Glad you’re optimistic, but personally after playing for a few long sessions, I don’t agree with most of this.
Anti-airing is too inconsistent even when I’m “ready” for the jump in. Getting stuffed or whiffing is really annoying when I know it would’ve worked before (like Rashid’s j. HP is the god jump-in again and Laura’s j. LK is 10 fucking active frames, so you’d better not miss or you’re gonna be in a bad situation). Trading is not as bad because at least the positioning is retained, but the damage is not in your favor. Really hard to play a solid game when anti-airs are lacking in consistency. I also got triggered when my call-out tactic of beating someone trying to bait EX SBK with a neutral jump by jumping up with them and air grabbing… actually whiffed the air grab right in front of them. That’s just stupid. Guess I’ll just wait and AA them on the ground and dash under since I’m apparently not allowed to get in their head on that level anymore.
-Ground throw range is technically better, but ticking is still too easy to just jab out of against the people I’m playing. There’s no way to really force a throw/trap game without getting a jump-in first (to be point blank) and with a floaty jump and her pretty much announcing when she’s going to V-skill, it’s hard to get into that position other than after a knockdown.
-Damage nerfs across the board for most characters are noticeable and I don’t really approve of it. HK SBK in V-trigger is negligible other than corner carry because in most cases you’re only getting 9 to 10 extra damage and no extra stun (check the attack data in training… if your starter is more than two hits you will not get more than 10 damage over using MK SBK). Plus it’s inconsistent in what range it will connect and it takes more time from your v-trigger to do as I mentioned before. This is also a factor if your opponent additionally refuses to quickrise and kills even more time off the v-trigger. It’s almost always better to just go for MK SBK… but now that does less then than it used to.
Damage nerfs are hilarious to me because I can still remember at E3 last year, Combofiend was pushing the great damage output as a selling point… and I was so on-board with that. Stupid me.
-4f cr. LP kills off some of her ability to counterhit confirm into cr. MK xx MK SBK in between certain gaps or “frame traps” that were not real (e.g. Cammy’s cr. MP x 2). You can still interrupt with cr. LK in most cases, but if you want damage from that, you are definitely committing to a followup Legs, which is unsafe if you’re wrong on the interrupt unless you burn meter.
-The extra recovery of st. HP does hurt in footsies. You have to be a lot more careful with it and any following button you put out on block… which I can do, but I feel making it -5 on block was entirely unnecessary. The additional whiff recovery would’ve sufficed.
-Slowing down an already heavily punishable sweep with the game already being at 6 frames kills whiff punishing ability even more. If you want to spend the bar for the EX Legs to try and whiff punish, that’s fine. I am LMAO though at Ryu players getting blown up if they have a habit of trying to abuse their sweeps. They really should just improve the input delay to at least 4 frames and revert the sweeps back to their old startup. Also, no more CH jab to sweep and less consistent CH st. MP to sweep from mid-range if that was something you ever fished for.
-cr. LK, V-trigger cancel and the juggle potential of CC st. HK in v-trigger are like the only “decent” things she got and that doesn’t really make up for all they took away imo. You’re spending more resources for less payoff in most cases. The added pushback on lights is also too much imo.
-RayRay still uses IALL and they still seem to be effective the way he’s using them, so that’s a toss up. You definitely need to be able to confirm you executed them perfectly in the first place and be ready to confirm the followup quickly.
-She’s not top 5, sorry. And probably not even top 10 if these changes stick. I’m just curious to see if the top players currently saying “oh I think she’s still great” will change their tune later on in the tournament circuit if they aren’t getting results. I predict Urien, Balrog, Laura, Dhalsim, Ibuki, Cammy, Karin, Ryu, Akuma, Ken, Rashid, Guile and Necalli will all have a better chance than her right now. And some not even mentioned will still be rough for her matchup-wise.
Learning to chip at white health effectively and get off v-trigger quickly WILL be a necessity for her to be competitive imo. I’ll be hopping on Ranked again tonight to try and work out the changes some more and see if I can make it back to where I was before the season started.