Well ok... I'll give you some comments on it... but just here, not in the thread. I would prefer not to receive a bunch of requests from past movesets.
Are my moveset senses tingling? Why yes, yes they are.
Necessary Details
Damage Percentages
Knockback (usually given in estimations like low, medium, good, great, etc.)
Attack Reach (how far does an attack reach? Often given in SBB's, or Stage Builder Blocks, Bodylengths, or by comparing them to another move, or perhaps just with estimations like low, medium, good, great, etc.)
Beginning Lag + Ending Lag (though some include estimated or exact times or frames, most just say something along the lines of low, medium, good, great, etc.)
Priority (if this attack collides with another attack, does it overpower the other attack, are both attacks neutralized, or does the other attack overpower this one, again, this is usually given in estimations like low, medium, good, great, etc.)
Hitstun
Flight Speed (for projectiles)
Projectile Reach (for projectiles. Most often given through SBB's, Bodylengths, or by comparing it to the distance of other projectiles or by stating how much of Final Destination the projectile would travel).
Projectile Priority (if this collides with another projectile, which one wins?)
Move Duration
BB Code + Organization
While there is a lack of color (that doesn't come from the pictures), that is hardly a problem when the organization and headers are so clear and you even have the occassional picture to make this very pleasing to the eye.
Stats
The well-above average stats on all 3 of the primary attack stats (reach, speed, and power) make me think that Spiderman may be broken. It doesn't help that he has a great recov, according to the stats, either. Nothing is considerably below-average to balance things out.
Animations
Just including these is nice for a newcomer. Including pictures is even better.
Neutral B
You forgot to include beginning lag. It is obvious that there is a lot of ending lag if he misses, but what is the ending lag if he hits. IMO, the duration the foe is caught should be reduced. 1 second for every second you applied it to them is enough, if not more than enough.
Side B
I don't really see anything wrong with this move, and I rather like the detail. I'm guessing the lags are basically almost exactly the same as Falco's laser. How far do the web shots travel and how fast do they fly?
Up B
This is really a nice move. Versatile, well detailed, and has a variety of effects. Really the only thing you need is the speed, reach, priority, and hitstun of the A attack, and the ending lag and maximum reach of the web itself.
Down B
What is the reach of the web? What is the beginning lag of the web? It is a unique move. It just needs some more details.
Normal Attacks
13% is just a bit excessive for an A,A,A combo (seeing as the average is about 6-8%). You also need to include the beginning lag, ending lag, reach, priority, hitstun, etc. of each hit in the combo. The combo is sort of generic, but atleast it isn't Punch, Punch, Kick (rather it is punch, kick, jumpkick). The Dash Attack is the same story, but it is actually quite balanced from what information you have provided.
Tilts
The F-Tilt is pretty basic but that is the only real problem with it. A nice visual effect would be to have something burst out of the foes back similar to the Sandman (not blood or organs, because, keep in mind, this is a T game, but something like sand like in the movie, or perhaps web, or a generic wed wave would be nice). The knockback of this move is really quite excessive. Reducing it to medium, above average, or good would be wise. The same applies to the Up Tilt, but it is not so generic. Ok... so the Down Tilt has low beginning lag, high ending lag, and medicre reach? For a move that causes tripping this is more than reasonable. Hell, you might even want to buff the damage a bit (5% at most).
Smashes
The Side Smash is cool. Really, you just need to include it's lags, and, if you really wanted to impress, priority and hitstun, as well as any other properties you feel like adding in. This move had better be slow for the very high knockback that it causes. The Up Smash is the same story, it being fairly clever and interesting. The Down Smash, though the most generic, is also the most detailed of his smashes.
Anyway, I think you get a general idea of this. I'm sorry but I simply don't have time right now to comment the whole thing... What I said for those parts of the moveset should apply to the whole thing (in addition, read the comments on the other movesets and compare yours to theirs.) When you have done all you can to improve your set, go to the Stadium and ask for an official review. I may be a former MYM authority, but I am no longer. MasterWarlord is a good reviewer if you can take his harshness. Spadefox is basically like Warlord. Kibble sugarcoats things, but atleast you won't be offended. All of their opinions basically count for more than mine, atleast in this contest. Overall, I thought your set was one of the better newcomer sets, but it was missing a few details here and there (though it was much better at this than the other three I have commented on in this area). Its biggest problem was probably an overuse of punches and kicks (a fault of the character, not you.) It would be a good idea to keep looking at the works of others. I'm not going to advertise myself as one of the greats, but MasterWarlord, SirKibble, Spadefox, and King K. Rool are all highly respected moveset makers. Learning from them may be key to exceling in this contest.