I'll think about it, but anyways, here are the Skarlet and Kratos changes:
Kratos
212's last hit is a bit faster, this is in order to make the gap smaller in the string.
B12 is faster.
F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
F2 is faster.
D1's recovery frames on block and on hit have been reduced.
D3 is faster.
D3's recovery frames on block, whiff and hit have been reduced.
Skarlet
B24 can now be special cancelled.
B24 is also faster, this is in order to remove the gap present in this string.
F212,1+2's first four hits damage on block was reduced to exactly 1%. This reduces the overall chip damage to 6%, from 8%.
F312's last two hits now hit Mid.
Armor duration of EX Crimson Dash heavily reduced. As a result, it can no longer be extended by an Up/Down Slash or a Slide.
Maximum XRay damage increased to 32% (if all hits connect), minimum XRay damage increased to 31%.
Teleport (on ground, Non EX only) speed slightly increased.
Teleport (on ground, Non EX only)'s recovery frames on block and whiff slightly increased.
She uses the normal version of her 1st fatality on Kratos now.
I have to say, Kratos' vars are a bit odd: there's no colsize data for 11, so I couldn't do anything about that, and the hitbreakframe data for B12...controls how many frames the opponent has to go through, not how many frames Kratos has to go through on hit. Why isn't it labelled victim_breakframe like all the others? (victim break frame I believe stands for how many frames the opponent has to go through on certain attacks. Not all characters have this type of data, however)
B1B4 is completely absent, again, oddly enough.
As for Skarlet, the XRay damage scaling is a bit odd, if all the hits connect, but there's no hashes for the hits damage before the actual XRay. No real dagger toss damage hashes (at least, they may be there, most likely, but unhashed/still encrypted) but there's a multiplier of sorts, for dagger01. I decided not to touch that, and I'll leave that for a future update. There are also references to blackball (???) at the beginning of her tweakvars. There are references to bloodball, but nothing in regards to damage. As for the Teleport, the reason why the block and whiff have been modified...is because she only has two types of breakframe data for that move: hitbreakframe and, just breakframe, which controls how many recovery frames she has to go through on whiff and block. EX version also behaves the same way. At least for the ground versions (there's only 2 speed hashes for air_teleport_drop, and no mention of an EX version).
So, 4 characters left. Rain, Raiden, Liu Kang and Scorpion. Scorpion probably needs the most work out of the four, Kang, Rain and Raiden are fairly well balanced out, for the most part, so they'll get minor adjustments here and there.