Alright, now that I have some more time to type out thoughts. I am by no means good at evaluating this kind of thing, but I’ll try. Putting Aces aside for the moment… his attacks are weak, given his poor damage conversion (three combo points, no linkers, no pumpers) and no straights. His throws are also weak, with their slow speed and 5(!) damage. His turn-by-turn combat damage is around the low teens.
Now, add Aces in and that all changes. AAAA deals obscene amounts of unjokerable damage, but is slow. It was a good idea to add in an AA option and change the K, since previously his opponents can just throw to counter the entire mixup, and Bigby would have no good answer since his attacks are awful. Now, he has a very deadly endgame mixup with dodge into 60, raw AAAA for 60 unjokerable, or K into 56AA for 39 unjokerable. His card filtering allows him to draw into cards with Gwen level consistency, so he’s very capable of getting those Ks, As, or pair/triples he needs.
This means he has a block heavy gameplan, trying to navigate his weak early game while trying to get the pieces assembled for endgame, using 2, J and Q as defensive pokes. You rarely want to throw with him, with their bad damage conversion and mixup normals not following into much besides AA, but you’d rather go straight to AAAA than take the chance there. Unlike Lum or Oni those throws don’t really increase in value in the endgame, so they’re just bad. His increased chances of drawing into Jokers help him survive while he pokes the opponent to sub 60~40, from which totals he could steal the game. Reminiscent of a weaker Geiger in that sense.
For his abilities:
I’m not quite sure how Injunction fits into his gameplan here. Against his endgame mixup opponents are most incentivized to fast attack (the only option that they could have joker backup with) or fast throw (if loses combat leads to ~20 less damage), so the non dodge clause isn’t terribly impressive. It does buy him a turn if he needs it with Q, so there’s that.
Arrest doesn’t do too much in the early-mid game except to get you out of a sticky mixup situation, but supercharges your endgame mixup by making all your options virtually non-outspeedable. A 6.0 60 damage throw, and a 0.0 39 damage attack. This is far more powerful than Burst of Speed, and imo needs to be toned down or have extra conditions. The KD doesn’t feel relevant because of aforementioned weak mixups. EDIT: This could work in conjunction with KD to make him play at pseudo-Zane. I feel that’s more of an indication that this needs to be toned down than validating Bigby’s bad throws, though.
Redacted needs a change too, I think. It’s just strictly better than Grave’s counter at the moment. I liked the original A discard clause, since that means Bigby has a difficult decision of not having access to his mixup if he decides to use it that turn, and he has access to As more reliably than other characters. On the topic of J, not sure how the block damage fits into things. It makes it seem he wants to pressure blocking opponents, but he’d much rather just block up himself.
Jurisdiction I just don’t like, really. It’s really bad against certain characters (Geiger, Midori) and really good against others (Onimaru, Vendetta), giving him a sudden boost of advantage arbitrarily.
K as said is pretty central to his mixup, and is a pretty interesting design. I would probably make it even slower, though.