AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.
Side-Tilt : It definitely shouldn't hit in the air and
behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.
Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you.

It basically makes the move to be never used. 2 things : first, make it have
more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just
give the player a reason to use this move.Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.
Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.
Side-Smash : The charging thing is nice. Keep it like that.
Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T
Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely
is something wrong.
2) If it's charged, the hit of the charging makes it a bit harder to land.
3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.
I don't really know what to suggest, here ...

It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?
Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.
Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?
Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.

There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.
Neutral-Aerial : It's okay.
Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.
Back-Aerial : Good. A little more Knockback, perhaps ? ^^
Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.
Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.
Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be
a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ
Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?

Besides, the laser doesn't look very convincing. You should borrow the one from
greeneggsandham's Neku.
Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.
Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).
Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.
Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.
Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him.

)
Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.
Taunts : Unchanged. :'(
Grabs : Unchanged, I suppose ?
Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.
