Okay, just played some BBrawl last night and a few things:
*Red stuff is the cliff notes.
Zero Suit Samus:
If you can
reduce the start-up of the third jab, or increase the knockback and damage of the second jab so that it makes the third no longer needed, that would be best. It would give her a much more viable ground game and round her out as a character.
Making her Ftilt trip more often might actually be a decent idea, since most Dtilts are designed to do that anyway but do it with more frequency than her Ftilt.
Gotta be honest that
the Fsmash change didn't do anything for her. Any ZSS main knows that we only used Fsmash as a mindgame, because it was such a godawful move. If anything it's barely mediocre now, which is nice.
All in all, the jab change would balance her out as a character instead of changing something that didn't matter in the first place. Side+B is a generally better move and 9.8 times out of 10 far more effective.
Link:
I'm lovin' Link in this setup, however I have one major change that would alter the gameplay of Link dramatically.
Change the knockback so it's not as ridiculous on the Up+B. An increase was needed, but I think you overdid it. However, this change is dependent on another one which is actually dependent on whether you can add SA frames.
To the initial 5-8 frames of his Up+B when the hitbox comes out give him Super Armor frames. This way you don't need to make it truck people super ******** because it'd actually be a mindgame similar to Ike's Eruption/Wario's Fsmash and can be used for a solid KO and edgeguard while not making it an 110% midstage KO. Also, it would fix the problem with his abysmal recovery.
Snake:
Give him back some knockback on his Utilt, 120% is a good enough point for a midweight to die. You killed his KO potential, maybe make it so it degenerates faster so that it can't be done 2-3 times in a row with no success and is only used for a guaranteed KO at higher %'s.
Swimming:
Change the modifiers by about a 10-11% increase in survivability at the low end, and probably 15-20% at the high end. You made it so it's a stage hazard now, and not a tech chase KO like it used to be. It significantly altered the way that water works on stages and screws over characters who just suck at getting out of water like poor ol' Fatass McGanonpants.
All in all kudos! This was a fun new way to play Brawl that I actually enjoyed, instead of Brawl+ which I feel changed too many fundamental things in the game. Personally I just think that at a certain point you got too focused on making characters worse and overdid it a bit, i.e. nerfing Snakes long glorious legs but an excellent beta version to say the least
.
Hope to see this project develop into something awesome.