No transition frames for the swords. It's really weird on certain animations. I know the same thing happens with many other characters in many other games (including this one), but with her swords being so big it ends up particularly jarring.
Most of the moves involving her hands are really weird to me. She has her arms by her side under her cloak, yet for certain moves within a frame her arm phases through the cloak. Is especially weird when looking at 5K, since her arms can move around without having to phase through the cloak.
Her command grab also looks really awkward, with how she glides backwards. She shows none of the movement you'd expect from someone gliding backwards (neither her hair, her hat ears, or her coat so much as flutters (they all move around in her standing and crouching idles)). Feel like the move would have looked better without the glide.
She walks on air, but sometimes she doesn't.
What are those little lines that show up on her idle if she stands for too long...?
She looks like she's farting if she crouches for too long.
Her 2HS doesn't look right; up close, the hit comes before the big ground shake of the sword crashing into the ground. The entire back half of the move doesn't do anything, despite the groundshake that had me at first thinking the move hit twice.
Several of her ground chains (why does she have 13 lettered combinations?!) force her to stand afterwards, despite holding down, yet only some of them actually count as her standing. You can tell if she "stands" by looking at the sword: the swords are up if she's standing, but if she's crouching, rising, or descending then the swords are down (test this by teabagging as hard as you can: the swords will stay down if you are fast and low enough, meaning you're crouching before she can finish standing). 2PP forces her to stand, 2KK forces her to stand, and 2KP looks like it forces her to stand but the swords don't move (meaning she doesn't actually finish standing) despite the p being the same move that forces her to stand in 2PP. 2KPK and 2KPK/2PPK both force you to stand mid move, so I don't actually think I mind as much with those moves.
Having to hit downforward and P at the same time for Dauro is a silly thing. Why couldn't those properties just have happened on counterhit (not that I like counter hit specific properties)?
Maybe this is just cause I played Skullgirls, but it's really weird not being able to jump cancel moves that launch the opponent (5P4K). I'm sure this isn't Ramethal specific, but still.
I wish her 6S/6HS were 236 motions instead, so I could hold forward and do attacks.
I kinda don't like that her crouching chains don't come out if you're holding downback.
Her dash seems like it should stop sooner. It catches on opponents around her waist, where it looks like it should stop around her shoulder, or maybe her chest.