I'll do a full frame analysis of Ike's fully spaced very high range moves sometime soon. I think they're being undersold a bit, but I don't have the numbers to back that up right now so I'm not going to press the point when the numbers are obtainable.
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Jigglypuff right now is highly experimental. The dair buff on her has the most potential to be broken out of any change in this build; it's seriously very good and does a ton of shield damage (though only 10% as much as my first attempt at this buff which broke shields with under half of dairs hits; wow that was broken). Thinkaman actually warned me in one of our last conversations that this idea was too easy to be broken, but he never had an answer other than a disappointed agreement for my claim that Jigglypuff at core is a poor character in Brawl so she needs something good and that this addresses that need well while sticking to her aerial based playstyle.
By the way, dair -> Rest is semi-legitimate in Brawl so you may discover Rest is a much more viable move in this build even though it hasn't been buffed at all. Dair, do a lot of shield damage, shieldstab, combo to Rest. This is one of the many things that makes me scared it may be too good, but that's why this is a test build.
The nair buff was removed because, again, one of Thinkaman's last acts was claiming it was polarized and needed to go (in exchange for other, never determined, buffs). He is a Jigglypuff main; I decided to mostly just trust him on this, though I never thought the nair buff really did a good job of addressing Jigglypuff's problems anyway.
The pummel "buff" turned out to only be a buff in theory but a fairly Pyrrhic victory for Jigglypuff in practice. This is going to require a long explanation so sit tight if you actually care. The main purpose was to let her pummel more to refresh more stale moves out of a grab. Jigglypuff is one of the most dependent characters on stale moves in the game since she has fewer useful moves than anyone else and, in particular, has a ridiculously good fair that is really limited by the fact that she wants to use it to do everything so it's really hard to keep fresh (and it's the sort of move that sees a big diminish in utility as it gets stale). However, some of Brawl's more subtle mechanics made this seemingly good idea of a change actually a really crummy idea. Notably, pummels only count individually as stale moves if they don't "combo" into each other. Faster pummels done at max speed (such as Wolf's) only count as one move in the stale moves queue while a slower pummel (such as on King Dedede) will count as individual moves no matter how fast you do it (note that pummels that are fast enough to combo into themselves are also the pummels that force ground breaks in grab release situations). Jigglypuff's pummel in standard Brawl is barely below the threshold for comboing into itself so it counts as individual moves, but our speedup made max speed pummeling count together. It was technically still better because you could just intentionally pummel sub-optimally if you wanted to refresh stale moves better or could pummel optimally for more damage, but in practice not being able to just mash A as fast as you can to refresh moves with pummel is fairly lousy for a character who wanted to rely on pummel for that.
To clarify for anyone a bit confused, Lokee wrote that list himself; the real list has far fewer typographical errors. I don't mean to pick fun at the typing; I just don't want to give the wrong idea...
The representation of Lucas's moves and how they are changed is also inaccurate. To explain a bit better, in standard Brawl, both of those moves have variable knockback which means some base knockback and some knockback growth. In the initial release of Balanced Brawl, we made them fixed knockback by setting the bkb to some value and the kbg to 0. However, real fixed knockback moves in the game have 0 bkb and some kbg as well as usually some value for "weight knockback" (a value only used in fixed knockback moves). 0 bkb is a special case by the game which causes the hit to use the fixed knockback formula which treats the kbg as some sort of base knockback and uses the weight knockback to change how much knockback is done based on the weight of the victim (why heavy characters suffer less knockback than light characters from fixed knockback moves when, for variable knockback moves, weight generally only affects the knockback growth portion of the formula). What this test version does is set Lucas's moves to use 0 bkb, some kbg, and some wkb which means they now do different amounts of knockback against different weight victims, and they are now consistent with fixed knockback moves in Brawl in general. There are many other examples of newly fixed knockback moves where I didn't change this, but I decided to on Lucas and unless some problem with those moves is discovered, intend to stick to this model (it's just as likely a buff as a nerf, mostly it's just a sidegrade). Future changes are always going to avoid the 0 kbg method of making fixed knockback moves, as an aside.
To post here a quick list of characters who can better link jabs in this version:
Kirby, Fox, Captain Falcon, Charizard, Mr. Game & Watch, Snake
Samus will probably get a linking jab in the final version, but I haven't touched Samus yet (this build is not only a test build but also incompete!). Remember that Donkey Kong already has his jab improved to be linking in the original release of Balanced Brawl, and this is retained in this build.
Any information about the way these changes affect the overall games of those characters would be appreciated. Charizard in particular probably benefits the most since it's his jab1 that got buffed; he likely has some new jab cancel gimmicks that just weren't in the original game, but I didn't look for them prior to putting this out since, again, it's just a test version. Come to think of it, Mr. Game & Watch has a buffed jab1 too, but due to the nature of him as a character I doubt it introduces any shenanigans. If any are found though, please do let me know.
Also, on an emotional level, nerfing the turtle is the hardest thing I've had to do on this project, but I really do think I did the right thing. It's actually a fairly tame nerf, but it should make a huge difference in G&W's most dominating matchups because it specifically makes fully space turtle less rewarding (which is mainly what he relies on to shut down characters like the Mario bros.).
Lastly, the poor formatting of the post with the changes hid this gem:
Ice Climbers fusion glitch fixed
I would take note of that. I'm pretty proud of that change personally (the actual implementation is giving Nana total invincibility during a unified Hammer Squall which is, just FYI, not actually anywhere near as potent as it sounds).
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Also, while I would really like feedback on the test build more than anything, feedback on the character pages on the side of the page would be appreciated too. I could make more, eventually having one for every character, if people actually think those are worthwhile.
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I just realized that somehow Snake changes went completely undocumented... Snake has seen further changes, mostly against his favor (ftilt was nerfed damage wise again, I think I set dthrow to 10% damage, jab now links). Oops...