Pondering more on what changes I think F.A.N.G could benefit from without being too big of a buff (mostly because it’s interesting/fun to think of all the different ways to buff him), I think there’s some easy modifications they could make to his lunge punch specials to make him have fewer flaws overall.
LP Sotoja changed from 1 hit, 50 damage, and 12 frames of start up (down from 16, to allow it to combo from light attacks). Loses knockdown property, and on hit would be around even or slightly in his favor for frame advantage. Intended to be used from light hit confirms, but loses the knockdown aspect and does a bit less damage than LP Sotoja currently does.
MP Sotoja, still 2 hits, 40-40 damage (up from 30-40), 16 frames of start up down (down from 20, to allow all medium attacks to combo into medium Sotoja). Small damage increase, retains knockdown, an overall buff to MP Sotoja. Basically the Sotoja we WOULD be using right now, with a minor damage increase.
HP Sotoja, identical to current iteration, except damage increased to 50-50 (up from 40-40). Alternatively, lowered to 20 frames of start up (Down from 21) to allow it to combo from s.MK (1 hit).
EX Sotoja, identical to current iteration, except damage increased to 60-60 (up from 50-50). Alternatively, if Light Sotoja being comboable from lights is too strong, I would be content if EX Sotoja had a 12 frame start up instead so we could at least combo into it from lights instead. If that was the case, I don’t think a damage increase would be necessary.
Main purpose here is to give him a reliable combo from light attacks, even if the damage/reward is small, as well as a minor damage increase on his combos. Since the damage would below off a light hit confirm, the poison damage would be more important than usual, which would be a nice change from how it can often feel.
I also would like to see poison’s damage over time go up to 60 or 70 (from 50), but if he can combo off light attacks I could see how this may be too big of a buff. I think F.A.N.G’s damage should be on the low side, just not quite as low as it is right now, and since this affects most of his abilities, maybe buffing it is the wrong way to go. Alternatively, I think V-Trigger activation increasing the poison damage from 50 to a higher value would be fun, and make it more interesting than it currently is. In fact, given the choice, I’d rather this route just to make V-Trigger more appealing!
Another change I’d like to see would be a crush counter s.HP to add 4 more frames of hitstun, so we could command dash and link s.HK for a minor damage increase. I think this would only add 18 damage to the current s.HP (Crush Counter), s.HP, HP Lunge combo, it’d be more fun to execute/observe, and any damage increase for F.A.N.G would be welcomed. I don’t like that Ryu’s crush counter combos do more than ours do even if our poison lasts full duration, but maybe that’s more a fact that Ryu is strong rather than F.A.N.G’s crush counter damage is weak.
c.HK being more consistent with both hits landing would be nice, but maybe that is intentional on Capcom’s part for whatever reason. I wouldn’t be terribly upset if this change never goes through, as I don’t often do c.HK without V-Trigger unless it’s very obvious the opponent doesn’t like to block low.