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At least here you can just parry and advance with little ill effect if your timing is on point. And it's considerably easier to parry here than it was in Street Fighter III, where one of the chief complaints at the time WAS that parrying made zoning a much less powerful strat and there you only had ten frames to do it. (And there was a system in place to ensure you wouldn't parry if you just tapped forward rapidly)
So in the grand scheme of things I don't see any real reason to limit the range of hadouken. A full screen projectile is far from the main reason why they're so omnipresent. And they've been far more oppressive than they are in this game.
As for your idea, I don’t think every character with a fireball would be hurt by the change but quite a few of them would. Ryu, Guile, and Akuma’s zoning capabilities would be significantly worse and I don’t see how making them just straight up worse makes things more interesting for everyone else. Perfect parry already limits zoning, adding the perfect parry OS that Luke and Terry already have to deal with to other characters doesn’t sound like a good idea to me
the reality is that fireballs are quite bad in sf6
At least the way I use fireballs, shortening their distance wouldn’t make much difference (of course depending how much of shortening one does). I find Ryus fireballs to be most effective within jump range, while throwing them from a fair is mostly a waste of time (aside from edge cases)
Seems to be warping the subject into all projectile characters. Mentioned specifically "Shotos" btw. Luke already does this so can't really tell why you're bringing him up.
I'll state my question again for you guys.
"If they only bring value in certain situation, would it kill the character shoto arch type if they lower fire ball travel distance?"
Likewise, committed zoners such as Guile, JP and Dhalsim feel distinct from shotos. Guile and Shotos might access the same layer 1 game-plan (throw fireball then punish jump in) but even in that space, there's important distinctions (Guile recovers from sonic boom faster then shotos recover from fireball, giving him more consistent access to that layer one strat)
To answer your question, no I guess it wouldn’t kill the archetype. But it’s a dumb change that doesn’t solve anything you suggested in your original post. Shotos that previously had something like this idea didn’t use their fireball for zoning anyway. If you’re saying they should redesign the shotos around this change, then you’re veering into the territory of making them a new character. Ryu’s supposed to have a solid but standard fireball for zoning that’s more notable than the other shotos, how would this change actually make him feel unique?