SEND ME TIER LISTS AND I'LL LOVE YOU FOREVER.
First impression tier lists? Pretty please?
You know what would be awesome? TIER LISTS!
You speak as though anyone is competent and familiar enough with this build, and has played it against enough opponents (how many of us are there? five? ._.), to do so. Nonetheless, it's past 4am, and I'm too awake yet too tired to actually do anything. I'm also in that zombie sort of mindset that drives me to believe this is both a good idea and that I'll actually be able to do it with even a remote degree of accuracy.
Note that I've only played the most recent public release with about, say, four people, and have barely played it at all offline. This will likely have bearing on my opinions. I'm trying to take into consideration as many comments of this thread as I can.
Since BBrawl tries to focus on Zelda/Shiek and PT each as one character, I'll be listing them as such.
Upper
Snake
Pikachu
Mr. Gay Man Watch
Diddy Kong
Upper-Mid
Lucario
King Dedede
Marth
Meta Knight
Olimar
Wario
R.O.B.
Fox
Captain Falcon
Mid
Falco?
Toon Link
Link
Donkey Kong
Sonic
Kirby
Samus
Peach?
Pit
Luigi?
Bowser
Yoshi
Ganon
ZSS?
Zelda/Shiek?
Wolf?
Lucas
Ness
Mario?
Lower-Mid
Pokémon Trainer
Ike
Ice Climbers
Jigglypuff
Some half-conscious reasoning and analysis for you
At first, I was going to take vBrawl's current tier list and work from there, but... somehow I thought that would create bias, so I started from scratch. When I looked to the current vBrawl tier list upon finishing, I was surprised initially how much the two were similar overall, and then surprised again at how different certain characters' placings were. Maybe this won't be as inaccurate as I initially assumed.
Snake - His broken utlit knockback and overpowered jab knockback were both nerfed somewhat, and his mine was empowered to make it a little more worthwhile; that's... just about it. Though I would no longer call him close to being broken, a lot of what made him higher-tier in vBrawl is still present here. I.e., range, grenades, and a-bit-less-but-still-pretty-potent knockback.
Pikachu - After taking away his chainthrow on a few key characters, he now has... guaranteed Dthrow into either Nair or Usmash on seemingly everyone except Jigglypuff. Deceptively powerful combo is deceptively powerful. That's not to mention his now-inescapable Dsmash, which has always been fast with good range and a lot of priority, and a few other rather subtle tweaks.
Mr. Gay Man Watch - (I use it as a term of endearment. If you think it's an insult, stop being so homophobic.) It's not so much that he's gotten any powerful, but he remains rather firmly at his level, while most around him have gotten a bit weaker with some of the changes. The more recent armor additions to certain moves makes him less broken against certain characters, but he still excels against those characters relatively, so it hasn't affected his placement much... (He is hurt quite a bit with lag, due to his emphasis on spacing, so placement may not be ideal; could just as easily be in Upper-Mid.)
Diddy Kong - 'Nanner locks are gone, which brings him down from his broken status against certain characters. He's still pretty high up there in BB, regardless, as even a single peel is a very potent weapon. The fact it's actually better to always pull out just one now actually hurts certain matchups a bit; particularly those like Ganon who are great at using 'nanners against him.
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Lucaro - He does a bit more damage in general, but some of the changes in other characters actually seem to hurt his "just out-range them" playstyle. So he kinda evens out. What made him strong in vBrawl is mostly still present; strong, but not overly so. If it wasn't for how he seems to excel in slight lag (which is virtually all I play in), he might be a bit lower.
King Dedede is still a very strong contender without his jab locks and chainthrows. The 18% or more inescapables still present from his Dthrow really doesn't help that matter much, but at least he isn't broken against anyone anymore. ...Friggin' bair, dtilit, ftilt, fsmash, utilt, and sideB.
Marth's slightly weakened Fair brings him down a notch or two, which I think is good for him. Lag is his greatest enemy however, so like Lucario, my assessment of him my be inaccurate. ( I've tried to overcome how different he may place within lag, hopefully not overshooting it in doing so.)
Meta Knight - Without his abusive Mach Tornado (against the larger characters in particular) and his way-too-strong-for-how-fast-it-is-downsmash, as well as changes across the board that aim to balance him in particular (armor primarily), he's taken to a really nice, suitable place. He can still gimp pretty well, and can still KO against those who don't leave him an option to do so, which keeps him as a viable character. Just not a broken one.
Olimar - His sole, tiny buff to upB mainly just makes it a
tiny bit easier to punish those who edgehog him. The general nerf to his main opposition, Meta Knight, actually makes him a bit stronger as well. His annoying throws, fairly powerful air game, and range, keep him in the upper tiers, while his gimpable recovery in particular keeps him from being overpowered (as it always has).
Wario 's two power moves were nerfed slightly in damage, and chain grabbing against him is gone. Most above him were either nerfed or remain the same, while most below him were buffed. Just taking that into account, he's pushed a bit more towards the middle crowd. No significant difference.
R.O.B. is R.O.B. There's little change to his character or most of his matchups. He's a bit easier to approach with a few key characters in the former bottom tiers (Ganon, Falcon, Ike, etc.), but that really doesn't affect his game much. (Again, this is the sort of character who excels with lag; idk if placing is accurate.)
Fox - Chainthrows were what made all Fox users terribly sad.. but now they're gone, so rejoice! He still falls victim to a lot of vicious from-zero combos, but then again... his utilt returns the favor on just about everyone who can do similar things to him. His blaster makes a lot of characters approach, but outside of that... he didn't have much, until the fox illusion jump-cancel, which allows him to approach most of those characters relatively safely. Stage lips are no longer his bane, either. Considering all these factors, it shouldn't be much of a surprise that he's up here, despite his relatively few changes.
