Denjin hadouken would be for Gouken, most likely he’ll be getting an ultra shoryuken. Early on the rumor was that “we would see new ultra’s like the Metsu Shoryuken”, given that Ken and Gouken both already have a shoryu ultra, and Ryu’s ultra fireball is the Metsu Fireball, it seems logical he’d be the person receiving this.
Crescent kick from 3S would be kind of nifty, but the EX version shouldn’t be able to bounce people off the wall for a juggle setup: that’d be just waay too ridiculous at this point.
In terms of nerfing Ryu? Seems obvious to me. Chop hit-stun frames off of c.mp. Make it +2 on hit instead of +5 so it can’t combo into itself. I feel like that pushes the bounds of being absolutely ridiculous.
Tone back his jab srk. It recovers faster than Ken’s and has better forward range; it’s practically a poke. If you FA a jab shoryuken, release it a little too early and you whiff entirely through his body and then get face stomped; if you wait until he’s able to be hit and let go, he can throw you out of it by the time he lands and recovers. With meter, this anti-air is a 240 damage punish if you do it deep enough to land full srk damage via lp.srk > ex.fb. Tone it down to a 16-17 frame recovery (add frames to the descent time, so he lands and pauses) in which he’s at least vulnerable for a brief moment when he lands; as of right now he can practically start walking before he hits the ground.
Which sort of brings up another point that his ex.fb has too much juggle potential. That’s an easy fix, it has a potential of 2, make it 1 so only one hit connects.
Remove DP traded Ultra’s. I can’t speak for earlier games that much but, trades in 3S were relatively uncommon. I’m not familiar enough with the engine as to why that was, but they need to look into ways to drastically reduce how often people trade hits in this game as a whole.
That’s not a Ryu specific thing, really, trades in general off of jump-ins just need to stop happening. One way of making this happen might be to actually implement code that checks whether or not you’re grounded when such an attack is about to occur (the game would run a series of checks anyways at this point). Preferably giving priority to the grounded opponent to discourage just jumping blindly at people and face-raping, the game would detect that your opponent’s move is say… jumping roundhouse, while you’re trying to standing fierce them at max distance.
While in this situation normally a trade would occur with the tip of your fist and the tip of their foot, the game would realize that the jumper is actually using a jumping attack and that because the attacks are being calculated during the same frame it would ignore the hit of the jumper. So in the event of both characters doing attacks that would connect on the same frame, priority would be given to the grounded person.
Not totally sure how possible that would be, but it seems possible in my head with my limited coding knowledge to check whether two things occur at the same time and do something else instead.