Just going to say, Alphys seems to have a lot of gameplay-related issues that make her quite underpowered, kinda similar to Papyrus, actually.
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Normals in general
Short ranged, kinda weak, infinite priority, tiny hitboxes and practically no combos. Using aerials against a grounded opponent leaves Alphys wide open unless she's just about to land due to a a combination of not being able to followup with another aerial and being floaty as anything; then there's the whole thing of needing to go to a lot of effort just to get the aerials to connect in the first place, due to the tiny hitboxes....
Specials
Pillow Throw
Very weak and short ranged for how long it takes to charge to maximum level and has problems with Alphys being open to punishment when the pillow hits the opponent during the swing phase, owing to the short hitstun and very low knockback.
Suggestions:
1. For one, the pillow should logically be attributed as a projectile, rather than a melee attack.
2. During the spin phase, the pillow should have vastly increased knockback and guard knockback, as well as a slight increase in hitstun and blockstun, with the knockback being enough to knock the foe out of the pillow's swing range.
3. That thing Alphys does when she charges the swing too long without letting go? Yeah, no sensible opponent is going to wait around for Alphys to finish that animation, they're just going to punish it without hesitation, the logical thing here would be to have it so Alphys releases the pillow automatically at that point.
4. Taking the above increase in knockback into account, you should probably remove the 4-hit maximum allowance before the pillow is auto-thrown
5. Pillow throwing distances for level 2 and 3 charges needs to be increased, level 2 charge should throw the pillow over half way across a screen and level 3 charge should throw the pillow just slightly over a full screen's width.
Firin' mah Lazer!
Unsafe on hit regardless of either the laser hitting or the opponent being caught up in the overcharge explosion; not great that the overcharge explosion causes more damage to Alphys than the maximum amount of damage the laser does to the opponent.
RIP-tile
It's either too weak, too slow to startup, or maybe even both depending on the charge level.
Issue: Alphys often doesn't stop if she hits an opponent that successfully blocks an attack, she continues rolling but the attack can no longer hit the opponent.
Suggestion: In general, a small reduction in startup time would be nice, level 2 and 3 charges need a damage increase, and overcharge should probably be unblockable with the Alphys ball moving at extremely high speeds, considering how long it takes to charge it up to that level and the amount of self-damage Alphys suffers from it; alternatively, you can remove the recoil damage and make it so the overcharge needs 1000 Power.
Endogeny
Arguably serves to be little more that a waste of 250 Power, due to its lack of damage and the knockback being of virtually no benefit to Alphys, seeing as she's not a ranged character; not only that, but the attack doesn't combo into itself properly and the opponent can start blocking the attack partway into it.
Snowdrake's Mother
This attack has some strange properties to it, but other than that, the only gripes I have are that the assist should go away automatically after a period of time and that the move should be unusable again until the assist has gone. In practice, this attack should not put characters in a fall state, and the attack hitting a frozen opponent should defrost them.
Something I noticed in the Readme for this attack was something about escaping, but as mentioned prior, Alphys is not a ranged/keepaway character and would have no reason to escape; the other thing I noticed was about setting up for an attack, which is fine, but pretty much all of Alphys' Normals outside the standing LP can't hit a frozen opponent, not that it would matter too much because one hit of any attack makes the opponent fall.
Reaper Bird
Needs a massive damage buff and a small reduction in startup time, otherwise it's fine.
Hypers
The Power of Neo!
The concept was alright, but the execution is quite flawed, as it's just too easy to poke at Neo's massive hurtbox with a ranged attack or a projectile and take minimal damage from the explosion/gibs. Thing is, the gibs flying everywhere are both weak and add an otherwise random element that can potentially not hit the character that poked Neo with that ranged attack.
Suggestions:
1. Overhaul the attack's hitboxes, making it so Neo's blue hurtbox has the same height but is only a bit wider than his waist, as well as making the explosion hitbox as wide as the current blue hurtbox, but slightly taller.
2. Make it so the gibs are merely an effect and don't do damage, all while keeping the gib's random flying trajectories, which will make it so all damage comes from Neo's explosion
3. Make is so Neo is not hittable by projectiles, only attacks.
4. Have Neo leave the field after a period of time has past and he's not been hit.
Nerdy Lizard Rage
Nothing I can say about this at the current point in time, but it may come to pass that if everything else gets buffed to reasonable damage, then the attack boost might need to be lowered.
Special Hell
The one good attack Alphys has; you might as well save up all your Power for this one attack, just because its mere presence is enough to (effectively) hand Alphys complete control of the battlefield.
Issues:
1. There is a split second before the opponent is spat out where the stage re-appears.
2. This one attack is causing a massive debug flood, reading as follows:
When Lemon Bread is not active: Alphys in state (n): has no helper 3101
When Lemon Bread is active: Alphys in state (n): has no 0-th partner
Once Lemon Bread has spat out a foe and before warping: Lemon Bread in state 3101: has no target with hit ID -1
Suggestions:
1. This thing needs to hop on its bike at some point, it can't stay lurking the battlefield forever because it essentially forces the opponent to focusing on moving around to avoid it and not attempt to throw out a move for fear of being grabbed.
2. Knock the amount of times it needs to grab an opponent down from 3 to 1, then adjust damage accordingly.