Time to jut into the topic to say how much I love this pack.
Since I guess you're still making changes to the MM3 pack, I'd like to share my thoughts on it!
Magnet Man- Seems a little OP. I think you should increase the immobile period after you use the Magnet Pull by a bit, or you should limit the time you can use the pull continuously.
Hard Man- His slowness makes him a prime target for a homing projectile that he's weak to. Just seems kinda silly!
Top Man- Is it just me, or does Top Man's Top Spin have a shorter range than the regular one?
Shadow Man- Needs a nerf in some areas. Maybe you could replace the Murumasa with a shorter-range weapon that has the same effect of getting stronger with damage? Also, it seems like the ninja kick should do at least a little damage, but maybe that's just me.
Spark Man- Doesn't seem like he has enough advantages. Not sure what you could add, though.
Snake Man- I was thinking you could give the climbing claw an altfire that does damage. It would be hilarious, at the very least.
Gemini Man- Clones should be a little easier to kill, with how exploitable they are.
Needle Man- Here's what I think is my best idea. Maybe you could give him an alternate attack where he does his spiky headbutt thing! It'd be close-range, of course.
Thanks for making this, guys. Feel free to disregard anything I've said here if it's too ridiculous; I know I'm not all that great at design!