In detail :
Ground moves :
A,A,A combo : Good. The last hit has quite some trouble hitting though, so should consider making the second hit have less KB. Also, an A combo should never exceed 12% ... 10% is the regular damage if I'm not mistaken.
Side-Tilt : Very good. One of Sephiroth's most flowing and effective moves.
Up-Tilt : The balance is good. Only thing I see is that the shockwave is not synchronised with the sword swing, so it looks a bit odd.
Down-Tilt : See Side-Tilt.
Running attack : The hitbox doesn't match the sword size, it's too short.
Up-Smash : Nothing too impressive, but it gets the job done ... I guess ? Why does it knock the enemy on the side though ? That doesn't really make sense.
I say you should give it a more vertical KB, and a little bit more damage/KB to compensate.
Also, can you give it a little bit more "slide" when used during a run ?
Side-Smash : Good, effective, nice. Nothing to say here. ^^
Down-Smash : Ugh ... I dunno what happenned here. For one, it's really not a Down-Smash, it goes against the player's reflex to use a Down-Smash to get rid of a dangerous situation, and doesn't really compensate by giving anything that worths it. Secondly, it's too fast for its power. Give it a little bit more delay, and maybe make it hit on both sides so that it serves its purpose. =/
Aerials : ANA and AFA : The AFA is really useless. Sephiroth is a fast character, so giving him a slow, but powerful (???) attack as his AFA (aka, typical offensive approach) is a nonsense. Especially since it's not all that powerful ... I don't see what justifies the extra lag.
And his ANA, a typical "punishing/defensive move" is actually the most effective move when going offensive ... So you really should make the current ANA as his AFA, where it would be GREAT. As for a new ANA ... something like Aeon's ANA seems perfect to me. Fast, defensive, and cool looking.
ABA : Nice. :3
AUA : Very nice and cool-looking ! ^^
ABA : Epic. Perfect. Fantastic. The great wonder of this hack. :3 (A tiny bit too much hitbox on the sides, though. But that's just for the sake of balancing. :3)
Specials : N-Special : Ground version needs more ending frames. Even if some have to be from the starting animation. It looks really really stiff, unless you loop the move into itself. The aerial version is cool though. Even though it lacks any proper landing animation.
As for balancing and gameplay on this one, it's nice. a cool move overall.
[Edit : No, there's a problem. Max Charge has way too much KB. It's easy to charge and keep it for when you're off-edge, and then just brutally murder anyone trying to edgeguard.]
Side-Special : I've had some trouble using it. I dunno why, but sometimes at full charge, the animation would be interrupted and there would be no attack. Also ... I'm not convinced at all by the choice of the attack.
I mean, Sephiroth could do a hell of a lot more cool things than that, for his Side-B. I honestly prefer the one from
this PSA, tbh.
And even then, it's pretty simple. The move itself is okay, but I'd preferably had seem him elsewhere.
Down-Special : Well, it's either completely useless against close opponents, or game-breaking against airborne opponents ...
If you want my opinion, here's what I think would really be nice :
- Rework the Side-B
- Make the Grounded Down-B become your current Side-B (because that Side-B looks really silly in the air).
- Keep this one as the Airborne Down-B. With a bit more lag at the end, and less tall flames. And since it wouldn't be chargeable, the uncharged version is probably the most balanced.
That would be a great improvement to make the character flow much better. It would also make Down-B = Magic Spells, which would really increse the moveset's consistency. (Thundage would complete the set perfectly if I had any idea how to incorporate it ... o_o)
Up-Special : It is good, but please reduce the VERTICAL speed. It's just way too fast compared to the Horizontal speed. >.<
Throws : That grab is simply EPIC. It's easily the most interesting and good-looking part of this PSA.
The throws are sweet too. Maybe make the Down-Throw animation a little bit faster ? It looks a bit odd, now.
Final Smash : The graphics are overkill.
The move is overkill.
Even though you "can" dodge it, the fact that you have no idea when it's going to happen (unlike when a Super Sonic is rushing you) because of the slowly increasing size of the star is making it too much frustrating. So my suggestion on this :
In FF7, Supernova isn't a Killing move. It's percentage-based, so you can't kill anyone with it, just completely rape their HP.
So to balance it you should make it something that doesn't kill, just inflict the (IIRC) 100~110% damage, and giving it a fixed (preferably diagonal) knockback. Something like Luigi's Up-Taunt.
It would look like a hard hit. It will be a hard hit. But you'll still have to kill them by yourself, and at least the victims will still have a chance of surviving
Others : - I simply don't get what inspired you to use those dodge rolls. It ... simply doesn't fit. I suggest using something like Aeon : the "stroking my hair while dodging" animation. Fits the character quite a bit more.
- Those three victory poses are simply beautiful. Excellent work.
- The taunts however ... The Up-Taunt looks pretty good. The Down-Taunt needs a bit of tweaking. The Side one is ... not good.