Don't get me wrong. I think C is playable and has some pretty cool tools, but a character with a health bar as bad as Ryougi benefits greatly from better zoning, and that's where H and F shine. I personally think their execution is a bit easier as well.
You sir, are on crack. H-Ryougi has easier than C? On what planet? Maybe if I you consider having to learn different timing and different loops on every single character in the game easier, or you're OK with getting 2500 damage.
Regarding H-Ryougi 3C (why they gave her a normal that's +initiative on block is beyond me, orz), let's break this out into an action matrix. Let's say your opponent's options after blocking the 3C are to mash, dodge, backdash, jump, or DP (basically, they're doing anything BUT block). Positive numbers represent damage Ryougi does, negative numbers represent damage Ryougi takes. These numbers assumes she has her knife to throw.
..... | Mash | Dodge | Backdash | Jump | DP |
5B | +4500 | +1500 | 0 | +2500 | +4500 |
dash 2AAAA | -4000 | +4500 | +4500 | -2000 | -2000 |
dash throw | -4000 | +1200 | +1200 | -4500 | -2000 |
overhead | +2000 | +1000 | -4000 | +1500 | +2000 |
Yeah, I didn't include shields, I'm lazy. And I'm too lazy to actually SOLVE for this table right now. :p
Now, the numbers for 2A look a lot better if you're close enough that you DON'T have to dash in (so why not do 2C3C?), because now it at least beats mashing. However, if you are using the 3C frametrap to go into 2A/5B/overhead, it then loses to DPs and dodges a LOT more.
If the character is airborne during their backdash, 2A and throwing look a fair bit worse in those spots.