Heres my personal changelist for AH3 Yoriko and any future versions of the character, I'm gonna list things I think would make the character more fun without completely borking her balance
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Revert towers back to AH2 Vanilla versions AH2 towers were really fun for how fast they were on startup and recovery, so I think this change would definitely bring a good amount of fun factor back in. They'd be way too strong if they were just ported straight over though, so we'd make them scale really hard(damagewise) or have very low hitstun. That means she won't get big combos off of them, but the risk/reward is so much better incase you whiff a tower with a mauler flying full speed towards you
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Bring kara-cancel pented DP from AH2 back In AH2, Yoriko had the ability to kara-cancel her DP into a 236a rush while in pent mode. This was pretty cool because what you pretty much got was a TK rush, which on its own sounds w/e since TK rush isn't overhead anyways(her only overhead rush is the B version). Why was this cool? In pent mode, Yoriko can chain her rushes together as long as she already didn't use that move once already. So for example, she could do 236a > 236c > j.236a > j.236c in a combo or blockstring and it'd work, since ground and air versions count as different moves. With the kara-cancel DP back, Yoriko could once again do 236a > 236c~a which basically looks like two horizontal rushes that execute one after another. This isn't really good for combos since her rushes launch the opponent, but its very good for blockstring pressuring and allows for way more mixup options
(No, she couldn't kara-dp into overhead rush)
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Make 6B air-unblockable again I'm not really sure why they made this blockable, especially in AH3 where everyone and their mom would rather fight in the air and walltech is free, but as of right now its pretty useless. It -kinda- helps with zoning? I can't really tell you how to properly use this move if its not air-ub and the opponent can block while homing in the air, you just stick it out and hope that whatever you followup with hits them lol
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Superpent should renew the pent meter I don't think many people know how Yoriko's pent meter works in full detail, which is fine since its enough to know to run if you see the gauge. In AH1, Yoriko had no superpent and her pentgauge didn't last very long upon activation(the same length as AH3 triangle pent gauge). This was fine though since she could replenish her pent gauge if she completed another pent motion while in pent mode, something she cannot do in AH2 or AH3. Generally this is O.K. since in AH2 she had the retarded timefreeze and extended pent gauge for super, and in 3 she gets the extended gauge if she does the normal motion(along with the option of AH1 gauge for triangle penting). I think by allowing her to replenish pentgauge if she completes a superpent while pented, the results of an AH3 Yoriko match would be a little less random. It's much more obvious in AH3 how much Yoriko can struggle in a match without pentmode, and having to wait to repent rather than doing it as soon as you can ends up being a common problem in a game with free homing
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j.214x an overhead again I don't care if they make it overhead only in pentmode or w/e, this was super fun to mess with when you could get a full combo from it(AH1 into flamethrower super, land combo), or even more than just damage(AH2 into superpent lol). Shes fine without it, but its one of those things that'd be more fun to have access to. Possibly make it overhead only when you -aren't- pented?

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Anyways theres probably way more stuff I could add to this, along with things people probably think should get nerfed which is fine IMO. I'd just rather they make a midtier character with really fun tools rather than a midtier borefest char that relies off 1 core thing(did they get hit by one of my rushes? No? Run it back!) in their gameplan