I will post some feedback very soon for you... 
-Use a regular Notepad document for the readme it's much easier for people to open and read it.
-The walking of Blair Feels extremely Slow and unbearable as is the Running,
- changes to invalid state when doing grab with heavy kick also the animation you chose out of the required sprites does not go with the move.
-One his spark?
-No jumping running landing sounds?
-I see you tried to be extremely air with the Blue clsn, but i think it's to big.
-Fix the After images on the Evasion manuevers with the a+x buttons
-The charging doesn;t look to pleasant MvC sliding effects is what i saw, i suggest adding actual charging sprites and more hitsparks while your at it. atleast that much FX is necessary.
-F, D, DF, A/B/C – Lightning Knee – Anti-air knee attack.= Too much damage IMO on the high version also the high version feels very very weird, like you have the first hit of it suck the opponent in. 
-D, DF, F, A/B/C – Sliding Arrow = Blair is of of the ground when doing this move he axis is not good, i think you should fix it.
In addition i think the high version does too much damage and, the moves has too long a hit pause on the beginning hits.
-D, DB, B, A/B/C – Shoot Kick too slow it doesn't add to the damage counter and the opponent can attack you with a light punch while you're in the middle of dong it
-One Pallet 
-Low Kick ha a D on the Hitflag and the others don't made me to believe that was a mistake.
-F, D, DF, X/Y/Z -Feel weird and i again i hink it does too much damage on the high version.
-i suggest adding so width o some of your basics attacks and speacials you get confused as to which side you'll be on while in the corner while doing the moves.
- The High punch animation is slow
-Mirage Combo Kick – D, DF, F, D, DF, F, X/Y/Z Hyper does too much damage, on each level 300 for the low and 525 for th high version. 
-Spin Side Shoot– D, DF, F, D, DF, F, A/B/C to much damage i got 625 on the high version.
-bYakko in the readme is i believe you want to say [E]/maximilianjenus
I think this need much more Work, and FX, although fx is not important to the actual gameplay more than one hitspark and pallet would be nice very nice. and making the moves feel a bit more natural is needed IMO.
Thats my feedback Goodluck on you finishing her.
Cheers,Rajaa 
EXACTLY what I've been waiting to hear from someone on one of my chars.
OK, to hit everything you said in order:
-Will switch to Notepad ASAP. (Would've done an HTML file if I was better at it.)
-I'll tweak the velocities on the walk and run.
-The issues I was having with the kick throw are documented in the readme, and I was trying to get it to work prior to release. (Obviously, still no luck.) I'll make it a top priority.
-I was having issues with the spark palettes, to say the absolute least. By now though, I've got a better handle on how that works so I'll put it in for the next update.
-I picked up the CvS2 sounds recently, but sadly it just occurred to me to add them into the SND file and use them. (I'm a bit scatterbrained unfortunately, and aesthetics was always a second-level priority for me.) Since it's a quick add, it'll be in the next update.
-This was my first effort at making a character with more fitted CLSNs (in all my other characters, they were all single boxes). If I could get a few examples of which anims have
these CLSN issues I'll fix them ASAP.
-In terms of the AfterImages, do you mean the way the frames follow Blair or the color?
-The charge Explod is a placeholder until I get the proper animation. (Normally I prefer to get rips for things like that on my own, but since I haven't found the charge one just yet I'll ask someone for permission to use theirs. Probably POTS if he's willing.)
-Lightning Knee sort of does have a vacuum effect, IIRC. I don't think it was fully intentional but I'll fix it up. Damage will be nerfed a bit too.
-All the versions of Sliding Arrow do the same damage because they redirect to one state. I'll nerf it, readjust the axis, and lower the pausetime.
-Shoot Kick's animation runs at the speed it does to make it a little easier to use the follow-up kicks. I'll speed it up by a tick per frame and try to keep the usability up. As for being attacked in the middle of it, it's mostly because I cover all CLSN1s with CLSN2s to avoid infinite priority issues.
-I never liked experimenting with palettes, but I didn't want to get a request done until the character had been out as an anti-leaking measure. (You never know.) It'll be tackled right away.
-Not sure how to tackle the 'feels weird' part, but I'll drop the damage a little on the hard version.
-I'm only vaguely familiar with Width triggers, but I'll add them in. What's a good size to work with and which attacks could use them? (I figure Shoot Kick and Mirage Combo kick are two pretty sterling examples already, I noticed that they can get pretty iffy at close range.)
-Consider the strong punch sped up.
-At this point I think it's safe to say that I have really skewed ideas of damage... I'll re-do the level 2 and 3 damages on the Mirage Combo Kick and Spin Side Shoot. (~300 damage always seemed a good amount for a level 1 special, but that may not stay either.)
-Forgot to document the name change - I've only known him as bYakko and Hikawa. >__<
All this stuff may push back the next release a little but it'll be worth it. Best damn review I've gotten ever. Thanks, Rajaa.
I have not had enough time to sort through my images, sorry.
I managed to replace the big portrait, but I'd still like to see what you've got. Don't rush, I can wait as long as I have to.
Now, if you'll excuse me, I've got a character to improve.