Thank you for the feedback; let's get to addressing the specific issues you are bringing up, shall we?I am very happy with the concept of BBrawl and the results that have been achieved in its first release. However, there are some things that don't make sense in BBrawl (and/or regular Brawl) that I think should be addressed.
Metaknight: I think that you guys went too far in nerfing his tornado. As it is, it is very difficult to get a useful amount of damage out of it because the opponent gets out way too fast. I think that the tornado should suck opponents in, but it should be weak enough that even heavyweights can DI out of it.
Jigglypuff: I think that Jigglypuff's sing should be buffed. I don't believe this because I think Jigglypuff necessarily needs the help in matchups; instead I think that it should be buffed because Sing is a central component of Jigglypuff's character in the pokemon series. I also think it is a ludicrous that jigglypuff has been in all 3 smash games and sing's excessive flaws still haven't been addressed. Although there are many ways to make sing useful, there is one method in particular that should be considered. Sing consists of three individual pulses. As it is now the opponent needs to be at over 150% in order to get frame advantage when hitting the opponent with the first pulse. Fixing sing could be done by letting Jigglypuff cancel the sing inbetween pulses with jumping, shielding, smashing, etc.
Pit: One of the things that make Pit unique is his Wings of Icarius. It allows him to follow an opponent and presents the opportunity for mindgames unavailable to other characters. One thing that limits its use and doesn't make sense is that if Pit cancels it with an attack or gets hit not only is he unable to use it again, but he loses all of the 3 mid-air jumps he hasn't used. Instead of doing things this way, should Pit cancel the move or get hit I think that he should be unable to use WoI again, but not lose the mid-air jumps he hasn't used. I am aware of the fact that touching the ground after initiating WoI gives him his jumps after its use, however I argue that the need to be that close to the ground limits the move's potential too much.
DK: It makes no sense to me that using his neutral B puts him in a fall state. In all of the smash bros. games only recovery moves are supposed to put a character in a fall state. It makes no sense for this move to do so. Out of curiosity, could you explain why you altered the knockback of his down cargo throw?
Falcon: I disagree with the changes you have made to Falcon Kick. Although I greatly appreciate the move being safe on hit, I think that following up on it isn't reliable enough to be useful like raptor boost, upthrow, and down tilt are because it has too much end lag and it has too much knockback. I think that it should be a kill move at high percents while being safe on hit at any percent. Also, I think that Falcon Punch (and Ganon's warlock punch) need super armor on the last 10-20 frames to compensate for their enormous startup lag.
Samus: It seems to me that upthrow and downthrow hit the opponent too high to be useful for followups. As they are now the opponent is sent so high that only upair can reach them which has too little priority to compete with most characters down airs. It also doesn't make practical sense that both moves have almost identical knockbacks.
It also makes no sense that some jab combs (zss, samus, etc.) have such low hitstun that they can be shieldgrabbed. I think that definately needs fixing.
Please understand that I am not trying to be critical, but I feel that these things should be addressed. I am grateful for the extensive time and effort AA, Thinkman, and others have put in to make this work. I have spent a lot of time playing BBrawl and look forward to the advancement of the metagame and the growth of the BBrawl community. If there is anything I can do to help, let me know.
Meta Knight Mach Tornado: This move in standard Brawl is one of the biggest reasons Meta Knight is so good (a big statement because Meta Knight has a whole lot of things good about him). When using it, Meta Knight is hugely mobile, has totally ridiculous priority that a lot of characters (Captain Falcon and Sonic are good examples) have a pretty ridiculous time challenging, does lots of damage and shield pressure, is ridiculous against ceilings (Luigi's Mansion and Skyworld are the two most obvious cases), and generally just does horrible things to the biggest and heaviest of characters (King Dedede, Donkey Kong, Charizard, Bowser). Oh yeah, and it is also a viable recovery move and if used correctly has almost no ending lag so it's pretty safe. In certain circumstances it can even drag opponents off the top of the screen for a kill! Something has to give here; we decided to focus on the damgae output. Now it is indeed incredibly poor at doing damage, but Meta Knight has a ton of ways to do damage effectively anyway so he doesn't miss that too much. He still gets the mobility option, recovery option, shield pressure, and safety that Mach Tornado provides; he just has to be more conservative with it (and the idea of "just mash B to win with Meta Knight is beyond dead). This change is extremely depolarizing as well; the huge characters and the low priority characters no longer have to scratch their heads about what to do. A few stages get more fair as an added bonus even.
