He doesn’t need his Super damage back. A small damage buff to a couple of his things that were made pointless, sure. But unless they’re buffing the hell out of everyone else, characters that did too much damage for what they were like Sim, Guile and Honda don’t need ALL of that damage back. Or even most of it.
Damage increases across the board like that have effects on ALL of a character’s matchups. Sure, Sim struggles a lot against some of the cast, but on the other hand some of the cast struggles hard enough against him as it is without him doing considerably more damage.
The only thing that kept Sim from being a “threat” in Super is that he had a few bad matchups. So we should return to a situation where he’s not a threat unless you’re playing a character he has an advantage on, and then you’re just ass out? No thanks.
Without seeing the general landscape of how the balance is going to be, I think the only things that are reasonable are small and subtle changes that would help bring AE to a more balanced game. A few un-nerfs are reasonable, as are a few buffs or a few nerfs. Nerfing/buffing general damage output, or buffing the majority of a character’s moveset is too extreme, unless it’s established that that’s the trend they’re going for.
For example,unless they’re going for basing all characters off their strongest incarnation, it’s not a good idea to give us Vanilla Ryu and just slightly nerf/tweak him.
What I will ask for is his Super low forward back, and to restore the arc on his air Tatsu. Because as he is, and taking Ken’s buffs into account, there’s simply little reason to even play as the character.
My Recommendations:
Ryu:
-Air Tatsu, low forward, and forward fierce returned to Super state.
Honda:
-Jab Headbutt returned to Super properties.
Cammy:
-Lower height restriction on Cannon Strike
Ken:
-No changes
Viper:
-Decrease damage on Ultra 1
-Slight damage decrease on Burn Kicks and EX Seismo
Rose:
-Give enough I. Frames to EX Soul Spiral to make it a decent GTFO reversal.
-Make meter gain from LP Soul Reflect averaged between Super and AE
Chun-Li:
-Fix Ultra 1
Guile:
-Restore the range and/or startup of his air throw to Super status
-Make meter gain from Sonic Booms averaged between Super and AE
Bison:
-Reduce damage of Ultra 2, and return it’s command to QCFx2
Rufus:
-Fix EX Messiah Kick’s hitbox so it doesn’t whiff crouchers on hit.
Makoto:
-Damage output slightly altered depending on general balance, but no other changes.
Evil Ryu:
-Reduce sweep’s startup by 1 frame (to 6 frames)
-Increase Health to 900-950, with 950 Stun
Yun:
-Reduce meter gain on whiffed specials, especially Palms.
-Reduce meter gain on landed Palms
-Reduce range of command throw, and give EX command throw the former command throw’s range.
-Increase recovery on s.MP > s.HP target combo by 2 frames, making it -5 on block
-Make EX Lunge Punch -4 if blocked close, -1 if blocked max distance/meaty.
-No changes to Genei Jin.
Yang:
-Slightly reduce projectile invincibility on non-EX Dragon Kicks.
Of course, other changes should be made on these and other characters, but I’d like to see this for starters.