In detail :
First off : the fighting stance. It really pisses me off because it's really silly and makes your hack look much less good than it actually is. By the next release, I don't want to see those legs in the ground anymore, OR ELSE !
Ground moves :
A,A,A combo : It's a nice-looking. move. But I hope you weren't expecting it to be the bread-and butter of his strategy, or even an useful move. Because it lacks hitstun, especially on the second hit, and is easy to counter, making it very rare to be worth using.
The Mach mode attack (Red Hot One Hundred) is far too easy to escape considering how it hit in the games. o_o
Side-Tilt : One of his powerful attacks. Fast to land, good KB, a very nice move ... An okay move, but see below in the U-Smash comment ...
Up-Tilt : It's a cool-looking move, but considering how very powerful it is in Slow-Mo mode (which is good), I really think it needs an increase in power and KB in "normal mode". It's just unacceptable to have Joe's Uppercut unable to KO anything before the ~250%, imho.
Also, little animation tweak : Joe is a bit too much above the ground in this move.
Also, little GFX tweak : the smokes comes too late.
Down-Tilt : A very good pressure move. I like it. No KB growth, like alot of moves, but this one is okay with it.
Running attack : Nice, but needs a little less sharp momentum decrease. The end of the attack stops too brutally. It might need a bit of KB growth too.
Up-Smash : You know there is something wrong when Your U-Smash can't kill at 250%, but your side-tilt can ... Seriously ? 12% damage and so little KB ? This moves should really get a nice buff : it can be used to set enemies in the air if you manage to hit, but the fact it can basically never kill is a bit of a shame.
Side-Smash : Nice, good looking, effective. Nothing much to say except I've encountered some hitbox issues. Meaning sometimes the hit misses even though Joe is punching right in the guts. I think it happens more near the beginning of the move.
GFX side-note : Why is there two smoke effects ? Either put them closer time-wise, or add more in-between if you want a continuous effect. (Or just keep a single one.)
Down-Smash : I took me a 1/4 speed to get what the f*ck Joe was doing. XD This needs to be slowed down, with a bit more "cuddled up" spinning and a bit less "extended arms/legs" spinning. Also, remove that ugly smoke GFX, or at least make it symetric. It looks like Joe is farting at the enemy.
Aerials : ANA : Great move ! Good-looking, looks like the original, and very interesting with the weird KB directions and hitboxes. Quite powerful too.
Only thing I think could improve it would be a "spinning smoke" GFX (Like the one at his feet on the F-Tilt.) sideways. :3 Not sure it will look good, but you should definitely test it, at least. ^^
AFA : Very nice move too. I like the two hitboxes. This is actually what makes those kinda moves look professionnal. Very useful for edgeguarding.
Just like above, a little puft of smoke like in the third A,A,A attack would add a little more to the attack. :3
ABA : Nice, quick, powerful. Geeze, those aerials are beastly ! xD
AUA : See the exact same as above. Even more useful, actually.
ADA : Nice. That move is effective and good looking. Nothing much more to say about it. :3
Specials : N-Special : Nice looking, true to the character, the little pinkie graphics ... Neat !
I guess it was a choice to give it no KB Growth. I still believe it should have a bit. Not much, but not just ZERO ...
Also, I need some explanation about the landing lag, because it confuses me to no end. o_o
I was about to prepare a ramble about how a move, that's supposed to be Joe's bread and butter, already suffers from enough nerfs (no KB growth, few damage and risk of suicide) not to add the landing lag, but ...
But right now, i've discovered that Joe cancels out the landing lag with a roll if you use the attack in the middle of a double jump. Was that intentionnal ? Because it looks very pretty. o_o
Side-Special : Pffrt. It looks funny as hell. xP
Not the projectile itself, which is okay beside a little texture issue. The effects surrounding him are very glitchy though. Very very. Very.
The moves slides too much on the ground, and this one throwing animation would love to have a few more frames ... or you may find something better by using a part of Falcon's Stand Throw. Simply because it looks more dramatic, which fits the Voomerang perfectly.
Also, again I'm not sure that 7% and no KB at all is such a good thing ...
Down-Special : Lotsa things to say ...
- The V-Bombs spawn too rapidly. Even though I love the way Joe dances when you just press B repeatidly, it needs a slower spawning animation. Keep it fast, just not too much.
(Also, about the texture, the V is facing sideways. You'll need to re-arrange it a little.)
- Mach Speed is great. Very fun to play. :3
- Slow Mode has got a big problem : the trigger is not how much damage you inflict, but how many times you attack. So if you keep pushing on A, you get it REAL fast. And since it makes your S-Smash very punishing with this exceptionnal stun, and your U-Tit a killing move, it's really breaking the balance of your character. I can't really give any good advice since that's a part of your caracter that needs your own appreciation, but it really needs balancing. If you really don't know what to do, then shorten the time it lasts.
Also, an important note about the GFX ... please remove that darn smoke when the character is ready to enter either mode. Keep it for they are actually
in it. It looks good when it shows Joe is in a kickass mode. It looks silly if he's still fighting normally.
Otherwise, the most impressive part of the PSA. Kudos on pulling that off, Silent.
Up-Special : Very good. It looks epic on all aspects. Now, it needs a sound effect, or else it's going to look terrible. I think Fade had the same kinda issue with Cloud, if i'm not mistaken.
Throws : Unchanged, for the most part. Too bad, there's potential here for more flashiness.
I'll need to find again those epic throws I had made up for a Viewtiful Joe moveset when I was a kid ... Maybe I can give some ides then.
Final Smash : Oh ...
very nice !!! AND two different versions in the air and on the ground.
The animation looks smooth, and simply spectacular. (You even managed to put a Shoryuken and Tatsumakii Senpuu Kyaku. That's just plain epicness incarnate. <3
Now, the move suffers from some hitbox issues. The hitbox triggering the series of attacks should definitely be a bit further. Joe always goes a bit too far, and misses some moves, especially the last one, which is kinda sad. :<
Also, some parts of the attack don't stun enough, and let people run out of the chain of attacks.
Ground version : The downward kick, before the 2 last hits and the Shoryuken.
Aerial version : The somersault right before the Tatsumakii Senpuu Kyaku, and all the kicks of said move.
Last thing : The first 2-3 attacks should be guard-breaking. Otherwise, it's just looks silly ...
I like the idea of the Freefall after the FS, though. Suits Joe so well. x3 Everything or nothing, epic spectacular attack or just vanishing. :3
Others : - That cape is really really messing up the aesthetics ... :< I know it can't really be changed, but it would really help this PSA and model tremendously if it could be solved.
- The three victory poses are nice. ^^
- The taunts are nice too. Takes a bit to get used to it, but nice and in-character. :3