatsu momentum is retained longer than before when performing an air tatsu once you are falling
EX Air Tatsu when falling from a jump has 90% more forward momentum than it did in AE2012.
Air EX Tatsu hits overhead again
F+HK blockstun increased by
4F (Capcom notes claim 1F and that Ken's F+HK was only -1F on block.) Ken's F+HK in AE2012 = -4F on block -1 on hit. USF4 it's 0F on block -1 on hit
M. Bison
Hell Attack juggle potential increased by 1
All non-ex psychocrushers juggle potential increased by 2, now has a script that runs on block based on when you hit (far or close) I don't know exactly how different this new script is from the old blocking mechanics but the move has been changed and some setups result in different amounts of hits or distance traveled when blocked than before.
Psychocrusher cross up hitbox can now hit airborne opponents
far MP recovery was NOT increased. He should still have 11F recovery on whiff. Move is still 0/+3
L/M/H Knee Press (Scissor Kick) 2nd hit now build 1 more meter on hit (increased from 16 to 17) no change on block
Makoto
EX Fukiage hitbox added in front of Makoto that can hit grounded opponents. (the way it's worded in the notes you'd think they just changed the existing hitbox but in fact it's a whole new hitbox, much smaller, with a different position. Seeing as this new hitbox is not flagged "don't hit air" she might be able to use it to anti air in ways she couldn't before AA with EX Fukiage.)
Oni
EX Tatsu hitbox expanded downward for hits 3 through 5.
EX Demon Slash recovery on whiff increased by 1F
*TEST REQUEST
L/M/H/EX SRK hitbox on frames 5-14F increased in width.
Medium Airdash blockstun reduced by 2F vs crouching opponents
*TEST REQUEST*
UC1 counterhit damage was not properly changed no longer does 125% base damage for a counterhit now 120%
Rose
EX Soul Spiral (Drill) counterhit damage only increased by 10. No longer does 125% base damage on hit now does 125% stun and 123% damage.
close MK - hitbox was also expanded and moved forward (notes only say downward)
Ryu
All non-ex air tatsus juggle potential increased from 0 to 7 on first hit and ONLY first hit. Remaining hits still 0JP.
Air EX Tatsu now has a potential of 7 on first hit 11 on last hit (previously 0 on first hit 4 on last hit)
Ground EX Tatsu hitbox expanded downward on hits 2 though 5
Rufus
EX Snake Strike state restriction adjusted (this is mentioned in the japanese notes not english)
LK Messiah Kick (First part) now has JP7 should be able to combo into it from things like FJ HK now (notes only mention the Followup being changed)
LK Followup on Messiah Kick juggle potential increased from 1 to 7
UC1 and UC2 counterhit damage was not lowered on any of the hits where damage was lost.
Sagat
High Tiger shot now completely flagged to whiff on crouching (previously there was a small hitbox on the top of the attack that COULD hit crouching if the opponent extended hurtbox with a tall crouching attack like Balrog's crHP or Makoto's crHK.)
L/M/H Tiger knee no longer cause pushback on first hit [only on HIT]. First hit causes 1F more hitstun. EX Fadc now +4F on 1st hit for all versions of TK (previously +3)
EX TIGER KNEE 1ST HIT NOW BUILDS METER ON HIT/BLOCK ffs...
EX Tiger knee impact freeze (hitstop) now matches L/M/H TK.
Sakura
EX Sakura Otoshi first followup attack startup increased from 4F to 6F. No change to the remaining attacks. Note: I think this was to offset the fact she can cancel into the followup 3F sooner. So it practically negated that buff though since she can only hit 1F sooner than in AE2012
3rd hit of EX Tatsu hitbox width increased, should hit from farther out. Last hit of EX Tatsu hitbox height increased dramatically (about 15%) probably harder to neutral jump or jump over it now (Notes only say: easier to hit on crouching, they achieved this by adjusting pushbox as well. The hitbox size change improves it in other areas besides just vs crouching)
EX Tatsu first hit reeling animation changed when hitting standing opponents.
close MP pushback on hit/block reduced (Mentioned in japanese notes but not english. Change was 0.5 -> 0.4)
Seth
L/M/H Super - Recovery on whiff reduced by 1F.
*TEST REQUEST
UC1 - Blockstun reduced by 10F
*TEST REQUEST
crMP recovery reduced by 2F (patch notes mention increased frame advantage but don't say if it was via increased hit/block stun like his farHP or by reducing recovery. Video log mentions reduced recovery)
T Hawk
When FADCing EX Tomahawk Buster (DP) THawk's forward and back dash recover 2F faster. HOWEVER the cancel window into specials/supers/focus/ultra was not adjusted and will increase the recovery back to normal if attempted. You can read about how this type of issue works here:
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Universal_Abilities#Frame_Data at the bottom of the page.
Not gameplay related: One of his win poses uses a different voice file than before and has also had his facial animations redone to match it.
Vega
Close MK startup reduced by 1F. Recovery reduced by 3F (patch notes claim hitstun increased. It was recovery reduced.) Old frame data: 6/2/13 [-1/+2] new frame data 5/2/10 [+2/+5]
FUN FACT: When they increased the active frames on Vega's crHP by 2F they didn't adjust his hurtbox frames! This means the last 2 active frames the hurtbox is going to be MUCH smaller as it will be based on his model. It should be a much better anti air.
EX RCF hitstun increased by 2F, recovery increased by 2F (Only on hit). This means no change to frame advantage. However EX FADC last hit results in Vega being +6F now, previously was +4F. Also can use the extra hitstun to gain 2F more charge than before making cancel to wall dive or something else even easier (not that it was hard thanks to EX RCF having so many frames).
L/H/EX FADC to a faster forward dash and are now +5F when EXFADC forward dash on block.
M RCF cannot be EX Red Focus canceled on block.
UC1 Juggle potential reduced from 1 to 0 on dive portion after reaching the wall. Hitbox height on dive reduced to ALMOST AE status (very slightly larger than AE but WAYYYY smaller than AE2012)
Yang
close MK hitbox was also moved forward slightly in addition to expanded downward.
Yun
HK Upkicks throw invincibility removed from startup frames. (Genei Jin version retains throw invincibility)
Tenshin (command throw) normal and EX version range increased (does not apply to Genei Jin version)
Tenshin during Genei Jin hitting Yun during recovery frames on a whiffed Tenshin will grant a counterhit (Remember when they were going to do that to all command throws? They forgot to remove it from Genei Jin version of tenshin I guess)
Crossup hitbox change was not applied to Genei Jin version of angled jump MK
Zangief
EX Banishing Flat (Green Hand) forward movement during recovery travel distance increased.
2nd hit of EX Banishing flat had it's reeling animation changed when it connects vs a standing opponent. Previously it was "Script - Hit_MH" now it is "Hit - Hit_MH" this means that the reeling animation will change depending on where on the opponents body your attack connects. Previously with the "script" type reeling animation you ALWAYS got the same reeling animation no matter what.
2nd hit of EX Banishing Flat had it's reeling animation changed when it connects vs a crouching opponent. Previously was a "Script - Hit_CM" now it is "Hit - Hit_MH" this results in the followup EX Focus whiffing vs some characters.