I am loving 2.6. For some reason, AGTs feel much easier to do now. And the game feels a bit more fluid than it did in 2.5b. Ganon's new Utilt is a rather stellar asset to his ground game, Ivy's leaf is very useful for pressure now, Snake's low grenade lob is great for edgeguarding and tricks, and the G&W changes are silly but useful in a quirky way.
Sonic feels a bit stiff to play now, but I see the reasons behind his changes. I just need to readjust my muscle memory that his DownB can't link into everything he wants to anymore. DownSmash feels a bit more polished, but that might just be me.
Turn-around punches for C.Falcon and Ganon seem a bit harder to do for the initial turn, but are otherwise fine. Diddy's SideB, on the other hand, can be quite tedious to get the timing right sometimes. It needs to be a little less strict to time, in my opinion. Dash Attack is a very nice change, though.
Lucas feels like a monster now. In conjunction with his ability to charge his Smashes and his ability to DACUS, along with the revival of his Brawl aerials (both of which got majorly buffed), his ability to punish opponents is insane. I need to play him more to get a better evaluation, but he feels fantastic now.
Wolf's bair is sexy. Fox, Falco and Wolf losing invulnerability on their reflectors is a very welcome change. And it might just be me, but their blasters all seem to do less damage now. I am unsure of how much they did in 2.5b, so I might just be hallucinating here.
Ike's UpB is phenominal. I LOVE the change here. Mad props for giving him a better recovery. Additionally, Wario's Chomp feels much easier to land now. Nerf to his aerial Side B is also great, considering how silly it used to be.
Bowser's new armor mechanics are wonderful, along with the small buff to his DownB. Fire Breath doesn't last as long, which is good, but it is easier to use for interrupting opponents at longer ranges. Fair change is very sexy. Being able to link into itself more fluidly is a nice tough to his aerial game, and works great with his interruptable DownB shenanigans. The dash grab range buff is very incredible, as well.
Charizard's recovery is more strict, but is very manageable. His Up Throw animation is much more polished, and his SideB feels a bit stronger and easier to land a strong hit properly now. Bite changes and his dash attack buff are nice, too.
Squirtle's SideB is less spammable, but much better to use as a finisher now with the pop-up follow-up. Up B feels a bit odd in that it no longer causes multiple hits, but it makes for a better recovery this way since shields won't cause him to linger for as long anymore.
Link and Toon Link changes are godlike. Link's Boomerang REALLY needs to have its animation fixed, but is otherwise an incredible move which vastly expands on his close to midrange game. The melee hitbox on it feels very rewarding, and it causing Link to only lag during his idle animation is a godsend. This applies for Toon Link, as well. Toon Link's recovery feels buffed to a noticeable degree, and that was one reason that kept me from playing him. Lastly, Link seems to have an easier time placing bombs on the ground without them detonating.
Peach has a DACUS now. Was that always there before? It is awesome, though. Her ability to land-cancel her jumps (probably not the correct term but w/e) is good for tricks. Gimmicky tricks, but still good. I like how Marth still has the ability to DACUS, as well.
Not sure if G&W always had a Gatling Combo, but it is pretty sweet. Lucario's new forward tilt is much easier to use in combos as opposed to his old one. Aura Cancel asthetics are a nice visual touch.
DeDeDe changes are subtle, but immensely help him. Especially the new hitbox on his recovery. He NEEDED that, BADLY. Increased IASA on his Waddle Toss (On previously thrown Waddles) is just icing on the cake. The forward smash buff isnt much considering how slow it is, but it is still a welcome change.
Lastly (for now), Meta Knight feels perfect. Neutral and Side B both feel very punishable, but his Dimensional Cape is the best thing ever. Being able to use aerials after it feels really fluid and within character. Jab changes are very nice. New Back Air and Down Air make up for the nerfs he recieved to most of his special moves. Loss of gimping with Dair is negligible considering how fun it is to combo and approach with it onstage. Dimensional Cape and Bair finishers are very solid and incredibly quick. Up B feels incredibly silly to try to recover with now as it no longer snaps to the ledge when traveling up, but is great for finishing opponents vertically at higher percents. Down Smash feels risky sometimes but not incredibly so.
All in all, amzing work, PMBR team. Props.
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Wanted Changes:
1) Link's Side B animation to be polished.
2) Diddy's Side B timing to be less strict.
3) SSE Jungle outer platforms to be properly symmetrical with rest of the stage.
4) A three-dot system for G&W. One dot for the next hit to be 1/4/7. Two dots for 2/5/8. Three dots for 3/6/9. Judgement would feel perfect to me this way. Still random, but minutely so, even in comparison to its current version. Some nerfs, especially to 9's, would be needed for this to work, though.
EDIT: Post messed up for some reason. It is fixed now.