Most likely the game will never be rebalanced, but if it does, this is what I’d like to see:
Game-wide changes:
-all DP input windows should be shortened to 12 frames, possibly 10 frames, 15 is too large, this will make it easier to do walk up, qcf moves without getting a DP
-original ST backgrounds for Classic mode
-O.Alternate colors available in Remix mode by holding Start
Ryu
-fix the Super combo glitch (cr Short x2, Super will fail 50% of the time even when executed perfectly)
-longer duration on the Fake Hadoken, Fake is now 22 frames, would be nice to see it increased to 32 frames, as it is now it allows him to shave 10 recovery frames off his sweep
-or just remove it, it helps only a little vs Dhalsim, Vega and Balrog but it’s too good in his other matchups
Ken
-nothing
Honda
-removal of stored Oichio, *or *change command to HCF instead of HCB and allow storing on f, df and uf positions, *or *keep storeability in the db position but nerf the hell out of its range (maybe even less range than Fei’s throws), but either way the way it is now has got to go
-punishable Torpedo on block (same recovery as Remix Blanka’s H Roll or slightly better) so that fireball characters cannot punish him but non fireball characters can and those who can’t can gain ground or punish in the corner
-slightly longer duration of invincibility for Jab Torpedo (or more frames of the fireball-killing property) so that it can more often be used on reaction to kill fireballs instead of on prediction alone
-O.Honda normals
-give him back his stored Super, if Oichio is storeable on f positions, Super takes priority
-longer invincibility duration on startup for the Super so that meaty fireballs don’t hit him, the 1st few hitting frames should at least be invincible (or more frames of the fireball-killing property), it should at least be as easy as Bison or Balrog’s Super to go through fireballs
-make the 2nd hit of his Super faster so that it can’t be punished on block
-faster recovery so that his Super is always safe on block from attacks like Balrog’s reversal Rush
Chun Li
-give her back her Classic ST SBK, new SBK is much worse, preferably O.Chun’s SBK
-removal of down, up Air SBK command, keep it the same as Classic ST (back, forward charge) so that she can do her neutral j.Kick anti airs on reaction after having charged down
-remove the new Super juggle property, keep Super the same as Classic ST
-return the Upkicks juggle-ability after Super on all characters, only thing needed is a damage reduction to the Super which she got, so instead of doing 80% total in ST, will now do 60% total
Blanka
-remove the damage penalty on Horizontal Roll, it’s too big of a nerf that he doesn’t need
-longer range Rainbow Roll and/or RR that knocks down on hit
-slightly buff the hitbox of one of his crouching normals to be able to beat DJ’s cr Strong and/or cr Jab, maybe buff the cr Fierce or sweep
Zangief
-all Banishing Fists should have the new recovery, not just the Jab
-add hitboxes to his Spinning Lariats so that he can still hit when his arm is not extended (eg facing sideways), this will help vs Honda’s Torpedo but the hitbox shouldn’t be too low so that opponents can still poke him
Guile
-remove the NE glitch on his Super
Dhalsim
-fix the Reversal Teleport glitch but he shouldn’t be able to Teleport too far away, just enough to escape safejumps and tick 360s but still punishable by a player with good reaction
-Super command should be qcf x 2 just like the rest of the non-charge characters
-Flame command should be qcf Kick instead of qcb Punch, as it is now, accidental Flames come out when trying to reversal throw or anti air Punch from a db to a b position
Hawk
-more active frames on Typhoon
-fix the Super command glitch
-fix the reversal DP bug
-bouncing back, knockdown Dive from Classic ST on PPP and safe Dive from ST Remix on KKK or if this is not possible, then increase the damage and dizzy of the safe Dive
Fei
-RH Flying Kick has the same recovery as the ST version and can be comboed into standing Fierce but loses some startup invincibility and air to air priority
-or keep all Flying Kicks the same as classic versions, but allow Flame Kicks to destroy fireballs so that Fei can escape fireballs on wakeup or while walking forward
Dee Jay
-increase the speed of the hits of his Super Attack so it never whiffs a hit in between and is never counterable in between hits
-get rid of MGU’s fireball-killing property, he doesn’t need it and it looks stupid
Cammy
-longer invincibility duration for the Jab Spinning Knuckle to better get around fireballs like Kikkoken and Ryu’s Super, or slightly increase the speed of all Knuckles so that it’s easier to punish fireball recovery
-return her diagonal j.Strong’s hitbox from ST
-return her safe-on-block Thrust Kick from ST
Balrog
-removal of the negative edge glitch so that TAP can be charged beyond level 2 with KK and still be able to Kick Rush with 3rd Kick, but will lose TAP charge same as ST
-remove the delay in between the hits of the Super so that it is never counterable in between hits
Vega
-nothing
Sagat
-Tiger Shot travelling speed feels more like N.Sagat than O.Sagat (I’m not talking about startup or recovery, I’m talking about the time it takes his fireball to cross the screen), if travelling speed is increased to be closer to O.Sagat (not as fast as O.Sagat tho), that might be better
Bison
-nothing
Akuma
-longer recovery when landing from Air Hadoken, about the same as Guile’s Flash Kick recovery now
-normal attack hitboxes should be exactly like Ryu
-Flame Hadoken hitbox shouldn’t be partially invincible in the front
-Air Hadoken hitbox should be smaller so that fireballs/characters can more easily go under or over it
-slightly less damage and dizzy on Tatsu and Shoryuken juggles
-longer recovery for Shoryukens since they’re completely invincible, slightly longer recovery than Ryu’s Shoryukens so that he can be punished by more things than Ryu (Ryu has 5 grounded recovery frames on the Jab Shoryuken as per YBH, Akuma should have 8)
-slightly slower startup on Super, this should prevent inescapable setups