Guile change log up on event hubs.
They also mention that they've changed the one thing about rog I disliked (charge->DF->F+K being smash rather than upper).
Okada:
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.
out of interest, how many people actually uses a pad for this?
i for one is one of them and i must say its quite hard to get the fadc right, especially i set the 3*punch and kick button to l1 and 2...i also found the charge ultra quite hard to do, but thats until i start using the negative-edge technique...so out of my curiosity how does a pad compare to a stick in terms of execution and what advantage does the stick actually holds?
Been waiting for this. Thanks K will take a look.
I dont get it... you were able to EX-flash after down-toward hardkick. I hope he means we can use normal flash kick as well by the "etc" ?
Also you were able to backfist after a sonic in sf4... I dont get this... (unless he is talking about cancelling into a backfist?)
you can do a 2 hit combo by firing a light sonic boom and follow it. you can usually combo with heavy kick or punch if close enough, or combo with backfist if your opponent is in corner.
out of interest, how many people actually uses a pad for this?
i for one is one of them and i must say its quite hard to get the fadc right, especially i set the 3*punch and kick button to l1 and 2...i also found the charge ultra quite hard to do, but thats until i start using the negative-edge technique...so out of my curiosity how does a pad compare to a stick in terms of execution and what advantage does the stick actually holds?

As Kreeeee said, SF4 is not that execution heavy so you can still be pretty damn good with a pad, especially a PS3 pad or the madcatz SF4 pad.
I was a pad only player myself but forced myself to learn a stick, it took me a good few weeks but it's worth it in the end. I find it more fun playing the game with a stick tbh, and also some things which I found difficult with a pad I find 'easier' with a stick. From someone who thought he would never be able to use a stick, my advice is get one and just keep practising with it.![]()
You can jhp clp cmp sb fhp in vanilla SVIV.
It's way more comfortable to hit multiple buttons on an arcade stick than it is a pad as you can use fingers to hit multiples instead of your thumb. (and I am including the fightpads!)
I think this helps a lot when doing focus cancelling and using Vipers cancels.
Controlling movement with your wrist on a stick is also more accurate than using your thumb on a dpad.
Edit: SFIV is just not that strict on fireball and uppercut motions, aside from that it's still execution heavy I think.
personally i find moves on sf4 easier to execute than any other sf game other than capcom vs series. anyway doing the fadc isnt too hard...the hard part is following that up with the ultra using the left trigger/button...
SFIV is not strict on your basic fireball/dp/half circle motions, it's one of the reasons I started practicing on Super Turbo (I have that original Xbox version) it's so much more strict and less margin for error, quite good for practicing motions on. I messed around on 3S too but that game feels weird, I find it harder to do supers on that than on ST. :/ (original ST not HDR)anyway doing the fadc isnt too hard...the hard part is following that up with the ultra using the left trigger/button...
Like I said though I just think the stick is arguably more suitable and comfortable for the task at hand. It just won't teach you fundamentals and instantly make you able to do combos.Edit: SFIV is just not that strict on fireball and uppercut motions, aside from that it's still execution heavy I think.
It's not really, cmk to dp is just df+mk df+hp rather than d.mk f d df+p in other SF games. The timing on all combo's is a lot more lenient too.
The game was designed to work fine with a pad (PS2 pad anyway), and that's not necessarily a bad thing.
SFIV "high execution" is BnB in ST.

i think i tried using a stick once and i failed pretty bad and ended up going back to the pad, but finding a good one is pretty tough...any suggestion?

i use a 360 pad...
Buy a TE stick, and just get practising. 
I think Viper is more complicated than anything in ST that I've seen.![]()