Okay, this is my list of changes that I felt like scrutinizing. It mostly comes down to technical details over the some of the changes(and mostly has to deal with frames) and why they might not be completely reasonable changes with the way the game is currently. Also, I'm tired, so excuse any weirdness if there is any.
Arthur:
s.M now starts up in 6 frames and has 8 active frames.
I'm not really sure if the animation of the move will work with 6 frame startup and 8 active frames, or if it'll look really weird. Just throwing that out there.
Chris:
Flamethrower damage reduced to 120,000 maximum.
You probably need to change the way you word this one. The move does, currently, 171,200 damage from a clean hit. Reducing it to 120,000 maximum is non specific. You should be adjusting the base damage. So a change from 18k x 9-25 to something more like 15k x 9-25.
Grenade Toss L +1 on block.
That's 8 frames of recovery cut, so I'm not sure how it'd affect the move. I still think my suggestion of -3 on block(4 frames of recovery cut) + increased pushback is more reasonable.
Gun Fire L no longer whiffs up close.
Need to make some mention of 'increased lower hitbox' to get this proper. As it stands, the reason it whiffs is because most of the time if a character is crouching, the shotgun goes past their body and none of the pellets actually hit.
C.Viper:
Optic Laser vertical hitbox decreased slightly.
I'd specify upper vertical hitbox, since the lower hitbox is fine.
Deadpool:
Katana-rama! hitstun significantly increased; now -3 on block.
I wouldn't change the recovery of the move any. If the hitstun is being increased, there might be some really high damage, easy loops. I'm not completely sure without seeing it in action, but it's always better to be on the safe side.
Dr. Doom:
Molecular Shield inputs can now be held to keep the shield active for more frames before releasing the rock; 30 frames max; startup decreased by 2 frames across the board; L version now -3 on block; M version now -1 on block; H version now +1 on block.
Feels like there should be some mention on how many hits the held shield can hit for, but someone else can do that.
Dr. Strange:
Spell of Vishanti hitstun increased; it is now always safe on hit.
Again, I don't think increasing the hitstun here is a good idea. The only times I know SoV is unsafe on hit is if it's done in the air. Rather than increase the hitstun(which would have to be increased by a large margin to make a super jump height SoV safe) make it so that instead of falling prone, Strange recovers in the air for the same amount of recovery frames that the grounded variant does.
Firebrand:
Dark Fire now causes a soft knockdown.
Dark Fire props characters pretty high up, and it recovers pretty quickly. It might recover before they hit the ground, which could lead to some dumb stuff. Just bringing it up.
Frank West:
"Snapshot now -3 on hit, -15 on block."
This one can actually have the blockstun increased by ten to make it -17 on block. I'd say that's a fairly reasonable number for the move. On hit doesn't matter as much because you can increase the hitstun values just fine.
Ghost Rider:
Hellfire Maelstrom invincible from frames 1-15, -5 on block, causes heavy pushback on block.
I'm not really sure how the -5 on block will work. The move is inconsistent, and you can duck under a lot of it. For the final swing, it's easy to just chicken block it and even with the pushback most characters would have time to move forward and punish still. If you're reducing the recover to be -5 on block, that'd go from 50 to 13, and that opens up potential dumbness on hit. To make it -5 on block without straight up changing the recovery, the move would require a serious reworking to the point I'm not sure if it'd be viable in a balance patch.
Hawkeye:
Ice Breaker M now causes a ground bounce on airborne opponents.
Is that the Trick M > Ice Breaker?
Hsien-Ko:
Henkyo Ki now +5 on block at close range; active frames increased by 50% (all levels).
To get this, you'd have to cut the recovery for all three versions from 40/38/36 to 17 across the board. That's a pretty huge reduction. A little more than half in the heavy version's case. Considering she already has loops off this, all I'm seeing is potential infinites since as far as I'm aware Henkyo Ki causes a set amount of hitstun.
Iron-Man:
Proton Cannon changed to +2 on hit, -5 on block; causes soft knockdown on all but the last hit.
This one is really hard to change. It has 47 recovery, and it's... -47 on block. That'd mean the move would have 5 recovery frames. However, this is one you can actually increase the blockstun for since it only seems to have 3 or 4 frames of blockstun(weird, I know). It'd still probably come out to -27, but from there it'd be possible to adjust the recovery a little bit to be more reasonable. At the same time, I'm not really sure if it'd still be reasonable to reduce it to 25 recovery frames.
Rocket Raccoon:
Bear Trap startup reduced to 15 frames.
I'm a little wary about this one, since that move is pretty good... but I don't think it'll cause too many problems... other than perhaps some incredibly sped up startup animation.
Sentinel:
Rocket Punch +0 on block; hitstun increased to Vanilla levels.
This is actually one of the rare moves that has more than 23 frames of blockstun, having 25 instead. Still within a reasonable 'pushblock' range. To make it 0 on block, you'd have to have 20 frames of recovery shaved off. Considering vanilla hitstun allowed him to combo after it in a TAC, this will probably open him up to more loops and maybe potential infinites... I'm not totally sure, but I can see some dumbness here.
She-Hulk:
Emerald Cannon hyper forces a wall bounce.
It also shouldn't cross up.
Shuma-Gorath:
No Devitalization recovery reduction?
Air dash movement distance increased by 100%; total time to completion unaltered.
Additionally, you could make it so that the forward airdash has the same momentum property of the back airdash(where if you cancel it with a normal, it goes further).
Mystic Stares recovery reduced by 15 frames across the board; charge time reduced to 30 frames; assist now shares the point versions functionality.
I'm not sure that's a great idea on the recovery front. It'd make the L version +25 on block, and the H version +15. That's kinda ridiculous. I'd say 5 frames, 10 tops.
Mystic Ray recovery reduced by 10 frames across the board; charge time reduced to 30 frames; hitstun increased slightly on all versions; durability changed to 5x1 for L version, 10x1 for M version, 15x1 for H version; assist startup reduced to 47 frames.
This one isn't even possible. Mystic Ray L recovers in 9 frames, and Mystic Ray H recovers in 3. It can't exactly have negative recovery... What exactly about them needs to be changed in that regard?
Spencer:
f.H is now +1 on block.
This one should be mostly fine with a strict blockstun increase. Reducing recovery would just give him s.L conversions off his overheads, and I feel like he shouldn't get that solo.
Super-Skrull:
Inferno now -3 on block.
I'm not sure how reasonable this is since the move has 14 frames of recovery as is. I think, more than anything, it's because he falls prone after those 14 frames of recovery. I suppose you could fix it so that he can block as he's falling, but I'm not sure what the framedata would be on that as far as advantage on block goes.
Brutal Pile Bunker is now -2 on block.
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo-
Thor:
Honestly, I feel like Thor's normals should recover a lot faster. His cr.L has as much recovery as Dante's Stinger. It's terrible.
Trish:
Trick Hopscotch travel time and hitstun increased; now OTGs.
Still feel like the histun increase should be axed.
Vergil:
Throw the poor guy a bone. Give him
+ Devil Trigger Judgment Cut now hits OTG
+ Can manually fire each projectile of Sword Storm with ATK+S as with Blistering Swords.
Two buffs from my old changelist to give him something since outside the Lunar Phase and Rising Sun change, he got all nerfs.