Just for some background on how I got it to work and not stick in the ground...
The TransN bone is what controls movement. The index for TransN on Red Alloy is 5 iirc and it's 4 on Waluigi (might be 4 and 3, either way, they're one apart from each other). When dealing with the motion, the movement for the model is referrenced to the bone index, not the bone name (good job Nintendo). So originally the movement for running was still on TransN bone on Waluigi, but it had to be on one index higher which is XRotN. I took the Z displacement change that was on TransN and moved it to XRotN and then it worked (this was the fix in v.02) so then I had to fix the height. The height of the model was stored in originally YRotN, though of course Red Alloy's YRotN had an index of one higher than Waluigi's YRotN so I had to move the Y displacement of Waluigi's YRotN to the next bone (can't remember the name off the top of my head).
This all together fixed Running perfectly, but when I do it for walking, yea it puts him above ground and moves, but for some reason his walking and momentum goes into overdrive. It makes no sense at all. iirc when I fixed just WalkSlow (testing that before fixing WalkMiddle and WalkFast) WalkSlow worked fine (which is when I posted here I think I found the work around) which means there's a glitch in WalkMiddle or WalkFast most likely. I still don't get it though.