They should only nerf VIper’s damage and stun slightly imo. Keep all her tools the same, I don’t think making her have to guess one more time correctly is gonna make her drop in the tier list.
Akuma does require very good execution and his setups are a lot harder than viper’s imo. Akuma requires different timing for demonflip kicks on a lot of different characters and spacing is a big issue. To make Akuma’s vortex safe and effective requires a lot of time in training room, not any less work compared to viper. Mastering his safe jump palm is not very easy too and viper doesn’t rely on safe jumps as much as Akuma does.
Ultra 1 startup faster (9 frame startup instead of 12)
HP reflect with a bigger hitbox so it can be used as an Anti-Air
. make it so the opponent only (NOT THE PROJECTILE) goes less further so we don’t need to FADC for a soul throw
EX Soul Spiral fully invincible (have 13 frame of invincibility instead of 11 frames)
Ultra 2 with hitbox like in Super and 5 frame startup
Akuma’s execution comes from a different source than Viper. Akuma’s combo are easy to do. Hell most his stuff is easy in terms of pressing buttons.
Where his execution becomes difficult is in his various pressure scemes. Many of his set ups require frame perfect timing and many of his vortex tools and also require precise spacing. It can be the difference between a well done mix up or safe jump and eating a reversal into ultra.
In addition Akuma has a really high learning curve. You can’t hide your lack of knowledge with Akuma like you can with others.
I have been playing both Viper and Akuma as of late. They are both very difficult charaters to master for two very different reasons.
by increasing the hitbox rose will be able to connect it from other normals than cr.lp and cr.hp…
it would also give the move more purpose against non-fireball characters
if we could go for a simple cr.hp xx soul reflect into soul throw it will do 278 damage