Fukua post! I think my opinion differs a lot from other fukua players and aligns more with fukua haters so I've been putting a lot of thought into this
the most justified hate for fukua is centered around jhk on block, and how she interacts with pushblock in these situations
9jhk point blank is +4, which is just enough that nothing will block string after it. i think this is fine on its own
9jhk jhp is about the same frame advantage, which i think is maybe a bit too good. She puts you in the same situation but with two significantly different timings if you're trying to reversal. A lot of ADC characters can do similar things, but those characters mostly have to give up safety vs PBGC off pushblocking first blocked button, which fukua does not:
If you pushblock 9jhk, fukua is once again in the exact same situation: plus but not plus enough for it to be a block string, still in range to low/command grab, still in range to 9jhk you again. If you pushblock 9jhk and fukua does 9jhk jhp, its the exact same situation as every other situation above.
If fukua does 9jhk jhp, and you pushblock jhp, you actually get her out of your face. Fukua still can get back in and enforce low/throws right away, but the important part is that it requires a conscious decision that fukua makes to do pressure to prep for that situation. Every other situation above does not.
This is one of the two main problems with fukua's jhk on block: unless the defender makes the conscious effort to delay PB for the JHP hit, she gets to enforce the same mixup situation with very little effort put into to pilot it. The other part of why its tedious is that if you are
waiting to pushblock later and do not pushblock jhk, if fukua does jhk>Lfireball she will cross you up guaranteed. If fireball hits you're in the exact same situation as above, fireball is blocked you have a window to PB her out (that she can still get back in on, but thats fine and healthy decision making!!), if you pushblock jhk and she L fireballs its the same situation as above (if you double pushblock its the "healthy" situation where she has to dash back in or kara cancel into command grab which is fine)
I dont think changing block stun values will change much or alleviate these problems. making it more plus to make it easier to delay pushblocking the JHK later is one counter-intuitive option that might work, but i dont think it would be a good idea. Making 9jhk minus or 0 on block would work but also just be what the previous fix was (make it so people could mash out, the classic mike-z "player interaction") and kinda lame. I also dont think that making JHK>JHP not working block would fix, because as above per number on PB just jhk by itself stays in very well and forces the situations on pushblock.
My proposed change would be to reduce (maybe remove) the pull forward of JHK on block, enough that jhk>fireball does not have so much air momentum to cross up, and so that pushblocking jhk would keep fukua outside of a range where she still enforces low/throw without having to many any adjustments. It would still be a fantastic scramble tool and frame trap tool, with this kind of change 9jhk would probably still make contact after the first 9jhk on block but not over and over again, while on hit pulling forward to convert if someone pressed a button or missed double PB and got backdash or the like.
tldr shoot jhk on block in a way that isn't just making it useless or making it so you *have* to mash or she stays in
L clone block stun
L clone blockstun is minuscule. 12 frames of block stun, 8 frames of hitstop, minus frame skip. This is normally a good thing (for the defender) except off resets like this, you have no visual que to pushblock, and its 16ish frame window to pushblock, and unless you're bella who can just upforward, you cannot prevent fukua from just going right into the above jhk layer as she comes down without reversaling
If you could see the L clone while fukua is jumping over you I would not think this is a problem at all but as is the reset is ultra degen because of how small the pushblock window is and idk if it should be in the game. If you miss the PB window you either get backdash and get hit or get a crouching button and get HCH.
Okay on to fukua QoL/wishlist. put less thought into these, its not very big and none of it is really needed:
it would be nice taunt regen of drained HP didn't scale to where you're at in the combo. Very small thing but currently the only way to taunt mid combo solo spends a bar and drains far more HP than it regens by taunting (20% of the drained HP pool, then scaled by another 30-40ish from where you're at in the combo)
remove the added start up frames on bff if it dodges a throw start up. I really dont know why this is in the game, as is it is just telling fukua players to 9jhk on reversal layers even more which everyone loves.
If its possible, if it could be made that negative edge clone release wont give you supers if you release the clone at the same time you do Hdrill. It doesn't happen to me anymore, and the situation where it can happen only happens if you're doing something wrong, but it is annoying and i've had people complain to me about it as they picked the character up
after xxx5hp jmp jhk, 5lp 5lk whiffs on val/fortune without a super frame tight microdash, when its otherwise fully universal. would be nice if this could be addressed in a way that isn't game breaking or anything. jab a few pixels longer idk
tl;dr dont have fukua drag forward when you block her jhk, it will fix most peoples complaints without killing L fireball combo/reset routes