Captain Falcon - UPPER-MID? SERIOUSLY? Well, maybe borderline upper-mid/mid. His new Kick really, REALLY helps him (mind games + approach + combo + less easily punishable), as does the armor on pawnch. I suspect the latter may simply be due to the fact everyone I've played is so used to hitting him out of it instead of dodging or grabbing, but... I suppose we'll see. There's also the general damage boost to many of his moves, and of course aerial raptor boost, which makes him significantly less gimpable. (Once more however, he's pretty good at lag unless you're going for the knee, so... maybe I am over/underrating him.)
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Note that unlike the other tiers, I didn't put as much effort into giving Mid an accurate order. If a character has a "?", I'm particularly uncertain of their placement, probably because I haven't used them and seen them used (at an expert level) often enough. This is true particularly with Peach, Shiek, and Zelda; their newest changes haven't been toyed with enough...
Everyone in mid is in mid because... well... I guess this IS supposed to be a balanced game. Pretty much all characters who would have had immense weaknesses, broken matchups, or was just overall... bad... has been fixed and/or buffed immensely, while everyone who was average to begin with pretty much stays in the same place.
Really, because of all the buffs, this is more like the mid-upper of vBrawl, and the mid-bottom tier is more like its mid-tier. I can feel how everyone has been compressed into a tighter space, where it's harder to tell exactly who's better...
- Falco isn't quite so fearsome without his old downthrow... but you can't pull off many of his tricks online, either, soyeah.
- Link's arrows, spin knockback, and slightly buffed recovery help him out immensely. Still, he's pretty spikeable from upB and pretty edgehoggable from upB-tether; those are probably the only things keeping him from upper-mid.
- Sonic's. Spring. Spikes. This is the single greatest thing Balanced Brawl has ever done. It's such a simple change, yet fits in perfectly with his gameplay (see: bthrow and dthrow) and helps him kill immensely, which as everyone knows, was far and away his greatest flaw. He fits in really well with the mids now, just between that move and his dtilt.
- Ganon's seemingly infinite changes turn him into a real powerhouse. He can actually approach now and is even better at gimping and comboing, while is simultaneously a bit harder (or perhaps "riskier"?) to gimp. His faults are still there in good enough amounts to keep him balanced. I think overall he's in a good spot, and he should remain as
that character. (You know, the one who's a mother****ing evil overlord who only the chosen few can really use properly.)
- Samus's knockback is in respectable quantities now, which was really her only problem to begin with, and her bombs are even better at racking up damage. That's not to mention her vastly-improved jabs. Her general slowness keeps her from upper-mid.
- Ness's dthrow really helps help him build up damage, especially considering it can often combo into aerials. (If there's any single reason he's more powerful, it's PK Fire -> DownThrow -> Fair -> Nair.) It really helps out his game overall, which still feels largely more about knockback with a couple good damaging moves mixed in.
- Mario has decent killing moves outside of Fsmash, and that's pretty much all he needed. Even so, I could still see him in lower-mid... maybe... just considering how much
everyone has been buffed.
- Most of the other characters have either remained largely the same (Pit, Kirby), received generally balancing buffs (Lucas, TL), or have just fixed some bad matchups (Weegee). Those changes either speak for themselves or were so minor that mentioning them and how they've affected the tiers seems rather pointless.
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Pokémon Trainer - Really, I'm pretty sure half the reason he's here is because I haven't played anyone who's truly skilled with all three pogeymanz. They're usually frantically trying to stick to one or two. Even so, the fact the change-outs are double speed help even that--it isn't as easy to punish someone who really doesn't want to play as Ivysaur... (nor is it as easy to punish or gimp myself, who loves Ivysaur).
Ike - I don't think he really deserves this spot, but I've heard so many complaints... I was hard-pressed to disagree with them all. Now everyone has jab locks. His aerial quick draw helps him not get gimped, but he still has a pretty bad recovery. He's also a bit better at approaching. Really, he hasn't gotten worse at all--it's just that almost everyone around his level has received such immense buffs. And again, personally, I'm not entirely comfortable with placing him outside of Mid, but...
Jigglypuff - She's a bit better at killing and a bit better at gimping... but... really, she kinda seems lackluster. Mystery Gift is nice, but is rarely useful in the matches you really need it (Pit and Samus will just knock you out of it before she finishes, unless they just died, and even if they don't, that 50% smoke ball isn't going to help... it really, really doesn't have enough stun to set up from, especially considering how slowly Purin tosses it.) Most of those around her former tier have received relatively massive buffs, which makes her all the lower in comparison.
Ice Climbers - They were never
that good, and half the reason they weren't generally horrible was because GRAB OF DOOM (the other half being sweetspot Dsmash, Uair combo, and their high-priority projectiles). Yeah, they can still chainthrow, but the timing was virtually impossible before (let alone with lag). What is it now, one frame? Even so, chainthrowing is planned to be removed entirely, so that might as well be moot. That's not to mention a lot of the former-lower-tiers have much better options for separating and gimping Nana, as if that weakness wasn't already a massive one. To compensate, they've gotten... minuscule knockback boosts (about +5 base on both main kill moves) and a Dair with more knockback, which still can't reasonably kill and is generally a horrible idea to use as anything but a momentum-canceler. Truly though, they haven't gotten THAT much worse... it's mainly that almost everyone else has gotten THAT much better.
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This tier list is not perfect. It may not even be accurate, but it's a decent starting point I think, and something which hopefully can be refined by anyone and everyone who cares enough to do so. With any luck, it may actually help bring about good design choices in the future, and thus won't have been a complete waste of two-and-a-half hours of my irreplaceable youth.