-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS. The pacing is different. SS is a slower, poking, high risk/high reward kinda game. CvS is Capcom based. Faster, more combo oriented. You'll have to adjust the char overall to reflect that, so in sync, his hitboxes should follow suit. A approximation of a CvS theme is what you're striving for after all.
-Back roll has no invulnerability.
-Projectiles are not restricted properly:
Spoiler, click to toggle visibiltyHis slow animation will not make up for this.
-Dodge kick variant leads to invalid state:
Spoiler, click to toggle visibilty
-DP has no invulnerability on startup, or any type of clsns mapping to compensate. Which means you won't be using this for any type of interrupting. Also, HP version just flies over most people's heads. The damage on these attacks aren't very good either. Disregard the first part. Clsns are mapped to give him priority on startup.
-Should use CvS slash whiff and sword guard SFX for sword attacks.
-A suggestion: Instead of neutral j.HP having an alternate animation, while having j.MK/HK being the same thing, just slightly sped up for HK; Using that anim for his j.HK would give him more variety and give the player incentive to use at least one of his jump kick attacks. Cause as they are now, they're not very good.
-Why is stand far HP basically 100 damage stronger than close HP? I know far attacks should be stronger than close, but that's quite a boost. On that note, close stand LP/LK cause the same damage as their far variants. Also, you have another odd damage spike with close/far stand MP(32/70).
Feels good for the most part. Can't really get a full picture until he's further along. Though you have a solid/strong foundation and that's where it all starts.