Sure. I was only a proponent of the change before when FADC was a get out of jail free card. Now that it’s not I have no problem with Ryu having a beefy damage option.
Really surprise different opinions everyone has on ryu.
First i have to respond to Finkledoodoo. Only going to mention in a few things since some are already responded in the comments above especially hadouken focus breakers.
Ultra 2 with juggle potential even with damage slightly nerf would mean absurd damage.
F+HP or Jumping heavy,Cr.Hp, Fireball, Fadc, Cr.Hp, Ex Tastu into ultra 1 in corner does 552 imagine what ultra 2 would do.
Not to mention the other things that would be possible with it.
Ex shoryuken change is true not really needed , i just put in for resets would be slightly more worth it and shine’s idea 100*60 is the much better choice.
More meter build by buffing ryu meter gain on hadouken this i agree its your best idea by far.
You all already mention that ryu needs air control, More damage especially at mid range, something that helps zoning and/or deal with all anti zoning options out there.
Jump M punch helps control the air, increasing the hitbox and slightly reduce startup will make LP Shoryu , jump M Punch slightly more consistent if timed properly.
To deal with anti zoning the easiest fix is giving him a fake hadouken which cobra kai mentioned. Although most people will think this might be OP tool to have, so i’m interested what u guys think of this.
Now for Joudan kick most of u think this is useless move to have, but it covers most of the things mentions above.
- Connects at further ranges with cr.mk
- Helps ultra 2: self explanatory Ex kicks or ExRFA into full animation Ultra 2.
- Helps for ExRFA combos only need to change of the version to not knockdown and it has forward movement to connect at mid ranges.
- Most importantly Knocksdown which helps get back into zoning range. And after trade DP you can juggle with it which again knocks back your opponent so u could zone.
- More damage and especially in footsies.
- You can OS opponents back dash
This will solve most comments mentioned above as well daigo complaints there’s too much anti zoning options and ryu hasn’t been given nothing new. Now u thinking Oh **** this is too good but of course there ways to make it balanced. Now if Capcom decides not to put this cause resource time or other things i will understand, This probably most effective way without over buffing his tools while keeping true to his character design.
Now for Ultra as i already mention above increase the juggle point is too good. @TheFreshPrince Metsu Shoryuken u mention Startup reduced to 5F that means you can combo from normals and punish -5 Fadc among other things personally i think will be ok if there was damage reduction, with Hadouken fadc into ultra 2 now possible it will do a ton of damage for 2 bars making it too good.
I will update my changes later when i have time, There’s some ideas mentioned above that are interesting but not all things i mentioned before are my final thoughts.

I’m still baffled when people get afraid of damage buffs though, since I think more damage is something this game desperately needs.
I am not against more damage in this game, but who is supposed to get it and also what kind of damage should be increased? So does it mean more combo damage with medium/heavy normals, combo damage with lights, abare damage or damage of special moves like command grabs(Don´t know, if that belongs to abare damage)? We could also create new link combos in order to increase the combo damage.

Now for Ultra as i already mention above increase the juggle point is too good. @TheFreshPrince Metsu Shoryuken u mention Startup reduced to 5F that means you can combo from normals and punish -5 Fadc among other things personally i think will be ok if there was damage reduction, with Hadouken fadc into ultra 2 now possible it will do a ton of damage for 2 bars making it too good.

Metsu Shoryuken
-Startup reduced to 5F
-Flagged to retain 8F startup if opponent is in hitstun.
-First hit before animation changed to do damage in order to make gaining a counterhit bonus possible.
I swear, if I have to bold this one more damn time…

