I say a combination of different things could do the job.
-Make light attacks 4 or slower, add slightly more blockstun on positive medium and heavy attacks, give throws bit more range(no change to startup of throws)
Even in USFIV it is annoying to deal wih 3f chainable normals, frametrapping them is a pain as the best way was to stagger your own lights, which allowed very little room for error, this is all amplified by the fact that in USFIV you can convert into nice damage of off mashed lights too.
More blockstun and lights being slower makes frametrapping with medium attack into other mediums/heavies much more viable.
Lights are definately still going to be a factor to set up frametraps due to their low pusback on block and still often give minor frame advantage, but they’ll be less prominent.
However if i had to choose i would definately prefer lights to be a bit slower instead of throws being faster.
Mashing lights is an almost braindead way to deal with with throw attempt or pressure in general. Making throws faster an giving them more range, will result into people getting thrown out of their normals far more often, thus it shouldn’t be both(more range AND faster startup). Things like medium, walk forward medium will never be possible then. Throws having just more range, no increased startup and other normals having increased blockstun and lights being made slower will mean the defender has to clearly think about what options they have available. Is opponent going to throw:
-You can tech
-neutral/back jump
-(throw)invincible reversal
-backdash
If the opponent chooses to press a button:
-Block and wait it out to look for openings to press your own offense
-(strike)invincible reversal
-v-reversal!!!
*In all of this mashing lights shouldn’t be a viable option unless the attacker intentionally delays his frametraps.
*This also means lights can have LESS pusback. Which means you can get more creative with your pressure strings.
If throws become a bigger threat and people cannot fall back on mashing cr.lights during their pannicky state, then v-reversals will also see more play.
Ryu
I like Ryu getting a fakeout for the for the fireball a LOT which Cerberusfx mentioned
Though not in the way where eyou can hold fireball and dash cancel it, make it a seperate input, It’ll allow for some unique situations during neutral and even pressure.
Donkey kick doesn’t have to have the same properties it did in other games, Capcom can find a way to make it more unique in SFV. He is way too bland of a character, i know Combo mentioned Ryu being the “base model”, however this doesn’t mean he can’t be interesting. He’ll still have the basic fireball, uppercut tatsu and the same gameplan as always…and for people delving a bit more into him he will have something fresh and exciting to offer
Cammy
Same problem as with Ryu, incredibly bland and boring gameplay, which admittedly she always kinda had, however spice her up.
Ill just voice my opinion again about the combo system, it needs to be opened up more, more links, more juggles.