NRS does not know how to make a grappler, in fact, I'm convinced they don't even understand the concept of grapplers. It doesn't make sense to have no options from full screen, but then ALSO be too slow to do anything when you finally get in too! It would at least sort of make sense if only the big slow characters has armor, but EVERYONE does. Furthermore, he actually does less damage than most of the rest of the cast. This design doesn't make any sense at all. While I acknowledge I'm a nobody on TYM, I've been playing grapplers exclusively for a decade, so here's my two cents.
1.) a 6 frame down 1.
Reason: It is way too stupid to finally close the distance only to be hit out of every single move you have. He needs to be a threat up close, there should be a reason everyone wants to try to get away from him. Currently you can either zone him or just get close and push your fast buttons or even just armor through whatever he has.
2.) command grabs (or AT LEAST ex command grabs) should could as two very fast hits (thus negating armor).
** Every command grab character variation should be this way, not just Jason **
Reason: Command grabs already get beat by backdashes, jumping (in any direction) and moves that make your character count as "off the ground." It blows my mind that armor beats them too. NRS is the ONLY fighting game company that doesn't have command grabs beat armor. Furthermore, the command grab itself is not without risk. If it lands I might get roughly 20%, but if it doesn't you might get 30%+ off of me during my recovery. The risk/reward is very skewed here. This game ALWAYS benefits the fast character as they're the only ones that can hit twice (beating armor) before most armored attacks come out. Currently there is literally NOTHING Jason can do vs. armor other than to block it. This makes the Jason player the one who has to be scared when he's up close and his opponent has a bar.
3.) either combos off of overhead and low starters OR significantly increased damage.
Reason: Hey I'm all for playing characters with low options, but if I'm gonna have low options I need BIG damage to offset them! Kung Lao and Tanya have two million options and STILL do more damage per BnB than Jason does. It doesn't take a rocket scientist to see why they're top tier in this game and Jason is in the basement.
4.) either increased recovery and no start up, or increased start up and no recovery to Killing Machine (his armor move)
Reason: I acknowledge that this move can be very strong, but you can get hit out of the slow start up, and also eat a full combo when the move ends. From my experience, more often than not if you DON'T get hit out of the start up, it signals to your opponent that this is the time to just jump away backwards til it ends, and once it does you get punished for not properly pressuring them. Like I said, either don't let me get the move off in the first place and make it scary, or make it scary and full punish me for not pressuring right, don't leave it where they can do both!
Anyway, that's all I got, I think even just the first two would make a substantial difference in Jason's strength. I hope someone sees this, I'd love to see Jason be both viable AND fun because currently he's neither.