I am not against more damage in this game, but who is supposed to get it and also what kind of damage should be increased? So does it mean more combo damage with medium/heavy normals, combo damage with lights, abare damage or damage of special moves like command grabs(Don´t know, if that belongs to abare damage)? We could also create new link combos in order to increase the combo damage.
Mtost, if not all characters should get at least a slight damage increase, but mostly on normals that are vital to their footsies and/or anti airs. Combo damage from lights could get a damage boost as well if they had more pushback, but if not then they are fine as they are currently, since this is already jab fighter 4. More damage from medium/heavy normals I like the idea of too, but I am against the idea of creating too many new combos (MAYBE a new linkable normal or something like I added for Ryu with +1 hitstun and reduced pushback on close MP). This game is already too combo heavy for damage at the moment.
I seriously would like to know if everyone in this thread hates Hugo because most of these suggestions are for characters that don’t need to be fixed or changed at all right now. Everybody just wants something because they just want buffs while there are actual characters that need real fixes. The vast majority of characters don’t need changes and shouldn’t get them and ones like Elena, Hugo, Dee Jay, Dan, Honda, Dhalsim, and maybe a few more can be said to actually need an update.
Considering the statement above I think that Hugo needs…
Hugo’s model needs to be shrunk. It’s the source of a lot of his hitbox issues as well as a really ignorant decisions. Hugo should only be slightly taller than T. Hawk where he is now a full head taller.
Buff walk speeds to 0.026 forward and 0.021 backward.
A change to lp.Clap to make it more viable for beating fireballs, either increase it’s active frames or give it a limited amount of projectile inv. before active frames start and extending the hitbox backwards to help cover himself.
A change to EX Lariat to make it more useful for its intended purpose. Currently it’s only really works as an anti-air due to how armour pauses him allowing his opponent to recover and how his armour runs out 3 frames before it becomes active so its only good against jump ins and Hugo is already a beast at handling those. Extending armour till active would certainly help and the not punishing fireballs can be done by speeding Hugo up and even increasing the distance EX Lariat activates at. Instead of the speed up you could also make EX Lariat safe on block at -1 or -2.
Hugo has plenty of terrible normals and a really bad unique. J.hk is the worst button in the game bar none because no jump normal can be punished by a fireball after moving a body width under you other than it; Hugo’s hurtboxes above his belt should be removed to make j.hk functional. St.hk is also terrible at -16 on block and -12 on hit, I honestly think it should be scrapped and replaced by his dd.mk unique normal. St.mk is also pretty underwhelming being as slow as his st.hp that hits farther than his lp.SPD and is -2 on hit and -8 on block so it it needs something to be more valuable like 2 less frames on start up. Cr.hp is also complete trash at -23 on block and it’s supposed to be a an AA because it hits mid unlike his other high recovery normals; hitbox should be adjusted upward to hit AA more consistently, recovery should low profile until late and be only -10 to -15. Last of normals in f.hp, completely useless compared to st.hp since it has no armour, just as unsafe, worse on hit, only hits high, and only has 3 active frames. To be honest, I don’t know how it chould be changed to make it an option against st.hp, maybe a counter cross-up hitbox behind Hugo; the normal is just completely outclassed.
Buff U2’s hitbox upward so it functions better as a raw AA. Currently the arc of Hugo’s jump for U2 can’t catch high jumps and activates too late when they’re at about head height, It doesn’t function well as an AA unless punishing specific things like blocked Blanka balls.
Last raw change is not a change to Hugo but to Gouken’s mp.Hadouken, change it so it hits standing only like Hugo’s f.hp, it is insanely broken in the Hugo vs. Gouken match up.
If they do shrink Hugo’s model hopefully they’ll extend Hugo’s st.mp hitbox to the end of his fingertips to make footsies with the move less finicky. All his other normals can take the shortening I feel.
EDIT: forgot to mention that they should change Meat Squasher to either remove the idle recovery frames or add an animation to the recovery of the move so MS>st.mp isn’t the dumbest link in the game.
@TheFreshPrince - Flagged to retain 8F startup if opponent is in hitstun.
I tend to skip somethings since i have eye problems so please do try to understand from future posts from now on. Don’t get me wrong this my fault for not telling this from the start probably cause didn’t feel wanting to say it.
Like i mention before there’s some interesting ideas mentioned above but you have the most that are well thought out.
Claw
-cr.LP +5 on hit
-EX Scarlet Terror invincible until the second hitting frame
-EX Flying Barcelona Attack hitbox extended downward(again)
-LP Rolling Crystal Flash has 3 less start-up frames
-cr.HP have increased active frames(links after meaty hit)
Decapre
-LP Rapid Dagger -2 on block point blank
-decrease EX Razor Edge Slicer’s start-up(increased comboability)
Dictator
-LK Knee Press 0 on block(I used to ask for +1)
-Head Stomp triggers proximity guard
-un-nerf far st.MP damage
-remove far st.HP; make close st.HP work at all distances

