Fanfreakingtastic! First off I have to mention the game play. In terms of combos, he is smooth as silk. I was able to pull off some flashy stuff on this guy with only a few minutes practice. His interoperability on the double gunshots makes for some unique set ups and finishers. Great job on the art and sound as well. There are major bonuses for actually seeing the slide kick back on a gun as well. Beta feedback is below:
-(Light punch and light kick) While they chain and act normally in most situations, they both have devastating corner juggle potential. Light kick beats out light punch but only by a bit. Example: From crouch, x>y>z>Up>x>y>a>a>a..... I can get close to a half a life bar with this. I would recommend a limit on their use in a single juggle.
-(Jumping Light Kick/Jumping Light Punch) I can only reproduce this about 70% of the time, but a descending light kick/punch into a crouching heavy kick becomes unguardable, probably due to the lnegth of the stun vs the recovery time of the moves.
-No throw: Assuming that's a beta thing.
-Violent Rush: This move, while cool was just not worth using to me due to the damage. It only deals 60 more damage than Bullet Barrage and since startups aren't an issue due to his comboability and stun capability it comes down to power usage. Also, with the issue with Bullet Barrage I list below, there's not much incentive to use this over his other options.
-Bullet Barrage: The recovery at the end of the animation allows you to chain this move into itself if you time it right on the last frame. Requires just frame timing, but you can get both moves in and without damage dampening. Could be fixed by adding a knockdown at the end or by increasing the recovery of Ono.
Seriously, great work on this guy. You guys churned out a hell of a beta so I'll be looking forward to the final release.