It's incomplete because it's not complete. Best feedback ever, plzthnxbye.
lol
Alignment, without being fantastic, is not horrible.
Horrible? No. But need much work? yes
The good thing is that the author listen to the feedback 
lets go to feedback. "+" are good points, "-" are bad points. I will try to be neutral because I hate Batman 
+ I like the edits, over all. But some needs fixes.
+ the transition from standing to backwalk is very cool
+ Grappling hook is a nice idea! (but should be a little quicker)
+ put him against Mr. Infinity's Deadpool to see a funny intro
+ Nice air kicks
- There are some misaligned sprites, let me list some:
- anim 200 (you have two options: to use the front leg as a base or to use the back leg as a base). if you choose the front leg, then his foot can't move up or down, since its enduring all the body weight. At the AIR, put those values as Y axis and you will see: -1,-3,-1,0,-2
- 201: the last frame should be moved upward by one pixel
- 210: take a look that his front foot is always two pixels bellow the axis (which is cool), so the foot in all frames can't go bellow that point. Use 0,-2,-1,-2,-2,-3,-1 at the air (in fact, at the sff aligment).
plus, the move has a too big starting time, so its not easy to hit and delays the whole combo.
Here is what I did:
Spoiler, click to toggle visibilty
;---------------------------
; Standing Medium Punch
[Begin Action 210]
Clsn2: 1
Clsn2[0] = -36, -97, 23, 2
200,1, 0,0, 2
Clsn2: 1
Clsn2[0] = -50, -101, 24, 10
200,2, 0,-2, 2
Clsn2: 1
Clsn2[0] = -40, -100, 24, 6
200,3, 0,-1, 3
Clsn2: 1
Clsn2[0] = -44, -99, 26, 8
200,4, 0,-2, 3
Clsn1: 1
Clsn1[0] = 29, -89, 63, -72
Clsn2: 2
Clsn2[0] = 28, -88, 62, -73
Clsn2[1] = -45, -99, 31, 4
200,5, 0,-2, 6
Clsn2: 1
Clsn2[0] = -48, -100, 23, 8
200,6, 0,-3, 4
Clsn2: 1
Clsn2[0] = -43, -104, 46, 8
200,14, 0,-1, 4
-220: now he is just one pixel bellow the axis? you should pick one value one (with few exceptions). Or 2 pixel bellow, OR 1 pixel bellow.
The move starts too slow, so you can connect the combos with it. Maybe he can slide a bit, to make it easier to combo.Here is what I did:
Spoiler, click to toggle visibilty
;---------------------------
; Standing Hard Punch
[Begin Action 220]
Clsn2: 1
Clsn2[0] = -62, -95, 24, 6
0,47, 0,-1, 4
Clsn2: 2
Clsn2[0] = -39, -106, 9, -57
Clsn2[1] = -49, -56, 21, 3
0,42, 0,1, 4
Clsn1: 1
Clsn1[0] = -26, -109, 81, -67
Clsn2: 3
Clsn2[0] = -25, -108, 80, -68
Clsn2[1] = -34, -107, 29, -16
Clsn2[2] = -69, -15, 26, 4
0,48, 0,1, 4
Clsn1: 1
Clsn1[0] = 33, -84, 65, -45
Clsn2: 3
Clsn2[0] = 34, -83, 64, -46
Clsn2[1] = -20, -96, 33, -27
Clsn2[2] = -48, -27, 35, 3
0,49, 0,1, 5
Clsn2: 1
Clsn2[0] = -49, -93, 25, -2
0,41, 0,1, 5
Clsn2: 1
Clsn2[0] = -44, -103, 44, 6
200,14, 0,-1, 5
and many other anims
- Many hitsparks are misaligned, see:


- this kick hits low and p2 move his head back? Change the ground.type = High to ground.type = trip.
This move needs a bigger recovery time (put 6 as delay in the last 3 frames)
- Aerial attacks should not have that quick recovery time. You can, with a neutral jump, hits the p2 3 times just with the weak kick.
- aerial hard kick could be longer (the last frame could be like 20 in delay) and needs a transition frame.
- Batrangs should spin, because they are weird now.
There are more to say, but I don't have time.
Overall, I like the the char. It has great potential.
Keep the good work