My belated votes for the new characters.
Dorm - Y
Dr. Strange - N: Don't agree with the Seven Rings change - makes him too good against zoners. Additionally, the 'now triggers from Gimlet' needs some clarification. The problem with it not activating from Gimlet is because Gimlet's active frames do not extend into Seven Ring's active frames. The only way to make it activate would be to make Seven Rings activate during startup frames, which could be problematic. Also, not sure on EoA being 10x5. That's a lot of durability frames for something that can just sit there. 10x3 would be more reasonable, imo. Also unsure of the DoD not making him prone in the air just because fast tracking projectile + teleport could lead to bad things, especially with the other changes Strange is receiving.
Felicia - Have a lot to say for this one, so I'll go through each.
+Health increased to 900,000.
Fine
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
Fine
+Cat & Mouse is now special cancelable, distance increased slightly.
Not sure why this move should be special cancelable. I know it's not a great move as is, but I don't think making it special cancelable is the way to go. Maybe speed it up so it's more on par with the likes of Frank's Roll and Cap's Cartwheel?
+Kitty Helper summon now runs slightly faster and jumps slightly farther.
Fine.
+Dash speed increased slightly.
Her dash is already pretty fast, why increase it? If anything, increase the distance it goes a little bit instead.
+Neko Punch now causes a crumple state.
On one hand, I'm fine with this, on the other I'm not sure if Felicia should get a crumple. Admittedly, she wouldn't really land it outside of Slant Shot assist, but still.
+Rolling Uppercut is now jump cancelable off of the opponent on block or hit.
This is kind of silly, just on an animation basis. While it's perfectly possible, I don't think it's really necessary seeing as how it'd just make her pressure much more dangerous and she already has good pressure with proper usage of Rolling Slide. If anything, I'd make it so that it recovers in the air, and increase the hitstun on it just a little bit so it'd be possible to combo off it.
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
Sure. I'd also change Cat Spike H to hit some/all crouching characters as well - the move is an overhead, but you'll never actually land it on crouching opponents since it hits to sigh. Letting it hit crouching opponents would give her something to surprise people with if they get locked down.
+Toy Touch hitstun returned to Vanilla status.
Sure.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
Why change the input to qcf.S for one of them? Does a new version exist to replace the old motion? Just seems weird. Also, what's the reason for a blockstun increase?
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.
Sure.
+Increase command throw damage?
I see no need to increase the damage on them.
+Multiple Cat & Mouse versions?
I don't even know how that would work. What could be different about them?
Firebrand - N: I am fine with most of the changes, but have issue with:
"+Hell Spitfire H reduced by half in startup and recovery; soft knockdown, only one on the screen at a time; no longer leaves Firebrand prone until landing when performed in the air."
I didn't really pay attention to this one before, but there is a lot wrong with this one except for the last one. Reducing the startup by half would mean it's faster than Hell Spitfire L and M at 13 frames compared to their 16. The recovery would also be 10 frames. Considering the type of move it is, I can't support that fast of a startup and that quick of a recovery. I don't mind a reduction in both, but half is a little
too much imo. 20 startup and 15 recovery would be more reasonable. Additionally, the change of 'only one on the screen at a time'; what does that mean? You can only use it once and can't use it again until the first one disappears? If so, it'd need a wording change since you can only have one on screen at a time. When you use it again, the first just disappears. Soft-knockdown is fine if you can only use it once and can't use it again until the fireball disappears, otherwise it'd be an infinite so that'd be a no-go.
Additionally: "+Chaos Tide is now a level 2; all inputs now cause the helper to perform his H attack."
Can't Firebrand build 2 bars with a loop using the H attack of the helper, and end up doing 300-400k with it? Making it a level 2 means he'd be doing near level 3 damage while being meter neutral. Not sure how I feel about that, and I can't seem to find the loop in question to confirm it atm.
Frank West - Y
Ghost Rider - N: Hellfire needs some adjustment to be +10 on block. Plus, it being +10 on block is a bit excessive and sometimes detrimental(due to really late pushblock causing stuff to whiff). +4/5 would be better.
Haggar - N: No on the pipe negation. Also, is the Giant Haggar Press really a '-'? If there's no recovery, it causes a hard knockdown, and it links into itself... aren't those all +'s?
Hawkeye - Y: Although I still want to know what '+Ice Breaker M now causes a ground bounce on airborne opponents.' means! If it's the rolling version, it should cause a wallbounce since a ground bounce would look weird as hell.
Hsien-Ko - N: Dahbomb is right about Henkyo Ki needing some histun adjustment to prevent possible infinites. Y on everything else, however.
Hulk - Y
Whew. Took a while, but there are my votes! Sorry for being wordy, but I wanted to get my point across... and somehow I feel like I didn't get my point across fully, anyways. >_>