I dunno what's wrong, then. Your setup looks fine to me. I wonder if the cause might somehow relate to Windows being set not to show file extensions? Doesn't really make sense, but then, Windows frequently doesn't.
Well, with whatever I'm using, I still keep the _en at the end. But yeah, all you do is open common_en.pac in BrawlBox, then click on Zelda's MotionEtc in the file. and hit "replace", then select the Fitmotion you wanna replace it with. If that's not working, I have no idea what's up.
I'm more worried about mucking up the Subroutine references. I know I've been having that sort of problem in my own PSA work. But then, that might just be because Smash Attacks is too stupid to correct those automatically.
About her jab: Does it increase the size of the FitMotion? If so, you'll have to redo it until it's smaller.
P.S. Who is that person in your avi? Whoever she is, she needs to get a longer skirt.
Next time you do a release of GSS, could you include a version that has voice clips on Up Taunt, Side Taunt, all Wins, and on the Final Smash (right away on aerial FS, after the last gunshot barrage and before the grenade on ground FS)? I'd add those things myself, but you know how BrawlBox is, and of course I'm worried about ruining Subroutine references.
Mostly this is just because I want to replace them with other clips. There's a Michelle Ruff 4 ZSS thing on the Vault that would work really well for the character hacks I'm using. "BEGONE!" *Blows enemy up with grenade*
Both times Up Special has crashed, it's been on the same part of the animation: right before the first shot is fired. Forward Smash, however, crashed on two different spots, though both were during the attack's endlag.
Uh, I think he was talking about the Hinata PSA needing nerfing.
A few things on GSS, though:
I've occasionally gotten freezes using Up Special (both versions) and Forward Smash (handgun form only). Though, theoretically those could be related to the texture I'm using. (I took that Black Heart texture from the Vault and replaced the gun texture and animations with the ones in your pack. I'm still using your Degraded Samus, because otherwise the texture would be too big and it would freeze. Replacing the gun texture and animations actually decreased the .pcs's filesize, however.)
Neutral Special seems to be less broken than it was in the previous release. I can't combo people off the edge with it anymore. It's actually a fairly solid move at this point.
I still think her normal attacks, especially Up Tilt, could use more reach, but on a more important note: Her grounded Final Smash tends to partly miss even if the first hit connects. I would personally advise simply cheating through that by having the hitboxes on it be much bigger than they should logically be. You know that big flip she does over the target's head? Try expanding the hitboxes to occupy the entire area traced by the flip's arc.
Secondly, the grenade she uses to launch the foe at the end should do at least 18%. Why that much? Because that's how much her Up Taunt does, and because her grounded Final Smash is a little weak on damage and launch power.
And another thing: For a character supposedly based on acrobatic flips, her rolling dodges are ridiculously bad. Forward and backward roll are slow, like, Link levels of slow, and have next to no intangibility on them. Here's a tip: If a character can't use a rolling dodge to dodge through the fire columns on the SSE stage "The Path to the Ruins", no matter what spacing you use, their dodge sucks. Even Link can do that if you're careful with your spacing.
Ugh, speaking of filesize... I'm trying to do some PSA work of my own (editing someone else's PSA so it actually works properly), but they've used so many Subroutine references that I can't add anything easily without all the Subroutines getting screwed up. Some of them reference places I can't even find the associated Subaction for! Can't fix the FS so it doesn't glitch on Skyworld without adding at least 12 lines of code, which screws up every single Subroutine in the whole PSA.
Sorry, this isn't the place for such ranting... :\
So speaking of on-topic, if you're planning on removing Shinda's paper-based attacks, what are you going to do about Up Smash? And also on that note, I find Neutral Aerial's hitbox a little wonky. Can never quite figure it out. I always find myself expecting the hitbox to be where the paper is, but it's not, it's on her hands.
So if Shinda can't actually attack with paper, what are you going to use for her new USmash?
And how come she uses paper to summon her weapons, then? Does she write them into existence with her author powers, or something? In that case, using a paper aura to power her up for her FS would still make sense, as would calling it "The Final Battle". She's writing the final confrontation to her story, and powering herself up to match. The damage is just there for the sake of literal metaphors, and to let her own the crap out of things. Not that the new FS isn't gonna be freaking awesome, anyway.
By the way, when her FS hits, I think it would be cool to cover the screen in a whirlwind of paper while secretly shifting the background, then when the scene transition ends, the air is tinted purple and there's paper flying around in the background as she owns people.