Here is the rest of Rentaro's feedback:
-I think you should remove the 3rd hitbox on the standing sprite where his feet are (It's possible to be able to hit Rentaro on places where it shouldn't).
-The hitspark and guard spark of jC and B Gunfire is still misaligned (To fix this, I believe each individual hitbox has to be coded for each spark as I saw on Ichida's Miyuki with her 5AAA, 5BB and 5C. Looking at it again, I think there's too many and need to be reduced). This is what Ichida told me and may help you:
The best way to fix it is to use ceil(p2dist) and ifelse to determine whether the enemy is on the ground or in the air.-The swing effect on his 66A follows him after rapid canceling.
-The timing on the effect of Homura Kasen and Homura Kasen Full Burst is slightly off (The effect appears before he formed the punch).
-Homura Kasen and Homura Kasen Full Burst's velset is set at 0 and should slide a bit at the end of the animation instead of coming to complete halt.
-The effect on Uki Rouchou on the 2nd hit is layered behind him and will be in front if it makes contact with the opponent.
-The normal shockwave on Rokuro Kabuto is layered in front of him and the opponent (It's also too big and should be made a tad smaller).
-He can perform Shoukahanameishi EX without the required amount of meter.
-The old air dash effect on all versions of Shoukahanameishi needs to be aligned closer to him as it's too low.
-Both distortion drives doesn't gain 20% additional damage during Not Over Yet.
-For Final Strike, I know a way so the ground air dash isn't needed (Adjust the running animation and give him more step sounds for each step as there was only one when heard, similar to what Ichida did with Tatsuya's Cadenza).
-The swing effect on the last hit of Final Strike is too large.
That should be the rest of it.
I will still do detail and aesthetic feedback for the rest.