I'm making a Ganondorf and so fars so good, but I have a few problems. I replaced his Side B with his 2nd Victoy animation and it used to cancel his momentum in the air. Now it doesn't but after he's done with it he freezes. His down b also has a problem, i was trying to make it so he can't use it in the air at all. This worked, but it causes him to keep falling (i replaced his down b with his fall animation) but you can't use an attack out of it, and he lands heavily, causing no damage. the problems are hard to describe so I have an image of what i did with the specials, and a video showing what happens.
*snip*
Video
http://www.youtube.com/watch?v=KEyTrVxtJCA
First thing's first, it looks like you're still using 0.1 beta. Get 0.2.
Now onto your problems:
Side-B: Take lines 8-10 (the change actions/additional requirement) and move them to line 3. Edit the second change action so that it changes the action to E when the animation ends. Add an additional requirement right afterwards that says "In Air". Second, to remove any directional control when the player uses it in the air (like pit's shield has), take line 10 (the set air/ground), and move it to right after the lines you just moved. Change it to "Undefined(10)". That should take care of your problems.
Down-B: You still have a lot of code left over from his original down-b doing stuff you don't need or want, particularly the part that calls the ending lag (which is why you're landing heavily). Get rid of all the change action codes you have in there, then after the variable codes at the top (which you don't really need, btw, but don't get rid of them until you realize what they're doing and why you don't need them) add the lines:
Change Action: action = 0, requirement = Animation End
Additional Requirement: On Ground
Change Action: action = E, requirement = In Air
That should allow you to have a normal ending to your move on the ground, and won't do the move at all in the air.
Now, I really suggest that you learn to make a special move from scratch instead of editing what's already there. Take a look at the specials from other moves, figure out how they do what they do. In particular, look out for change action calls, but also important is figuring out what the variables are doing (RA variables mostly, but LA do a lot of things too).
EDIT:
*snip*
Hitboxes aren't working. At all.
And the GFX with it is at the same offset, but not leaving the body, even with the parenting value set to True.
Advice?
Do you realize you need to put a terminate collisions after each hit if the move multihits? Judging by the loop, it looks like that's what you're trying to do. When someone gets hit by your move, they won't be affected by any of your other hitboxes until the one that hit them is terminated.