Sablicious is right, this game is too easy.
Make all ultra inputs quadruple 360’s+all three button’s and kicks.
And if you want to juggle from anything, you should need to mid air renda cancel. That would add so much depth to the game, and wouldn’t be retarded at all.
In all honesty, getting mad because something is easy to do is stupid. EVERYTHING in a fighting game should be easy to do, but hard to LAND. If LANDING it is too easy, then there’s a problem. Case in point, the gouken backthrow is the most easy throw to break in the game. If you manage to land such a thing, you get ultra. That’s Design 101, don’t make anything harder than it needs to be.
Don’t get pissed because you made it hard on yourself for no damn reason, by adding in a weak move that scales the ultra. Don’t cry that the game should reward you based on input difficulty instead of tactical play. Just go play the game. You want a game that rewards long well timed inputs? Play guitar hero, or some other rhythm game.
On topic, I don’t really see a lot that needs to be changed. He’s supposed to be zoning oriented, so he’s supposed to have a bad wakeup game. His normals feel kind of odd, in that you can’t even jab into fireball, so it would be nice to change that I guess?
I’d like EX air tatsu to be made better…the move seems kinda pointless, without any real use. It would also be nice if the buffed the dash punch, so it’s easier to punish FB spam with it. As is the dash punch doesn’t really seem useful outside of combos. Basically, anything that’s useless make not useless (come on capcom, you designed the move for a reason, right??).
I also agree with the tatsu hitting crouching characters and the j.MP juggling from 2 hits.