Just a couple of basic things.
Your midpos and headpos are wrong.
All of your gethit sprites are the same. The Extreme Butoden rips give you many options for gethits, and it's important that you use the proper sprites to ensure your character's animation(s) appear properly when they're put into a state that uses ChangeAnim2.
-He can power charge even after his power hits max.
-Instead of creating an extra animation for the Super Saiyin God Super Sayin mode, you could have used Mugen 1.0's Remappal state controller. You can cut the amount of animations you have in half, and you have less to keep track of that way!
He's huge in comparison to KFM. I suggest an x and y scale of .85,.9, respectively.
All of this is still valid.
type = A
physics = S
You have an air statetype with standing physics.
attr = S, NAand a standing normal attr. Attr should be A,SA because it's an attack that hits in the air, and it's a special physical attack.
You did fix the gethits, but the actual gethit animations don't look fluid at all. Most of the grounded gethits are a single frame. And most of the body/head groups are misplaced. The axis for groups such as 5002,5032, etc should be placed in the center of the head.