My first wish is that they ignore the CU forums.
far st.mk: Let this move be +5 on counter-hit. Alternatively, remove the lower hurtbox so that it can be used to punish crouch techs and errant low pokes (don’t buff the frontal hit/hurtbox in this case). Either of these changes will make it a good footsie tool. Currently it doesn’t have much use.
close st.mp: Increase the active frames by one, reduce the recovery, and increase the frame advantage on hit to +4. The pushback can be high enough to prevent cr.mp followups, but it will make it easier to hit-confirm and link into super. It’s already possible in this version but it’s very hard because of the deceptively long recovery. This will give him a tool reminiscent of 3rd Strike’s hit-confirms into super.
SPS: I would love this to be buffed so that on CH (eg. beating a FA) you could link into U2, but as it is right now it would also allow a link into close st.hk, which maybe a bit too strong. Still, it wouldn’t break him and it would only be possible on CH, and it would give people more incentive to use U2.
Ultra 2: Fix it so that it does more damage on counter-hit. Currently it doesn’t receive a counter-hit damage bonus.
EX DP: Allow it to juggle into air EX Tatsu after the second hit is FADC’d (possible Ultra followup). It would only do 360 damage without corner Ultra followup at best and it would cost 4 meters, so it’s not something that would be used often, but at least he’d have a new mildy interesting combo option.
EX Tatsu (air): It should be changed so that if one hit lands, the rest are guaranteed. At the moment, if you try to bait a defense throw after a jump in use Air EX Tatsu, sometimes the first hit will knock the opponent away completely for minimal damage. Also, the counter-hit damage should be adjusted to 250, which is more-or-less in line with other moves in the game. Currently it only gets 10 extra damage on counter-hit which doesn’t really make sense.
Remove all his unblockables (and everyone else’s)