- The parry animations don't have collision boxes on them. Should probably include them, and then use a nothitby state controller.
- Counter animations, guardbreak animation: they're missing collision boxes in the first two frames of the animation, again, might want to reconsider that.
- For the collsion boxes of 5000-5027, make them the same as the standing and crouching collision boxes, each to their correspondent.
- In general, the collision boxes aren't bad, at all, they just need some touching up, and adjusting here and there.
- Some hit definitions have guardflags, but no hitflags, you should probably specify.

- I noticed that some moves can hit downed opponents, which isn't really good in many cases.
- In the attack states, you should use a statetypeset to set the attack to idle so it won't be registered as an attack after the animation is done, this makes it fairer for other AI who are detecting to block, and it won't make human players block while holding back when unnecessary. This is necessary.
- No juggling code? this probably means with all the hitdefs that have no hitflag specified , and the ones that do have them specified will be able to hit more than appropriate, the juggling should be somewhat okay since you're using Mugen's defaut juggle system, Which might not do much if you want to avoid things like hitting recovering opponents... etc, some additional triggers to the hitdefs could be made to make it be more standard to fighting games, although I can remember martial arts masters having plenty juggles in the source.
- But since you want him to play more like Capcom, like the readmes states with exclamation marks, you need to reconsider juggling, and dampening, and many other things considering your attacks.
- Put the statedef -2/-3 in the .cns's

- I dislike the supercharge effects.

- Flying slam lacks impact when hitting the ground
- The super canceling is like a P.o.t.S character's canceling, accept for the basic combination, and the specials into supers.
It's a good character, like the readme says, some tweaking is needed. Looking forward to an update to see how better it gets.
