Yea agree on Sub, it's the one I felt the most about to say "should probably leave this one out". I think I play the MU good in general from too much exp but it could be 5-5 pretty easily.
Baraka- Feels like Kabal can limit his options well in this MU. The only con being that you can't use the cancels as freely because you have to be mindful of needing breaker, being that no one wants to be down on the life lead and eat 50% free midscreen from him. But that feels like it's where his advantages end. If they're at range he can't really zone Kabal, up close I feel Kabal is one of the only characters who can out-Baraka Baraka in the fundamental poke/footsie game. He can't try to combo start his way out of cancel pressure like a Cassie doing F41 confirm, so he's delegated to trying to poke out, or risk a full combo punish. One of his strengths of very strong AA gets negated by Kabal's stronger JIP2 and air toss. One of his other strengths with F4 and F2 get beat out by Kabal's B1 and F2. This MU is one of the only one's that if you bait Baraka's knee you get Hook Swirl for near 50% KB damage, making it much more dangerous for him to just "throw out" there. Just seems like a lot of his better tools are oppressed by Kabal's toolset. This is exclusively Mean Streak vs Marauder.
Jax- Out of everyone, this is probably the MU I've played the most with him. This one all boils down to the pressure and stagger game of Jax. If you can read it well enough and always take your turn back, there's really nowhere Jax is taking this MU. The 9F knee is excellent for blowing up overplaying on block Jax users. Kabal can play this outside of Jax's hit range, and force him to over-commit, leading to more punishes than normal. I'm not sure why, maybe Jax has bad jumps, but I find it incredibly easy to AA-combo Jax with Kabal compared to most characters too. Another thing, I can be more liberal with my cancels in this MU because I don't have to worry about needing breaker at all, which makes the toolset for Kabal at it's peak. If I'm away from his point blank range, I have hit priority advantages, and the knee obstructs his close range with a bigger punish than he's accustomed too. Just gotta avoid him getting rolling mostly, but that's with any MU against him.
Raiden- This one is a bit tricky too. Could be 5-5. Not confident enough to double down, but what I find most effective is hard pressure. This MU always seems played up close due to Raiden's meh zoning and the users not using escape teleport too often. Raiden's buttons just come out slower. His advancing normals get full on crushed by hook normals, and he has to give up his turn way too often on block, or risk a full combo punish to throw you off guard. The flip side of it is when he plays riskier it can make it a bit harder to read/predict, and more difficult to defend as he yomi's his way into more turns than his frames lead on.
Frost- I've played this one a lot too. Yea it's fun to say "oh noes Frost sucks", but in this MU she does. The main issue I think is her gaps. They're just too big, too easy to full combo punish. It's actually better to use the cancels less in this MU to have the FLB on hand, because you'll be getting them out easy. Up close it's true that she's too slow, but especially true in this MU. A funny thing is, if you do something basic like F224, she has to risk a high to punish you if you if you do two F22's in a row lol. She can only low poke, or high, and you can obviously blow this up. Once that happens they end up either holding it which leads to an infinite amount of resources, or just doing a D1. It shouldn't be like that, but against Frost it is. Her zoning actually is a bit annoying in this MU though, but that's the only thing keeping this away from a full on slaughter.
D'Vorah- Mostly agree with Mayo, can't really add on. MU isn't tough. Even before learning the MU it didn't feel hard.