While all of their powers alone aren't problematic, and in fact, are pretty interesting.
The combination of all of them makes them so.
If this character was centered around one centric ability, rather than a combination of thematic abilities, they would be entirely balanced and I would have zero complaints.
However, here is a list of problems that should have been seen during the review process. (Hilariously enough, it is also the playerbase's fault for not noticing it sooner. We are not without blame, however, the major fault lies on the GM's shoulders.)
1: We don't speak japanese, what the fuck are Fuuton and Hyouton? Buncha specialty croutons if you ask me.
2: What are generic tools? A wrench? A hammer? Be more specific.
3: Moonspeak again, if I didn't already know what a Kekkei Genkai, Ninjutsu, Taijutsu, and Ice Release were. I would point it out in a heartbeat. Fortunately, I do, but to those who don't speak in Moonrunes there might be a language barrier.
Onto the Powers, in the order they are posted in the character sheet:
1: The ball of air that let's you fly? Totally fine. Works like a charm, allows the user to fly and provides some cool special effects. +1 style points. However, flight is a direct counter to melee based characters who cannot either fly or jump incredibly far. So I see Melon's complaint, though as a user of a flying character in this tournament myself, I cannot argue against it.
2: Here inlies the first and foremost problem. This barrier is too strong for this roleplay. Only three projectiles (That I can list off.) can penetrate it. This list includes his RPG, my projectile spheres, and JT Macleod's grenade. End of story, way too powerful.
Why do I say this? Well, it has nothing to do with the global nerf on projectiles. (Still salty about that, by the way.) It has to do with the mention of weight. No projectile in this roleplay, aside from the aformentioned, carry enough weight to penetrate the barrier without being cast aside as harmless pellets.
Without any way for any projectiles to sufficiently penetrate this barrier, it functionally makes this character immune to any long ranged assault. Which makes this character invulnerable to all combat. Period.
With the direct counter to melee abilities in her ability to fly, and with the direct counter to all projectiles in the same weight class as bullets, she has no weaknesses.
With no concievable way to combat this character other than crushing every ability she demonstrates(Which is impossible at this Tier.), she is unequivically the most powerful character in this roleplay.
Past this point is just butter on the already burnt toast.
3: Huge onslaught of Wind AoE allows her to push back pretty much anything, because there's really no mention of a weight limit on how much it can push. Though it does state that anchored objects can resist it. Again, no mention on what defines 'anchored.'
4: Huge circle of wind that allows nothing to pass in or out, no mention of a limit of what can and cannot pass through it. Meaning that literally nothing can pass through it, based on interperetation.
5: The constantly expanding sphere of wind that cuts everything that passes through it. No mention of an expansion rate or how large it starts and ends at.
6: Same sphere but unequivically better, still no size mention, shreds pretty much everything that enters it. If it cuts cleanly through leather and cuts deeply into flesh it's basically a death sentence if you don't avoid it. As well, if it hits you, you can't actually escape. So by basically a death sentence, I mean actually a death sentence.
7: If I'm reading this correctly, it makes the death sphere even bigger and allows her to control its trajectory. Which makes the inescapable death sentence a seeker missile.
8: Smaller versions of the death ball, though limited to two orbs per five minutes. No mention of expansion rate.
9: Guaranteed frostbite if you can't avoid it. Which you can't, because it's the air.
10: Basically the shield from before, except a projectile that freezes you.
11: Ten Two; Electric Boogaloo. It's the same thing, but freezes you faster. I'm assuming.
12: The ultimate death sentence. A huge sphere of wind that knocks you down if you weigh less than a tree, and freezes you solid into a block of ice. Period.
13: Huge storm of guaranteed frostbite in a 300 foot radius. Which means a 600 foot wide cylindrical aread.
14: Ice Beam, freezes you after it hits you.
It's not the abilities that are the problem, it's the guaranteed success of the abilities. Nobody can resist these. Apparently not even characters in higher tiers, because it states that it just happens. Instead of giving a chance to resist.
The case is closed yo, this is my last point in the argument. I wasn't even involved in this and it pissed me off, I can't imagine the frustration Melon's going through over it.