I seriously would like to know if everyone in this thread hates Hugo because most of these suggestions are for characters that don’t need to be fixed or changed at all right now. Everybody just wants something because they just want buffs while there are actual characters that need real fixes. The vast majority of characters don’t need changes and shouldn’t get them and ones like Elena, Hugo, Dee Jay, Dan, Honda, Dhalsim, and maybe a few more can be said to actually need an update.
It could be that we don’t play Hugo and have no insight into what he needs so we wouldn’t suggest anything for him. Also, Hugo sucking doesn’t invalidate buffs for characters better than him. I don’t think anyone is just assuming Hugo will not get buffs.

@TheFreshPrince - Flagged to retain 8F startup if opponent is in hitstun.
I tend to skip somethings since i have eye problems so please do try to understand from future posts from now on. Don’t get me wrong this my fault for not telling this from the start probably cause didn’t feel wanting to say it.Like i mention before there’s some interesting ideas mentioned above but you have the most that are well thought out.
My bad, I just hate when people argue about things they didn’t read.
The good thing about the way this would work out, is the 5F startup means it can be better utilized as an anti air/punish, but it wouldn’t be able to be combo’d from things that it couldn’t before. Also, the +1 hitstun on Hadoken means it will be easier to combo cr.mk xx Hadoken FADC U2 without changing the startup of U2 during combos.
Decapre
Make the hitboxes on her normals actually match Cammy’s
Revert Stinger and U2 charge times to pre-stealth nerf status
Revert Scramble speed to what it was during the Final Round demo
Decrease recovery on MP Scramble Break by a few frames
Decrease recovery on LP Rapid Dagger by 1 frame
but you can already space LP Rapid Dagger to be safe
on the topic of Hugo, they definitely need to fix some issues with ex lariat / meatsquasher and how it interacts with some hitboxes. Hugo runs ‘too far’ in certain situations and it’s really stupid. The clearest example of this I can think of is Blanka’s cr.hp - you run through the normal and then just brush against Blanka until he can block or jump out.
yeah i think increasing the difference between hp and lp fireball

Decapre
Make the hitboxes on her normals actually match Cammy’s
Revert Stinger and U2 charge times to pre-stealth nerf status
Revert Scramble speed to what it was during the Final Round demo
Decrease recovery on MP Scramble Break by a few frames
Decrease recovery on LP Rapid Dagger by 1 frame
The first change is actually a nerf for about 60-70% of her normals including almost all the crouching ones.

Claw
-cr.LP +5 on hit
-EX Scarlet Terror invincible until the second hitting frame
-EX Flying Barcelona Attack hitbox extended downward(again)
-LP Rolling Crystal Flash has 3 less start-up frames
-cr.HP have increased active frames(links after meaty hit)
How about agreeing on a middle ground with EX ST? Add strike invincibility from the waist down during startup and all through active frames. Also, change damage to 60*120. This would make him slightly better on wakeup, as well as give him a completely legit anti air with meter, while preventing him from becoming a nightmare by having it be completely invincible.
For LP Crystal Flash, wouldn’t it be better instead to leave startup at 9F, but have him move slightly more forward a few frames faster and change active frames from 9(7)4 to 9(2)4? I tested this out by modding, and this change would make him a damn beast by itself. It allows him to not only combo from almost max range cr.mk/cr.mp, but it also allows him to traverse nearly full screen very fast and still hit with the tip of the claw. This means even better screen control, harder to react to, and easier to chip with.
I disagree on the cr.lp +5 on hit, he doesn’t need an easy link from his godlike jab.
EX FBA better hitbox sounds good, as I hate when I’m playing Vega and it whiffs on certain crouching characters. Only bad thing about this is it would look silly to see it hit at certain ranges since it doesn’t even look like it should hit that far down visually considering he’s pretty high in the air.
I would trade cr.hp more active frames for 4F less recovery. The move is finally a good anti air since the last 2 active frames don’t have an extended hurtbox, and making it have even more active frames would make Vega’s footsies a bit too good.

Decapre
-LP Rapid Dagger -2 on block point blank
-decrease EX Razor Edge Slicer’s start-up(increased comboability)
Don’t know enough about this character to comment.

