I love what has been added, but Segalow still has a cheap infinite versus most standing characters due to the combination of air chain combos and low jumping/long low jumping. Let me tell you something: it's ONE or the OTHER. Either that, or you take away the ability to chain combo during low jumps. Other than that, awesome job on him and Kouma! I LOVE the new Last Arc effects! Especially the one where he doesn't change.
His light attacks are just useless compared to his strong attacks up close, except for crouching light kick, because it hits low. The light attacks need some timing changes, and the crouching ones need to be able to chain into themselves and into other light normals.
When being hit by any attack he has that can be air recovered from, you can do so much too quickly. Like, before you even start falling. This is because you don't have the fall.recovertime parameter set for these attacks, and its default value is only 4. You need to set some values for this parameter on these attacks. Should be around 35 for most of them. This will usually keep his opponents from being able to do anything but air recover close to the ground, where they will either roll, or go into the default ground tech.
Other than that, he does feel really solid. If you can implement the most necessary changes I've outlined here, then I can move on to critiquing his AI.
I was able to do a 50% damage combo with him, using no super gauge. Sure, it took a lot of practice, but it still should not be possible to do so much damage without super gauge with such a mobile and versatile character. He needs a stronger damage dampener. You also have to eliminate the ctrlset in his crouching X, and replace the modified changestate at the end with a normal one. He also has a glitch that gives him an infinite combo: weak Rising Sun (623A) canceled with Trick Up results in Vergil just canceling the move and regaining full control immediately after, if you do Trick Up before Vergil leaves the ground. This would not be a problem if you could air recover from the weak Rising Sun after about 40f, since you can already air guard it.
Oh, and the English readme has the wrong command for Force Edge combo finish. It should be "AB after second X", not "XY after second X". XY never does anything.
Nice job on everything else, though, especially the perfect challenge level of his AI.
Re: Ortega, Tiger & Ghost Kick by Buckus (updated 2/7/10)
The grabs no longer work. I have no idea how to fix this, other than changing them back to the way they used to be (looking back on it now, instant grabs aren't that big of a problem).
Re: Ortega, Tiger & Ghost Kick by Buckus (updated 2/7/10)
Found some problems. Ghost Kick has a corner infinite: LK>MK>HK>QCF+HK, repeat. The QCF+K moves definitely need a couple more frames of recovery time.
Do you even realize what it means that your rolls are ONE HUNDRED PERCENT invincible AND have NO fully vulnerable recovery time? It means that you can link rolls together to remain absolutely invincible forever. They need full vulnerability to grabs the whole way through, and at least 4 frames of fully vulnerable recovery. Also, "type" needs to be S for standing, not A, and you need to specify the "movetype" as I, for idle.
Also, his grabs do not need to be instant. Give them, like, 2 or 3 frames of startup, please.