Well, here's my feedback:
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- The standing CLSN is bad. Seriously, you don't need so many CLSN to cover the character. Try to reduce the amount.
- Infinite priority in all attacks.
- The "z+c" move is a teleportation move. And it's REALLY bad. This character will probably enter in Darkflare's videos of characters with evasion moves that can escape Clone Zero's super. Yeah, no cooldown for this move, so you can just spam it to be completely invincible, since startup and when you arrive leaves you invincible. What's funny is that you can even attack inmediately after moving, so yeah, you can't punish it. And since it's really fast the teleport, it's quite unpredictable. Yeah, completely bad.
- "x" is an infinite if well timed.
- "y" is an infinite if well timed. The timing is more strict than the "x" version, but it's still possible.
- "z" is also an infinite if well timed. Timing less strict than "y", but more strict than "x".
- One thing about the normal moves. They lack so much cooldown that if it wasn't for that little pushback they have, you would reach infinites all the time.
- Just spam "F+z" near the corner against a character with no air recovery for a nice 300 damage. No, this is not good. And it uses the same animation as "z".
- The kick elbow special is not "B,F,x", it's "B,F,z". Please check your CMD, you'll see I'm right about this.
- "D,F,b" is really bad. Goku is completely invincible during the move (aka no CLSN at all). It's a full-screen attack. If it hits, you get stunned for 5 seconds. If you block it you also get blockstunned for 5 seconds. It spends 500 power. I don't want to hear that it's like that because it does 0 damage. This effect is really cheap, and should be nerfed/removed.
- For God's sake, "D,B,b" projectile is invisible. No, just no, and less with that speed. I don't care if it's supposed to be air, just add it some sprites that resembles air. And by turning the CLSN on, I can see it's misaligned. How I know, if there's no sprites at all? Well, because the attack doesn't come from his hand, unlike the others. That's how.
- All projectiles that comes from "a" (both "D,F,a" and "D,B,a") CLSN are bigger than the projectile itself.
- Should I comment about the big range of "D,B,c"? No, I don't care if you decide to make the character get stunned if he uses it too much. In fact, this feature is horrible, since it makes no sense. I really don't like the huge range of that attack. And what's more stupid is that chip damage is superior than the damage you get by being hit.
- Okay, WTF is wrong with "B,DB,B,DF,F,x"? You coded two attacks with the same move. One of them triggers if you're far away from the opponent and the other if you're close. And the worst thing is that both attacks are bad in that distance. The close should be for long, and the long for short. Did you make a mistake here, or was it on purpose? Either way, don't put two specials in one single command (I think the one that is wrong is the Cartwheel Kick, which is "F,B,F,b" in the readme. Also, you got again the commands wrong in the readme).
- You're even missing a move in the readme. It's "D,F,x". It's an aerial move.
- "D,DF,F,c" doesn't work properly (the Combo Breaker). Yeah, I'm using it while I'm hit, and it doesn't work. But seeing as it's just probably something about spending power, and seeing how fast he recharges himself, I'm afraid this feature is cheap.
- Okay, here comes the supers. Kamehameha and Cho-Kamehameha share the same problems, so I put them together. First, the move takes too much time to attack, so you can easily evade it by just staying behind your opponent. Second, the move doesn't hit you if you're close to the opponent, and your CLSN are not big. Three, when he throws the (Cho)Kamehameha, all his CLSN disappear, which means complete invincibility. Fourth, I was expecting the super to launch the opponents to the wall, but it didn't even do that. What's more, it hardly has hitstun and pushback! Fifth and last, both of them are just the same attack but the laser changes. Yeah, don't like what I see here.
- The teleport Kamehameha... okay, it's impossible to block, that's for sure, since he appears behind you and no matter what you do the character doesn't have time to turn around. But wait, there's an easy solution for that! Just jump and that's it! He cannot appear in the air, only on the ground, and really close and behind you. Just jump backwards and you're safe, really. Apart from that, the same problems with the other Kamehamehas. Yeah, the same.
- Now it's when I test it outside Practice Mode and I rage. You just went and added a power-regeneration for him! When he has a powercharge move! And what's more, just kicking the air gives you so much power than it's better to do this rather than use the previous move commented! One thing for sure, you'll never run out of power.
- Powercharge has a problem. If I hit the character while it uses it, that aura effect stays until he returns to his standing animation.
- And my favourite feature, endless flight!!!!!!!!!!!!!!!!!!! YAY!!!!!!!!!!!!!!!!!!! I'M GONNA USE THE HUNTING RIFLE NOW!
- Debug problems, you're missing some sprites, it seems. And there's more, but it's better that you check it out.
My honest opinion, redo it. There are quite too much flaws here. It's better you do everything little by little to remove all the problems.