Dictator
-LK Knee Press 0 on block(I used to ask for +1)
-Head Stomp triggers proximity guard
-un-nerf far st.MP damage
-remove far st.HP; make close st.HP work at all distances
Sounds good except for removing far HP. Instead, I would like for them to either increase the proximity at which cl.hp activates, or allow it to be activated with back+HP (would also improve his anti air capabilities). They could simply improve the frame data on far HP to something like 9/4/15. Would make it a kinda slow, albeit damaging poke.
Another change I think would be cool would be if they made it so that Devil Reverse could crossup. Could be an interesting addition in the Guile matchup, he could then choose whether to sit back and build meter with it, or build meter and blow up back charge.
Maybe decrease empty Headstomp grounded recovery to 13F.

Decapre
Make the hitboxes on her normals actually match Cammy’s
Revert Stinger and U2 charge times to pre-stealth nerf status**
Revert Scramble speed to what it was during the Final Round demo**
Decrease recovery on MP Scramble Break by a few frames
Decrease recovery on LP Rapid Dagger by 1 frame
That scramble would be intense. Love to see what possibilities could come from it.

How about agreeing on a middle ground with EX ST? Add strike invincibility from the waist down during startup and all through active frames. Also, change damage to 60*120. This would make him slightly better on wakeup, as well as give him a completely legit anti air with meter, while preventing him from becoming a nightmare by having it be completely invincible.
The way I see it, the middle ground was it being invincible only up to the second of its 8 active frames on the first hit. I know a lot of people disagree with me on this philosophy but it’s an EX, it can be that good. But, if the way you suggested makes it so that he at least trades with jabs then that’s OK with me.
For LP Crystal Flash, wouldn’t it be better instead to leave startup at 9F, but have him move slightly more forward a few frames faster and change active frames from 9(7)4 to 9(2)4? I tested this out by modding, and this change would make him a damn beast by itself. It allows him to not only combo from almost max range cr.mk/cr.mp, but it also allows him to traverse nearly full screen very fast and still hit with the tip of the claw. This means even better screen control, harder to react to, and easier to chip with.
I like the sound of it. I’d like to see some video of it if you’re able to record it.
I disagree on the cr.lp +5 on hit, he doesn’t need an easy link from his godlike jab.
In these situations I think that people feel that way only because they are used to him not having better.
EX FBA better hitbox sounds good, as I hate when I’m playing Vega and it whiffs on certain crouching characters. Only bad thing about this is it would look silly to see it hit at certain ranges since it doesn’t even look like it should hit that far down visually considering he’s pretty high in the air.
Do you think there could be some way to have the extended hitbox only during the active frames when it would hit in a combo and for the later active frames have the hitbox normal? I know the move is fast, but is it too fast to do this?
I would trade cr.hp more active frames for 4F less recovery. The move is finally a good anti air since the last 2 active frames don’t have an extended hurtbox, and making it have even more active frames would make Vega’s footsies a bit too good.
Agreed. Dropped.
or allow it to be activated with back+HP (would also improve his anti air capabilities). They could simply improve the frame data on far HP to something like 9/4/15. Would make it a kinda slow, albeit damaging poke.
Another change I think would be cool would be if they made it so that Devil Reverse could crossup. Could be an interesting addition in the Guile matchup, he could then choose whether to sit back and build meter with it, or build meter and blow up back charge.
I like these. Though Guile would just air grab the DR.

