Agreed with most of what Samurai said but I’ll make a few amendments. If we’re assuming that the bar is at or around Ryu’s capabilities I don’t see any reason why any of the following is broken – I’d like to hear any arguments against if there are any:
Chickenwing: -2 for LK on hit, +0 for MK and HK on hit. Drastically decrease the distance the LK version travels, but give it HDR projectile immunity. MK version unchanged. HK version retains the startup properties from post-patch. Make the last hit overhead. Make sure that LK and MK CWs can’t be incorporated into an infinite loop on Abel/Seth (though I think HK would be the only one that possibly COULD hit so whatever).
I would also make it so that it doesn’t fly over the heads of smaller characters – in some ways this is a nerf as well as a buff. On some characters you can launch LK CW and score a crossup on either the last or last two hits which is really nice for Fei. You can even catch some people with the tail end of HK.CW and go into a combo from there. If CW doesn’t fly over the head of the opponent they have ample opportunity to block, but they can’t block low. So Fei doesn’t have to worry about whiffing CW because of a crouch, and the opponent doesn’t have to worry about fucked up crossups.
Finally, make sure that hitting a CW in a juggle connects. It doesn’t on some characters (the smaller ones mostly: Gen, Cammy, Chun come to mind but I’m sure there are others). Otherwise DP xx FADC, CW > ultra is impossible.
EX version: Unchanged from SF4.
Rekkas: Remove the scaling on the last hit, and give a few less recovery frames if you stop at the first or second hit. First hit should be safe against most punishers, second hit semi-safe, last hit punishable on block. Also, fix it so that it will hit confirm itself – I’ve had it whiff after connecting with the first hit too many times.
EX version: Super armour properties instead of the weird projectile stuffing fist thing it has right now, travels a little further, removed scaling as with the regular version.
EDIT: Don’t know enough about the wall bounce mechanic to comment, but EX Rekkas would make for a good wall bounce move. Not sure what sorts of shenanigans that would lead to.
Tenshin: Give the startup/range parity with a regular throw, make the command HCB+punch instead of kick because of input shortcuts.
EX version: As above, with more range (on par with other command throws).
Flame kick: Remove the hop at the end so that lk DP is usable again. Perhaps more horizontal range, but not compulsory.
EX version: As above. Juggles after a FADC’d flame kick.
Ultra: People assume that the full animation is a must… I disagree. DP xx FADC, CW, ultra is totally viable and it actually connects on Honda right now if the timing is right. Just make it so that the three odd hits will juggle on all characters and it’s fine. Best way to do it is make it so that the hitbox on the last hit stretches to the ground – it hits on Honda because he’s so big and so Honda close to the ground is a bit further up than everyone else close to the ground.
Not as flashy but it works. Also, similar to rekkas, make sure that if the first hit connects that the second will too. An ultra that whiffs on hit is… dumb.
Don’t know what to say about the second ultra, just make sure it actually works like it’s supposed to.
Overhead: Bring back b+mk, and allow it to link to cr.lp. Remove all link properties from f+mk.
f.HK: Ditch it. Bring back his ST step kick. Terrible range, can’t be used in his pressure game, has no use other than gimmickry and maybe breaking focus on a really slow player.
cr.MP: Make it cancelable into specials. His decent pokes can’t cancel into anything at the moment and it’s really crippling in a footsies game. Would be happy to see cr.MK take on these properties instead but I’m not fussed.
st.LP: Increase the size of the hitbox so that it doesn’t whiff on half the cast. Crucial for hit confirming/pressuring, but reasonably useless if it can’t connect.
Movement: Faster walkspeed, and remove the weird cooldown after his forward dash. Slow down the actual dash itself so that it ends up quicker overall, but not by much.
Obvious: Game of Death bodysuit and/or Kato outfit, thanks. Nunchaku win pose, too.