First of all, I want to point out that i really enjoy the moveset (more than Ryu in fact LOL) . It was really well done and it stay very true to what i requested too so that's quite awesome.
-Animation: The animations were pretty good as usual. Again, there some touch ups to do here and there but most of it is really well done. There some animation that are also just off when it comes to emulate the sprite but i talk about it as we go through.
-AAA combo: The two first slap and the lighning legs part look a bit odd but i can't quite put my finger on why it does though (maybe i'm just too picky too LOL). Anyway i think the major issues is how powerful the lightning legs part is. You can easily delliver 176 to 200% in about 10 seconds so it definatly need to be lower down. Some people might complain on how the move work all together. To be honnnest yes this move give way too much damages but unless your opponent stay completly still he can easily escape it (try spaming the move to a friend who skill at brawl or even a CPU level 9, you'll see it's not that hot). Beside this move always been a little cheap in SF so yeah ... but i said myself i want something balanced (unique twist that can't be acheivie in regular brawl but balanced none the less) so if i'ts really that OP, i see 2 options. Either make it like Wolverine which push the opponent away a bit like most character in fact (but still a bit cheaper LOL) or add a finishing move to the combo (after giving a certain number of kicks, she end her combo with a final blow like in the Senretsukyaku) so it can't be as spamable and still stay true to her character legendary ass kicking ability:
This is the Senretsukyaku (if this is the option you're going for the stike to the stomach shouldn't stun otherwise it would be a little too OP) :
http://www.youtube.com/watch?v=WiB6Y6Pemgw#-Sides-B: The animation look alright althought like stated previously she doing a vertical split in the games not a horizontal one.The recovery animation lack a bit smoothness too imho. Also, it's not as bad as the Hyakuretsukyaku (Lightning Legs) but still, if your opponent get hit by the entire attack (all 3 hits I think), it gives something like 57% . The properties of the move seems legit though just make each hit gives about between 5 and 10% instead of 20%.
A look at the leg position in the Spinning Bird Kick:
-Aerial backward attack: I don't know if it should be change all together or just it's properties cause it really hard to hit your mark with this move i belive. the animation look pretty spot on though.
-Down-b (air): Like i said back when it was in the beta phase, I think this move should suspended her in the air more effectively cause maybe it's just me but it seems barely noticable that it slow her falls down making this move kind of hard to perform. it would also be cool (though probably OP to some) if once she land she can keep on going like in MvC3. If not then let's forget about the "emprisoning ability" of this move and make it just slightly cheaper than the regular character "assault combo moves".
-Neutral-B: Pretty much perfect just wish it has more the properties of Falco laser gun instead.
-Up-B: It gives something like 55% when all hits connect this is a bit much once again. The properties seems pretty legit but the demage given need to be lower down make it gives something between 15% and 20% (at max). Also, the animation look very weird particualr move (i'm sorry). To be fair, l'm almost 100% sure it's due to the rigging. See, the whole hip area doesn't seems to be rig so it never move perfectly with the leg. You can see that even in her wait 1 that the area where her hip meet her tights is carved. On this animation it look like there and extra joint in there which make it look like she lack flexibility (which is unexusable for her J.K) and make her look like a not so well articulated action figure. The also seems to be something wrong with the trajectory and angle she fallowing but then again maybe it's just me. It just that, it lock you in and you have no control unlike link for instance which have a similar type of attack.
-Up smash: same "action figure" issues as the Up-B move and maybe lower the poucentage to 26% instead of 29% i guess. Its knowback power and killing pothential is fine though.
-Down smash: Leg position in a vertical split, other than that the properties seems legit when it comes to knock back power and kiling pothential i think. Maybe it's a little too strong though even for a smash in term of damage given. I recall most characters giving between 20% and 25% so 39% seems a bit much. It gives 2 hits so i suggest each one should gives between 12% or 13%.
-Sides-smash: Pretty much perfect but sometimes, it seems it doesn't knock back the opponent. It also happen to me once and i can't do it on purpose but there one time i teleport in to the edge and kill myself so i don't know what this is about.
-Final Smash: It's obvious that it's not the final version of this move but there a few thing i notice here and there. I originaly thought you use the same animation as the side smash but it actualy different like you told me. This is overall very well done but i think the animation could use a few touch up here and there. For instance, the way she bend her back when doing the actual attack look a bit ... unnatural i don't know (again maybe i'm too picky). Also, this might sound stupid but i think the attack is a bit too fast. I not talking even talking about dynamic camera (cinematic final smash) here it's just that i think i doesn't feel much like an ultimate attack. I think the build up is lacking. There should be a little more emphesis on the charging animation imho. This is the only attack of Chun-li that weaken her for a brief moment so it should look like she putting everything in it. Speaking of this weakening animation, she actualy doing it while inside the ball. It should be after obviously and last a leat 2 full seconds. Anyway, another thing i don't know if it should stop or slow down time but i'm sure adding some build up would make it look way better. Also, the attack itself should last a full 5 or 6 seconds instead of 2 or 3 (like in SF and mvc3).
Chun Li Ultra II - Kikosho HD Marvel vs Capcom 3 - CHUN-LI Special-Taunts First of all, i did not even expect taunt to be there so i was pretty surprise LOL The Kung fu salute is pretty spot on bu t the "Gomen-ne" taunt is a little off. I think the right foot goes slightly too far, the arm that goes behind her back look a bit stiff and she isn't suppose to be waving her hand (more like just once). Wish she will have facials expressions on day cause she so soul less right now it would be neat for the taunt and most importantly the victory taunt.

(There also more advanced version in SFIV and MvC3 since that the model you use you might want to check them out).
-Glitchs: There one like i told you that on the Sides-smash and there another one. Unfrtunatly this "other one" is not negletable. Basicaly the model polygons explode more or less randomly. At first, i thought it was activated by doing the Spinning Bird Kick a certain number of time but it happen one time and i didn't do it once. I thought it was because of the items but it happen in a game with none. My only theory so far is that it's possible to do one complete game with her but then the next one wi ll make her explode. I had the same experience with a Tails PSA that work fine only on the first game, after thhat it froze the game. I don't remember this Chun-li model to ever exploded like that (i remember the TvC one over Ness did but never the models over Zelda). I guess it the fusion of this model with that chun-li model if not unfortunatly i think it's the moveset who cause that.