Thanks, though your comment made me think, so I have been tinkering with some mechanics to make him more "playable". Since almost all of his attacks were fully automated, it would make playing him incredibly boring so I've been trying to add more interactivity. Although this will lower his original integrity, I feel it will help make him a better character overall.
Updates:
-For Star Blazing, the stars now appear when you press a button, meaning you have control over how many show up at a time. Max is 4 so no spamming.
The big star still falls regardless at the end of the move. (Plans to change that.)
-For Shocker breaker, I've made it so you have control over the exclamation box, so you can move it towards an enemy and press a button to call the lightning. Let me know if this is a good idea.
Plans:
-Chaos sabre: you will now have control over Asriel with different buttons corresponding to either left or right attacks.
-Chaos Blaster will now have a Ammo limit variable which will decrement with each button press, once it hits zero you must button mash to charge up the final rainbow beam.(More presses=more damage.)
-I also plan to make it so you have control of the blaster, instead of it locking on to an enemy like it does now.
The final plan is how the match will end.
-My goal is to use a variable that decrements depending on which moves are used. Once its low enough, you will have access to Hyper Goner, note that using it will place the var at 0 ending the battle. (Stronger moves lower the var more than weaker moves.) Regardless when the var hits 0, depending if you win, a different scene will play.
-Not sure if I should make him "invincible" or apply super armor. Invincible is in quotations because a simple nothitby in statedef -2 won't save him from 30% of characters these days.
Let me know. Any suggestions are appreciated.