Also, another factor to consider is that Mach Tornado hits a huge number of times for pretty low damage. If it sucks in, it will always have huge damage potential, and reducing the damage it does in what ways we can would have a mixed effect as it would become harder to SDI due to decreased hitlag. We actually tried a lot of versions of this move in internal testing, and we're pretty confident in the quality of this one.
Jigglypuff's Sing: There are two issues with your suggestions. The first is that a lot of them would be very difficult to implement and would be pretty radical changes (giving characters new ways to cancel moves is a fairly wild suggestion for the standards of this project). The second, and more important, issue is that Sing is really just a very poorly designed move on Sakurai's part, and it's hard to see how it can fit into a balanced game. Remember that when Sing is giving Jigglypuff an advantage, she basically gets whatever she wants which is likely Rest. That's really powerful, and it seems like a bad idea to have a move that is "land any of your moves you want" since that just doubles her ways to land every move. There's also a sneaky "advanced technique" with Sing whereby you time a Sing pulse to be "meaty" on someone waking up from being asleep (fighting game slang for "have the hitbox on top of them on their first vulnerable frame"). This puts them back to sleep, and it's completely unavoidable (better than melee and smash 64 where you could put sleeping opponents into a fresh sleeping state at least!). Yeah, that's an infinite stall that would be really ridiculous to fix, but as it stands, it's so obscure and difficult to pull off due to how weak Sing is that we don't really need to worry about it much. If Sing were suddenly a good move, it would be a sudden issue.
Also, Sing just doesn't fit into Jigglypuff's gameplay well at all. She is an aerial specialist. Sing causes her to fall really far, and it doesn't work on airborne opponents. Buffing bad moves is great, but sometimes, those bad moves are bad just because they go against the grain of the character as a whole. Sing is such a case.
Also, for a trivial aside, I consider all Pokemon characters to be based off the games since Smash Bros is about game characters, not that sucky anime. Sing is rather unreliable in Pokemon; I think it carrying over like that is pretty faithful.
Pit: I know this is Brawl where everyone can fly, but I think the design idea here is that Pit needs some real limitation on his recovery. Pit has a ridiculously good recovery, but he has to be really smart about his use of the Wings of Icarus since he instantly becomes gimpable when he uses it. It still has a lot of the use you describe of course; you can chase people above the stage with it very effectively, just not off to the sides (which is a fairly similar idea to Mr. Game & Watch's Fire, though with many notable differences of course).
I think there are some code limits here too. I suspect the main reason Sakurai made it work this way was to prevent Pit from gliding after using Wings of Icarus. Notice that Meta Knight ends up similarly stripped from using Shuttle Loop; given how amazing gliding is, I can see the balance idea here. However, unlike Meta Knight, Pit can cancel his up special into other attacks, meaning it's not reliable that he ends the process in helpless fall state (actually, unless the Pit is incompetent, he won't). That means he needs a special variable to prevent him from using his up special infinitely in the air (most characters could if the up specials didn't put them in helpless). That added flexibility probably is the reason he ends up with nothing at all after getting hit, though that's probably design on that point (Lucario, Snake, and Mr. Game & Watch can up special again after being hit just fine). It is definitely the case that if the Wings of Icarus worked as you described it would be a pretty big buff to Pit (who is already pretty good as far as I can tell) and would make his recovery basically unstoppable.
