- Standing LP and MP take a bit too long to start up. Standing HP looks really jerky at the end, it should step him forward instead of returning him to his original position. MK also feels like it should be a touch quicker, and HK should transition smoother back into a stand.
- Recovery is a bit too long on crouching HK, but the rest seem good. Jumping LP seems a little choppy, but the rest are fine.
- I LIKE the throw.
- Is he supposed to fall after doing an aerial shock blast (QCF+X?) I like that you can repeat it, though the timing's a little weird, but it seems like he could keep going forward or backward if he does it in a forward of backward jump.
- I like the beam, and I like the earthquake, though it doesn't look like it'd be too hard to add weak, medium, and strong versions of the earthquake. I think they're all the same now? The weak could just have the beam and the initial thing, no ground projectile, for example.
- The QCB+P move is choppy, poorly animated, and CRYING out for weak, medium, and strong versions that go for different distances. This also seems like a move that you could go to a bit of extra effort on, if you wanted to--make it just do the flip, then push different buttons for different effects afterwards. Something along the lines of Cammy's Hooligan Roll, Akuma's DP+K thing, like that. Punch could be the shockwave as it is now (or even have different punches, one could be an uppercut or something), and toss a kick and a cancel or something on there too... Sabaki's Psylocke does something similar, I think. Sorry, I know I'm not being that clear.
- QCB+K is okay I suppose, but the ending is odd, like all the explosion stuff just vanishes.
- The beam hyper is useless, because it takes ages to start up and he can just block. I know there's a way to code it so that they're frozen while he taunts/sets up the move, Cable does it, you just didn't.
- The hyper earthquake is great, love how the damage varies based on how far away you are. It might be OP at full range though, I'm not sure.
- ...I thought Hyper Whirlwind was glitching, but nope, it just leaves you dizzied. Neat!
- And honestly I don't have a clue what the suit power-up does.
Apparently the thing I thought I wanted to bitch about was on Electro, not Shocker... whoops. The main thing here is fixing the qcb+P, reducing the start-up on the qcf+PP, and tinkering with the standing basics. Oh, and I dunno how viable this would be to sprite/code, but it seems like the qcb+K is something you should be able to do in the air. Also if you want a cheap and easy move, seems like he could really easily do a charging star/colossus charge type move just by charging his gauntlets up and running.