Alright I messed around with him for a bit. Here's what I found:
- You left an incomplete super in there ("THE POWER OF THE SUN")
- MEGADUNK is not that good of a move. It can be blocked, comes out pretty slow, and can't be comboed into. I would recommend turning it into more of a conventional frame-1 command grab.
- He doesn't have any lows. This makes it pretty easy to turtle the entire match.
- Original Zero got some actual crouching sprites in KOF2002 UM. IMO it'd be worth adding them.
- It's possible for small characters to drop out of the WOOPI-DI-SCOO combo. I recommend either extending the hitboxes and/or using custom states for more control.
- j.x/j.y have basically the same animation - understandable given Zero's limited sprites - but they cause P2 to react different ways (one causes the "hit high" animation, the other "hit low"). I would make both of them cause the "hit high" animation.
- Same goes for 5x/2x. Very similar animations, but they cause two different reactions.
- "statetype = S" and "statetype = C" triggers on the specials/supers should be changed to "statetype != A" to make them easier to perform.
- Supers and the guard cancel give power back
- Flame pillar effect on "HAHA" super has a shadow
- Head.pos and mid.pos are slightly misaligned.
- "hell" animation on winpose 1 doesn't fit the screen on 4:3. Not sure if this is intentional.
- Running jump seems to cause 2 jump sound effects to play at once.
- Idle effect doesn't have "ownpal = 1". This means it can be affected by PalFX which doesn't look very good.
A pretty solid edit. I laughed at Zero's mouth becoming freakishly tall on the "HAHA" super. And of course the big portrait.