Just thought I'd add, I only took a brief look at it, so I could be wrong in some areas, but that is what it showed glancing over.
As for smashes, I'm pretty sure you have those incorrect.
Smashes are built slightly different in PSA. They consist of 3 subactions(sections) each:
Startup Animation - This is the portion where you input the smash command until the point where you are able to start charging.
Charging Animation - The animation used for charging the smash. Can be interuptted at anytime or skipped completely, depending on user input.
Attack Animation - The....attack. If uncharged, this starts immediately after the startup animation. If any charged is used, it will begin as soon as you release it.
For his Usmash, I'm guessing you got frame 8 from the Attack subaction. You need to take into account the amount of frames the Startup Animation has and add those in as well. The 8 frames is counting from the beginning of the Attack animation.
Unfortunately, you cannot see how long a particular animation lasts in PSA. For smashes, this is especially troublesome. For other attacks, however, if there is an Allow Interupt(IASA frame), you can use that as the ending point of the attack.
This is basically only troublesome for the smash attacks. The only thing missing is the duration of the startup animation. With any other attack/subaction, you can find almost everything you need.
Just wanted to point this out to ensure frame accuracy. If you already took this into account, great.
But I'm pretty sure that his Usmash doesn't come out THAT quick(I don't have PSA to look at atm).
Have fun. :o
EDIT: You knew I would come, eh? xD
I can, but not until I get off work. I don't have the files to look at right now. So it would have to be later.