I notice supers are rarely used in Sf4, so why not just take them out and replace them with a more powerful EX. Call it EX2 or EX+. Instead of two buttons, you would use 3. It would be very similar to an Lvl.1 super in A3.
Example(s): Guile: EX sonic Boom is a sonic boom which does two hits and does a little more damage. EX+ is a mini Sonic Hurricane like in Alpha. His EX+ Flash Kick would also be similar to his lvl.1 Flask Kick Super in A3.
Example with a new character: Gouken. We’ll discuss his reversal. His EX reversal tracks both low and high, however, it doesn’t reverse/counter special moves such as dragon uppercuts or Tiger Knee. However EX+ gives him that ability to do as such. EX+ Fireball would allow the user to throw 3 fireballs and allows the user to input what direction the second and third fireball goes. LP: Straight, MP: upward, FP: fake. OR another great thing about EX+ fire ball is that it can be charged for two massive fireballs.
Those are just some small character specific examples I came up with.
A little more about EX+.
- For every EX, there is the ability for a EX+.
- EX flashes Yellow, while EX+ flashes Red.
- Regular EXs take one block of super meter; EX+ takes two blocks like a FADC.
- Unlike a EX, all EX+ have the ability to be FADC, thus granting longer flashy juggles while retaining depth. Another quick Character Example: Honda. EX+ hands would float the opponent up… sort of like Chun-Li’s EX kicks, thus giving you a chance to combo in Honda’s ultra.
Now would regular EX’s need to be a tad toned down to compensate EX+. Probably on a few character EXs. Example EX Tiger uppercut no longer grants a free ultra afterwards. EX+ TU knocks the opponent up further and has more invincible frames.
This is just a rough draft of a idea I came up with 5 minutes ago. Thanks

Personally, I like having the options of doing EX moves for potential combos and punishing moves or a super for mad damage.
Brian03:37 PM CST