Suggestion to solve garou base form and other characters power creep
Not a single soul plays any character other than monster Garou, Child emp, and in few cases Saitama and Genos. This kills the fun fighting the same character over and over again while having a good possibility of getting nuked from across the map by Missiles, Singularity or Great Fajin(don't even get me started on Child emp griefs)
To try and fix this, I suggest adding a way to get monster Garou through playing base Garou by making him accessible as a death awakening(you aren't forced to do this every time you die while having awk). By death awakening, I mean using awakening in death in exchange for unlocking the kit of monster Garou via an uninterruptable cutscene.
Note: If someone stuns you with a downslam or move before you start the cutscene, the stun time may exceed your respawn time and you will respawn without being able to start the cutscene
To balance this, the person who killed you gets to keep their kill and any passive gained after a kill while all your moves aside from hammer heel are on ¾th of their cooldown along with having 2-3 seconds of spawn immunity in such a case. If you get killed as monster Garou, awakened monster Garou or cosmic Garou(you'll die regardless in this form), you reset to base form Garou.
Of course, this doesn't fully prevent the problem as most people will then be playing as Garou instead of monster Garou. Still, base form Garou's kit is easier to deal with monster Garou's kit, so I consider this a pretty neat change.
Addressing child emperor, I won't suggest a change in his base. All his moves are countered by either creating distance(weboom), moving constantly(twin burst, trinity tear air variant) or being aggressive and interrupting the start up(plasma cannon, trinity tear).
As for his ultimate, I would have the current version of the move conquest be a finisher. As for the non finishing version of conquest, I would have it deal around 60 damage(or less, no more) and make it have a two stage follow-up attack after the initial dragging, for an example:- Drilling at them with a drill and then picking them up to kick them away.
The attack can be anything, I don't mind, as long as it has a good amount of knockback so that you can't follow up unless you use three mech side dashes and then use Missiles/first part of Photon dive
Let me know how my ideas are, along with what changes you'd like!