Dunno if there was a topic about it. Anyways, first change list posted in Capcom SSF4/SFxT Blog:
http://www.capcom.co.jp/blog/sf4/development_blog/2011/08/23_4052.htmlTranslation:
Ryu-Increased the vertical hitbox on U2 for better anti-air/full animation.
-Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
-The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
-Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.
Chun-li-Head stomps will come out on DF, not just D. They note that DB won’t work though.
-Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
-Sweep 150 stun.
-Kikoken startup 9F, easier to use as AA/use in combos.
-They are fixing the bug where characters fell out of the U1 juggle in AE.
Ken-Target combo hits easier on crouching opponents, can also delay the inputs.
-EX Shoryuken damage 80+30+30+50, 190 total.
Honda-Jab headbutt gets its upper body invincibility back.
-Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.
Blanka-Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
-For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
-Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock -Crusher, C.MK, FP Ball as a combo.
Zangief-Jab SPD 150 stun.
-EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
-Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.
Guile-Balance adjustments centered around the changes made to him from Super to AE.
-The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
-Air throws 3F startup.
-Spinning backfist 100 damage.
-Can't be thrown out of upside down kick from the 6th frame until the last active frame.
Dhalsim-Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
-EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
-C.jab active for 4F. But other frame info unaltered.
-Hurtbox on Yoga Blast reduced.
-Can follow up Yoga Blast with additional moves for combo.
Balrog-Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
-U2 damage 399.
-Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
-Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
Sagat-Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10
Viper-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410
Vega-cr.HK damage increased to 110, same as Super.
-1 more frame of stun on the opponent after cosmic heel, making it -3 at worst.
-Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
-U1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss.
-U2 startup changed to 8f.
Bison-Scissors stun changed to 100/50 (150 total) on all strengths
-First hit causes 1f extra stun, so if you FADC the first hit you can have +5 advantage at best.