I mean no offense, but Trela is a top player so comparing characters based on his performance with Ryu is irrelevant, don't know about the other ones though. Either way I appreciate the response, you're obviously more experienced than me, but I kinda wanna discuss this so bear with me here. Apologies in advanced for not really knowing for sure about some of this stuff (like the fair thing in the 3rd paragraph).
One thing I want to know is what you mean by Jigglypuff has to be in the air to combo? Like, to start the combo or what, because uptilt seems to work fine for me. I need to read up more on the matchup, but I assume the same followups apply here right?
I also want to know about fair, in my scrub experience his fair does seem ridiculously disjointed, but it hasn't stopped it from trading with Puff's when I played against him. Is that do to poor spacing on the Ryu's part, bad timing, or does it actually trade? Do we not know?
I'm also under the impression that Pound beats Tatsumaki Senpukyaku. This can help us edge guard him deep right? Something many characters can't really do. Him getting back the ledge even when knocked to the blastzone seems almost free against most of the cast, but I feel with 6 jumps, nair/fair/dair, and pound we have better tools to handle him there than we think.
Crouching under half his attacks absolutely helps us. The fact we can avoid uptilt, grab, shoryuken, hadouken, tatsumaki senpukyaku, focus attack(?) etc... all by crouching has to be good for something. It takes away half his kit ffs. Being patient and forcing him to approach with the majority of those attacks listed (some of which seem totally unsafe on shield) seems like a good strategy to me. Sure dtilt ****s us, but I'm pretty sure we can just shield > jump, roll, grab (?) to punish it. So if we play patient what can he do?
I'm not saying we don't lose the matchup, as much as he seems to not be able to do we seem to have less somehow, but I feel like 60-40 is giving him too much credit.