Claw player here, my thoughts: You can’t balance the game as is. IMO, it needs a massive hitbox engine rewrite and characters should be given new tools rather than nerfs and buffs. For example, taking away wall dive knock down still doesn’t fix the wall dive, and hurts Claw’s game. Claw can’t knock characters down easy, and some matches he really needs to be able to knock down the opponent. Without knock down, he can still get a sector 2 wall dive, free throw, rinse repeat, because the dive has a massive hitbox. HDR is like that. What needs to be done is for the game to recognize more than one hitbox, the dive should have a hitbox on each hand and a hurt box on his chest instead of one large branching hitbox from hand to hand. That fixes the sector 2 ambiguous wall dive cross up, and forces a different aiming skill to hit with the hand/claw instead. Characters, like shotos for example, would actually have a “buff” to their standing close punches, because there wouldn’t be a hitbox on Claw’s chest above their heads hitting them. Claw should still have knock down, and should still be rewarded for scoring a well aimed and well timed wall dive. However, someone who has a very skilled wake up game will be rewarded for that, and the Claw player will have to adjust properly since they’d have to decide front or back, or above for a 1 frame (during DP start up for example…) Izuna drop. Also, the dive was never supposed to be a belly flop move with a large floating UFO hitbox that flies across the screen, it was always mean to be a swiping attack from the air. The animation should be adjusted as well, hands below him should have more active frames and a hitbox on the claw, and needs to swipe outwards as originally intended. This means that if a Claw player does happen to dive overhead, they have to aim perfectly a thin hitbox way above the character during the start of the swipe animation, and the Claw player would have to be much better at changing the time of the wall dive loop since it would then become much, much more varied. Also, if the start of the swipe hits, it doesn’t knock down, but if the last frames of the swipe animation hit, it does knock down. That way, if Claw does happen to hit overhead, he doesn’t knock down and he’d have to be so high in the air that by the time he lands and recovers he gets punished anyway.
Another example is Dictator. The dude needs a reliable AA. It’s bad enough that he can get easily corner trapped but the poor guy can’t even keep jump spammers off him. I’m not saying he needs a reversal, no one should have an invulnerable reversal, even Claw in case you think I’m biased - all the guy needs is a close range AA that has fast start up, decent priority, slow recovery, and low damage output so that it can’t be abused and make him over powered. Something to just keep people off him, but takes skill to execute and rewards a good player who excels at timing a well place normal. It would also be nice if you could steer his head stomp similar to how you can steer wall dive.
Lots of the wake up game problems could also be helped if there was the SF4 style of quick get up and hard knock down. If that was introduced, then wall dive looping would be completely different and not guaranteed since a quick get up would get the player off the ground before the next dive happens and they can retaliate. Dictator would also be able to quick get up and get to the air before the opponent tries to jump spam him, or in the case of Dic vs Gief, Gief gets a knock down and walks across the screen by the time Dictator gets up.
Yet another example. Shotos shouldn’t have DP hit low sweeps. Not saying people should be able to sweep them for free, but DP is an amazing AA tool, not an all purpose tool. Hitbox should be changed to hit from the waist up. They have plenty of other tools useful on wake up, like Tatsu start up hopping over sweeps, or they can simply block like other characters.
One thing that absolutely infuriates me is how a lot of characters have moves that you can execute on the start of a jump and how that same move stays active for the entire damn jump arc. Like Chun-Li’s j.lk. Seriously, what the hell. That’s a derpy move if I ever saw one. It takes no skill at all, you just do it at the start of your jump and it stays active the whole way through. How about non of that crap, and the player has to time when to kick? Same with DeeJay’s j.lp, Ryu’s j.lp, stuff like that. Short, weak attacks are supposed to come out fast, maybe so that you could do something like, do an “empty” jump, the other player decides to jump too and execute a slower, stronger attack, and the first jumper predicts that and times it so the the quicker, weaker one to beats it while the slower attack starts up. That’s the point on speed over power. Not something that takes no skill to do.
Boxer’s headbutt has iframes, to get through fireballs. However, it ends up being an all purpose tool to corner rape characters. He already has great frame advantage on pokes and rushdown, why should he be able to then follow up with an invincible move that 90% of the cast can’t punish? So, giving him a way to get through fireballs ended up making him braindead for some stuff, whiff a rush oh follow up with head butt in corner and then head bash. How about, he gets to use headbutt to go through fireballs, but it isn’t invincible it can still be punished low or something? If fireballs are a problem for characters, invulnerability added to moves isn’t the answer, a new property needs to be added to allow some moves to go through fireballs but still get punched in the face by a physical attack. Like Honda, maybe jab and strong headbutt should go through fireballs, but fierce shouldn’t. That way, a Honda player can use strong headbutt to punish a fireballer who uses strong or fierce since they have more frame recovery, but say the fireballer catches on and decides to throw out a jab fireball, Honda tries to hit through it, the fireball recovers and jabs Honda in the face. Jab headbutt alone still is very hard to get in, and strong headbutt has the most start up already so so the fireballer should be able to recover using a jab fireball, and punish. But if the fireballer decides to keep throwing out fierce, they should be punished by the strong headbutt.
Just a few opinions on what’s wrong with the game. There is a whole lot more crap that I feel should be adjusted, but nearly all the problems in this game aren’t fixable unless it gets some kind of new engine that allows for multiple hitboxes, better hurt box layout over the sprites, and new move properties added to old ones and old ones changed to compensate for any weakening of what used to make characters “good.” Also, every change I’ve thought up would take skill to make use of, get rid of the derpy stuff, help characters out on some match ups while not overpowering them on other match ups they already have a good time on, and I’ve thought of ways those changes could be punished too if someone was to try to abuse or spam them.