There are some differences between characters in SF4 but not to the degree in brawl. How does the range between Sagat and Sakura (or whoever has the least life) compare to the difference in survivability between Jiggly and D3?
Sagat and Zangief's life vs. Seth and El Fuerte's life is pretty ridiculously noticeable, especially if you work your *** off with Seth/Fuerte to not get hit because you have a lower life bar, only to get rocked with an Ultra that takes up 60-75% of the visible life that you can see. While DDD vs Jiggs survivability is longer in Brawl than in Street Fighter because it's brawl, the proportions between the two are probably pretty solid.
All characters in SF4 have one jump and to my knowledge fall at close to if not the same speed.
Dhalsim does not have close to the same jump speed as Blanka.
While the rest of the cast may have similar jump speeds, they do differ by a certain amount of frames, and that can be the difference between a safe jump against an opponent on wake up and you eating a wake up DP > FADC > Ultra.
MK has five jumps whereas some characters have three, some two, and fallspeeds are all across the boards. There are a few characters that make extensive use of disjointed hitboxes. Wario can take out a freaking bike and ride it across the stage. Diddy spawns items that you can throw at and trip people.
Well, yeah, this is Brawl. That is something else, I will agree.
Combos that work on one character will not work at all on another.
Certain combos/attacks don't work on certain characters due to height difference fyi. of course, in general, it's not on the same extent as brawl.
ZSS starts with pieces of armor. Fox has a projectile that doesn' t have hitstun people. Wario has a move that autocharges. Some characters can glide. One can do it twice. Grab range is different for each character (this may also be the case in SF4 haven't played in a while). The ICs are TWO CHARACTERS! Pokemon Trainer and Sheik swtich throughout matches. Squirtle and Mario have water based moves. Jigglypuff dies upon a shield break. Kirby swallows people and takes their powers. Each character reacts differently to being hit (because of weight). Certain characters can be chaingrabbed. Peach randomly pulls up items. Peach has a useless airdodge. Yoshi can't do anything out of his shield. Certain characters have better shields than others (due to their size mainly).
well, yeah... it's Brawl. I know I'm repeating myself, but there just isn't anything to argue there. And yes, there is defintiely a difference in grab ranges in Street Fighter games. Take Zangief vs. Cammy as a prime example (although I'm not sure if cammy's grab range is the worse, but it definitely pales in comparison to gief's)
Of course there are some ways in which the sf characters differ too. Gouken can counter, Akuma has an air fireball, Sagat has two versions of his fireball, Chunli can wall jump etc. But the characters don't vary in their basic functionality nearly as much as Brawl characters.
Tell me of two characters in SF4 who vary as much as Snake and the ICs? Or that vary as much as Wario and Olimar?
Dhalsim and Cammy
C.Viper and Chun Li
Sagat and El Fuerte
E.Honda and Dan
Rufus and... well, pick someone.
And of course when you have so many characters that vary so much you're likely going to see at least one character who has access to strategies that the others can't match.
I want to play SF4 now...
I dunno... I guess because I've actually gone and played Street Fighter games competitively (not SF4 tho for varying reasons, and sorry if I sound elitist), I see parallels between the two franchises. While Brawl's difference in characters is easier to see because it's more visual (i.e. everything you've said and then some), in SF it's more about the technical aspects and how each character can or cannot use them to their advantage. Things like FADC, Kara cancels, link combos, etc. While the naked and/or untrained eye may not be able to see it, those little tech things within the game make the feel of the characters very, very different, especially at a higher level of play.