[@Mr Allen J] So I think the major issue here is that I'm not very familiar with design philosophy for fighting game characters. As a result, I designed Fenrir more like he was a MOBA or MMO character. That is to say, his special abilities are all meant to provide utility to him as a character rather than just be "an attack, but fancier," and are balanced by strict cooldowns. I did try to research some fighting game characters to base him off of (specifically Glacius and Sabrewulf from Killer Instinct, and Wolfgang from Blazblue) but I didn't come away with much useful information. Anyway, as a result, his specials may need to be reworked from the ground up, but I'll try my hand at working with your criticisms here. 1) I'll redesign these, but I'll be keeping the names the same for thematic reasons. 2) Fenrir has [i]one[/i] ranged attack (Gjöll), and as I mentioned in his Weakness section, it's very easy to avoid. Essentially it has a massive tell, and only a completely stunned opponent would be unable to avoid it. Gelgja only works at melee range and deals no damage, likewise with Hati. 3) This was probably the most direct result of "MOBA Design Philosophy," as this ability was inspired by one of the most annoying Overwatch characters (Mei). As I just mentioned, it only works within Fenrir's melee range, and is meant to punish more mobile characters for getting into his range. 4) (You have 3 twice and it screwed your numbering) Again, a design philosophy issue, with abilities meant to swing a group battle into his team's favor. Fimbulvetr can be tweaked to be a large AOE version of Gelgja, which has a chance of insta-killing trapped enemies. Ragnarök could be better explained: essentially a super mode that increases his attack power and speed, and gives all of his ice abilities a lingering damage effect. 5) Hopefully these notes have clarified his weaknesses, which are meant to be his lack of [i]reliable[/i] ranged attacks, and his lack of strong defensive abilities. 6) Do you need me to rewrite it?