It could be that we don’t play Hugo and have no insight into what he needs so we wouldn’t suggest anything for him. Also, Hugo sucking doesn’t invalidate buffs for characters better than him. I don’t think anyone is just assuming Hugo will not get buffs.
Its the fact that some people are making suggestions to only make favourable matches more in their favour to their character. Someone suggested Juri needs throw inv. back on st.mk and she has and had favourable match-ups against all grapplers, El Fuerte, Makoto, and ran even with Abel. There were also some really bad Gouken changes like buffing his walk speed and charged Gohadouken doing more damage which would seriously effect every grappler besides Hakan and would go unnoticed on any of his bad ones especially now that he has viable footsie tools thanks to Ultra changes. Ryu also doesn’t need a fireball feint which would mess up a tonne of rush down characters with no other reason than “haha, screw rush down”.
Even a few of the top tier characters that got nerfed in Ultra got compensation buffs or just were not majorly effected at all and still don’t need changes. Akuma got his fr.hp buff at the cost of cr.mpxxDemon which gets him more consistent damage potential in footsies. Cammy hasn’t changed all that much it seems despite her nerfs as well as Fei Long and he got his U1 juggle change. Yun also got massive buffs from RF alone as well as his safe EX Lunge.
No one who has gotten substantial buffs in Ultra needs new changes. Even characters that got shafted before release are doing really well like Balrog, Abel, and Cody all got really nice changes to help their game. This shouldn’t be a big feature patch but one addressing the remaining substantial balance issues. Also, the smaller the amount of changes there needs to be, the more quality changes we will get.
Even if they were a big overhaul again, people need to keep in mind that there is a general order of things to keep in mind to preserve asymmetrical balance as make sure that players at least have one or two solid options for competing even in bad match-ups. As I’ve mentioned before, people are making suggestions that they should know better than to suggest because basic knowledge of USF4 should inform them so.

Its the fact that some people are making suggestions to only make favourable matches more in their favour to their character. Someone suggested Juri needs throw inv. back on st.mk and she has and had favourable match-ups against all grapplers, El Fuerte, Makoto, and ran even with Abel. There were also some really bad Gouken changes like buffing his walk speed and charged Gohadouken doing more damage which would seriously effect every grappler besides Hakan and would go unnoticed on any of his bad ones especially now that he has viable footsie tools thanks to Ultra changes. Ryu also doesn’t need a fireball feint which would mess up a tonne of rush down characters with no other reason than “haha, screw rush down”.
Even a few of the top tier characters that got nerfed in Ultra got compensation buffs or just were not majorly effected at all and still don’t need changes. Akuma got his fr.hp buff at the cost of cr.mpxxDemon which gets him more consistent damage potential in footsies. Cammy hasn’t changed all that much it seems despite her nerfs as well as Fei Long and he got his U1 juggle change. Yun also got massive buffs from RF alone as well as his safe EX Lunge.
No one who has gotten substantial buffs in Ultra needs new changes. Even characters that got shafted before release are doing really well like Balrog, Abel, and Cody all got really nice changes to help their game. This shouldn’t be a big feature patch but one addressing the remaining substantial balance issues. Also, the smaller the amount of changes there needs to be, the more quality changes we will get.
Even if they were a big overhaul again, people need to keep in mind that there is a general order of things to keep in mind to preserve asymmetrical balance as make sure that players at least have one or two solid options for competing even in bad match-ups. As I’ve mentioned before, people are making suggestions that they should know better than to suggest because basic knowledge of USF4 should inform them so.
You do know that this isn’t really the official thread right? Combofiend isn’t lurking. You’re taking this too seriously. The next version will have a fraction of the changes suggested in this thread(with compensation nerfs that make you wish the character wasn’t changed at all). Nobody is going to moderate their suggestions based on the Hugo matchup. He sucks ass and nobody would post anything. Bison can’t get 0 frames on blocked short Knee Press because then Hugo wouldn’t be able to punish it.
A slight dmg increase for charged gohado by like +5 for each fireball isn’t the end of the world for any grappler…either more dmg slightly or an extra frame of hitstun, or even a minuscule speed buff is merely a reward for successful use of a charged fb in which you sit there vulnerable as all hell… You know you don’t even use gouken…so beat it
Eternal ignored me. /sadpanda

A slight dmg increase for charged gohado by like +5 for each fireball isn’t the end of the world for any grappler…either more dmg slightly or an extra frame of hitstun, or even a minuscule speed buff is merely a reward for successful use of a charged fb in which you sit there vulnerable as all hell… You know you don’t even use gouken…so beat it
I don’t really care about the damage buff but I just want to know: what’s the point of this +5 damage increase ?

Close MP
-Hitstun increased by 1F
This move already does something like 24f of hitstun already. It doesn’t need any more. For more frame advantage they should reduce the recovery.

Close HK
-Active frames changed from 8(2)4 to 8*4
He would lose mid-combo meaty into sweep on crouching opponents.