Posted in another thread. Just thought I would share my thoughts.
Ok here are my thoughts on A2 remix:
Throws:
Increase tech window, by a frame or so
Tech rolls:
Keep them the same, but don’t allow them to interfere with juggles.
Acs:
nerf damage and cannot kill, 1 meter or
1.5 meters, cannot kill, same damage
Supers:
Make A3/Cvs2 style, lvl based on button strength, not 1, 2, or 3 button presses
Customs Combos:
Take away Valle cc (but keep freeze), 50-80 percent damage on random cc is annoying OR
Keep the same, but make it extremely easy to counter cc
Take away motion storing
Supers/dps:
Make all supers knock down (like lvl 1 shinku hadouken)
Adjust invincibility to go with lvl, higher lvl more invincibility(lvl 1 supers have a ton of inivin. and some lvl 3s have next to none in A2 :/)
Make all 1st hit of dps knock down
Ryu:
make fake hadouken same as sfhd, less frames
Make dp more lenient to execute in CC
Ken:
Adjust damage on lvl 1 shinryuken, Ive seen it do almost 50%
Add recovery frames to roll, allow it to go under fbs easier
First hit of hp dp knocks down
Akuma:
Allow cross up air fb
Raging Demon not jump able from point blank
1 hits of dp knocks down
Sakura:
Fix cross up, it could hit from front or back when crossing up, make it normal.
Dan:
Make his fireball safe on block/hit (In A2 is was free cc)
Give air gale kicks and allow tigerkneeing of it
Make every 3rd dp invincible
Birdie:
Make 360 same as Gief
Charge Headbutt safer on block, but not from cc
Do not allow mashing out of his lvl 3
Chun-Li:
Change fireball to a charge, faster start up, more recovery
Lightning Legs useless in ccs
Better damage on lvl 1 kick super, change to qcfx2+k
Take away s.fp AA
Lessen priority on j.fp, j.mk
Slightly increase recovery on c.mk
Overhead on slight neg frames on Block, plus on hit. Only lk version invincible
Rose:
Make df+mk safer on MAX range (sometime you can get cc’d)
Slightly decrease damage on SI, not to A3 extent
Adjust hitbox on c.mp so it doesnt beat EVERYTHING, but still extremely good
Gen:
Slightly strengthen normals in PPP mode, except when chained so he can actually do damage thru poking
Allow c.fp anit-air in PPP mode
Adjust invincibility frames on dp so it doesnt lose to meaties, increase recovery on block
Make charge b-f+p in KKK mode to go under fireballs easier (lp version)
Increase invin. on lvl 3 rush
Make chains esaier
Adon:
Jag kick safe on hit, slightly increase recovery on lk version blocked
Nerf c.mp same as Rose
Fix invincibility on his lp dp do he doesnt lose when hit on the head.
Zangief:
c.fp and df+rh speed increased (I can try to hit a whiffed dp and they block on time :/)
Make c.mk cancellable
SPD can be jumped from, retain magic grab on wake up
Lessen priority/hitbox on d+hp and d+mk
Bison:
Adjust super PC properties, so it will hit for full damage (if whiffs all the hits if you hit a limb)
Faster start up on c.fp
Increase knee press damage in cc
Dhalsim:
Far limbs not hittable by acs
Increase recovery of yoga flame
Charlie:
Even frames on Sonic boom block, longer hitstun on hit
Make c.fp anti air
Flash kick air blockable
Speed up s.rh
Sodom:
c.fp good anti-air
c.rh safe from reasonable distances
Guy:
Make lp shouder go under fireballs
Increase priority on d+mp in the air
Increase hit box on aa super
speed up s.mk
Make c.rh safe from reasonable distance
both hits of c.mk knock down
Increase damage of combo super, speed up bigger hit box to combo off s.mp
Bushin Chain easier
Rolento:
Lessen damage on knife
Lower damage on jumping normals in cc ( a lvl3 should do no more than 60-70%) but not worthless like A2G (lvl 3 cc did 10%)
Change scouter jump to 3 K
Allow trip wire to combo off normals