ROUND 2!
Gen
• Fixed an incorrect scaling with counterhit Crane crouching Light Punch.
• Increase the active frames of Crane crouching Hard Kick by 5.
• The final hit of MK Gekiro builds 10 more meter than before.
• Also the final hit of all Gekiros now perform untechable knockdowns.
• EX Jyasen now has three different versions. Activated with (LP + MP, LP + HP, MP + HP). The distance each travels and the damage each deals varies.
• Iffy translation: For EX Jyasen, from when the striking portion is active until it ends Gen is completely invulnerable.
• Iffy translation: Regular Jyasen now has 4 frames less recovery.
• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.
Sakura
• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.
• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.
Seth
• Tanden Stream damage reduced to 340.
• The damage from Seth's cr.HP into Ultra 1 has been altered in terms of overall damage distribution.
• Angled jumping HP now has four more active frames. Overall frame data in terms of startup and recovery were not changed.
• Neutral jump medium kick now has lower body invincibility.
• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.
Cammy
• Hard Kick Spiral Arrow's hit properties are back to how they were in SSF4 console (Note: In AE when you combo into Hard Kick Spiral Arrow, sometimes Cammy will go under your opponent and switch... which is especially bad when you've successfully pushed him into the corner).
Abel
• Crouching Hard Punch returned to Super status where you could use it as an anti-air.
• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200
• This is an iffy translation: You might be able to FADC the second hit of Change of Direction now. And that dashing forward afterwards and doing a cr.HP into Ultra works just as fine as if you had FADCed from the first hit.
Rufus
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, 236.
El Fuerte
• Invincibility returned on Tortilla.
• Reduced charge time on EX Quesadilla Bomb.
• EX Quesadilla Bomb on counter-hit does a wallbounce.
• Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.
Akuma
• Demon Flip Punch attack no longer an overhead (Note: This was one of the few buffs in AE I think), so you can now block low for that.
• Forward throw now has 2 more recovery frames.
• When you cancel a teleport into U2, the damage has been increased to 421.
Fei Long
• Recovery frames for the second hit of Rekkas (Light, Medium and Hard) have been changed. On block:
Light: -8
Medium: -10
Hard: -12
• Second hit Rekkas have less pushback now, so it's easier to punish on block.
• For light and medium Rekka Kens, the second hit does half as much chip damage.
• Flame Kick's damage has been revised.
Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190
• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.
• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up (Translator's note: but still possible). Apparently previously you could perform "half a loop combo" against certain characters by doing close standing MP -> EX Chicken Wing. That won't be possible anymore.
• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.
• Crouching MP's damage has been reduced from 65 to 55.
• Damage for his overhead (Torward + MK) has been increased from 60 to 70.
Rose
• Soul Spark meter gain returned to 20 -> 30.
• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.
• Soul Piede (Toward + Hard Kick) changed to Vanilla properties.
• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch.
• Fixed some bug with Crouching Medium Kick counterhits.
http://www.eventhubs.com/news/2011/aug/23/part-2-ssf4-ae-v2012-changes-japanese-dev-team/--
Fei got destroyed
I think they went overboard with him. And they're going to go overboard on Yun as well. A lot of characters are getting buffed, if they just nerfed the top tier a LITTLE the gap would be perfectly fine. (and honestly I think the current AE balance is fine as it is. Yun isn't a God tier characte; he's not even on vanilla Sagat's level)