Great suggestions guys. I like what OJ said about Blanka’s Rainbow Roll knocking down on hit. Maybe the invincible on startup Vertical Roll would be too much, but I wanted Blanka to have some answer to Honda’s meaty Slaps on wakeup. The Back Hop has a little invincibility but not enough.
Chun Li’s Knee Drop in ST WAS ambiguous. Yes, it didn’t cross up every character at any distance, but it was a crazy tactic to defend against, just like Claw’s knockdown Dives in ST, ESPECIALLY for charge characters. I’d be fine with it always crossing up. Or as a compromise, if it remains ambiguous, then it shouldn’t knockdown but have it “reset” the opponent as if they were hit out of the air. That way the opponent is not knocked down and Chun Li doesn’t get punished for it. Best of both worlds IMO. Her Super is fine the way it is in Remix. I also like skankin garbage’s idea of slightly more invincibility on startup for the SBK.
Forgot to add that Hawk’s Super glitch needs to be fixed same as Zangief’s Super was fixed post-patch.
Dictator doesn’t need a Teleport. Devil’s Reverse already is great for escaping meaty grounded normals and a bigger hitbox on st.Jab would help with anti airs. I was trying to be conservative with my suggestions. I don’t want to break the game lol. = )
Also forgot to add for Honda a whiff animation on Oichio so that he can’t option select using negative edge for his tick throws. To balance the nerfs to Honda give him back his O.Honda normals, make the 2nd hit of his Super faster so that it can’t be punished on block and also more invincibility on startup for the Super. As it is now, if Honda does his Super at the last second before a fireball hits him, the Super will be hit by the fireball. That sucks, and this is coming from someone without a lot of love for the fat man. = )
Zangief’s Lariats maybe annoying, but he is definitely not top tier. He definitely needs some more buffs to compete.
Akuma’s Short Tatsu does not juggle, it’s the only one that doesn’t juggle.