Hey awesome updates. He just keeps getting better and better. Makes me feel like giving MOAR FEEDBACK.
His Neutral Grab attack is weird. The opponent comes off his sword when you press A and he goes back onto the sword afterwards...
I'd remove the little slash effects from the grab animation, and instead of like in the previous version where Neutral Grab electrocuted the opponent, he should twist his sword and those slash effects should be used there.
His Up Grab attack should have less damage and more knockback. In Advent Children the move was only used to throw Cloud into the air and damage him afterwards.
I like the new falling animation. I don't know if you did this on purpose or just haven't changed it yet, but his falling animation used after his up special is his old one.
Only an idea and not a suggestion. Why not make his old idle animation his guard animation?
His idle stance is good, but his sword is aimed slightly too low towards the ground. You should aim it a bit higher so his sword doesn't go into the ground.
Heartless Angel is.... odd. Sephiroth spinning? Hm.
Is there anyway to make it like in KH2? He stays in the air for a long time and if you don't interrupt him he does massive damage no matter where you are.
Personally I think it would be cool to make it just like Kingdom Hearts. There's a LONG build up (key word is long) and if you don't hit him by then he does 999% to everyone on the stage. (no knock back)
In Kingdom Hearts he didn't even wait that long...
His Air down special has a bad animation, after it hits and he slices into the air he just appears on the ground again.
Actually I suggest making it (one of) Sephiroths signature attacks. That laser like slash.
I still think his walking should be slower...
OH. And of course, as hard as this one sounds in comparison...
(That one move from KH2 where he sorta teleports or moves really fast behind his opponent and does all those delayed attacks)
A fully charged forward smash should "teleport" him a great distance forwards, and if he passes directly through the opponent, the enemy gets hit a bunch of times doing major damage.
This isn't broken because 1. I noticed the forward smash takes a LONG time to fully charge and 2. even if able to complete the entire charge your opponent would have to be directly in front of you for it to work.
Anyway I hope people agree with me on these. : )
And looking forward to whatever changes you make.