Early Developer's ver. 2012 Notes 8/23/11
The biggest change is to his Metsu Shoryuken (Ultra 2), we made it much easier to use.
First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.
Also, if you manage to get a good read on your opponent and land a counter hit EX Fireball, you can combo into Ultra 2. You will only get the full ultra if the EX Fireball counter hit the opponent. For example, if you threw out a Crouching Medium Kick and it was focused you could then do EX Fireball → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a chance to make a heavy comeback in one shot. If you are very close to your opponent, you could combo Ultra 2 off an EX Fireball without a focus cancel.
The effective frames for the "brake" on a rising Air Hurricane Kick has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your Hurricane Kick will change (larger window for a "normal" air Hurricane Kick).
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
You can combo into Crouching Hard Kick no matter what your opponent's character is from a Close Standing Hard Kick.