Since you mentioned this is "done for my programming class" and Tales of Eternia is one of the games I have known some decades ago, I will give you several tips:
1. You seem to lock Shadow to not be able to jump when he attacks. Any reason why? If Shadow can jump while in his attacking stance, he will be a lot more fluid.
2. For a more interesting gameplay, I suggest you use the bullet behavior on the spinning blade and make it so that it is to be thrown in the direction the player pressed. Right now, the blade is very short ranged and it is very risky to go in and attack the enemies, especially the bats. But with the bullet behavior in place, this should allow the player to have "HA! IN YOUR FACE!" moment with the bats and other enemies.
3. Programming-aside, right now, the gameplay is designed more like the NES Castlevania in which the player is inferior to the enemies and should have this fear of the more intimidating faster enemies. That's why Simon is a bit slow and sluggish.
This is your choice. Do you want the player to see Shadow inferior or superior to the enemies? If you want Shadow to be cooler like he is in Tales of Eternia, I suggest you make him more superior. How do you want to portray him would be up to your gameplay design choice - how do you want the player to feel toward Shadow?
Anyway, great job. Keep up the good work.