Donkey Kong: Two questions here; let's start with Giant Punch. For one, the statement that it's only recovery moves isn't true (Pk Flash/Pk Freeze is another example). Looking at this move though, I can really see why it is this way. Basically, think of DK's Giant Punch as fsmash with potential super armor, and DK has a REALLY powerful fsmash. Imagine for a second him using this off-stage; a 9-wind or max punch is going to kill the entire cast stupidly low (at basically any percentage you can get them off-stage) and isn't even that hard to land. The balancing factor here is that it's a total suicide move because of the helpless; that pretty much just nips that tactic in the bud. I don't think it would really help the game for DK to have that tactic either; DK is already extremely powerful at killing outright, and his off-stage game already has the benefit of three meteors. I don't think he needs another trick to kill really low...
As per the down cargo throw, that's an easy one. In standard Brawl, DK's down cargo throw into a wall comboed into his down tilt lock. Notice his down tilt lock racks damage high enough to guarantee the sweetspotted dsmash it comboes into will kill. So DK could grab you, walk over to a wall, and proceed to do a 0-death which is way too similar to what King Dedede used to be able to do for my tastes. As a part of a general move to make walls more fair, this was changed so that doesn't work anymore. Granted, DK still has the dtilt lock and even the combo into fatal dsmash, but now he has to land the dtilt lock cold which is a very hard thing to do against a competent opponent trying to avoid it; he can't ever land it from anything that isn't a hit against an opponent who was already next to the wall (which means they were standing in that risky situation by choice). Also, as an added benefit, I think in terms of non-wall abuse situations, the down cargo throw is a little more useful to DK now since it gets the opponents pretty thoroughly out (in any matchups DK wants to play keep-away) and can put people in risky off-stage situations. It's even pretty decent with walk-offs now, but in practice exploiting that factor is way harder and generally less potent than the old wall stuff.
Captain Falcon: It depends on when in the move you hit really; hitting with the later parts of the hitbox gives you great position. Even if not, the position it gives you is hardly bad. Really, the main idea here in the first place was that Falcon Kick needed to be a good poke since it's Captain Falcon's most reliable way to put at least average priority in the opponent's face (jab is his only other option at all really, and that requires him to already be pretty close). I'm not sure the idea of Falcon Kick killing is a very appealing one when you think about it; it could lead to Captain Falcon's metagame becoming pretty silly with a huge focus on Falcon Kick. While Falcon Kick being a good move was the idea, I'm not sure we want to move in the direction of it becoming his best move.
Also, Falcon Punch and Warlock Punch are really not worth fixing. They aren't important to the design of the relevant characters at all, and moves that slow to hit are going to be terrible no matter how many other good things you put in about them (Warlock Punch, for instance, is a very rare move insofar as it would actually still be bad even if the opponent just vaporized on hit and lost their stock). They could have some teams utility with something like super armor, but Captain Falcon and Ganondorf are already fine in teams I think.
Also, we don't have a general code to add super armor to moves so the implementation of that would be very difficult. Changes to these moves in general were actually discussed, and I know for Warlock Punch we agreed we would make it an instant shield break if we could (to be specific, normal Warlock Punch breaks every full shield except Yoshi's, but reverse Warlock Punch breaks every full shield including Yoshi's) though that would really just be for flavor and not practical anyway. It really became clear looking at these moves that improving them is just not a productive direction to take either relevant character.
Samus: In some matchups, you really want to put the opponent above you as Samus, and I think saying her up aerial loses to "most" down aerials is an overstatement anyway. For instance, I'm just thinking of Samus vs Diddy Kong, and I can see how throwing the opponent as far above you as possible is the best thing there since that puts Diddy Kong in a terrible situation. Also, in your calculation, you seem to have left out Screw Attack; it's a really good move that is definitely worth considering in the situations these throws create. We did want to watch how play with these throws evolved though; it's certainly possible that tweaking will be needed in the future on them. Samus is a pretty hard mark to hit since she was a character who in development pretty adamantly refused to be good (this version of Samus you see now is actually significantly buffed from earlier versions in which she was consistently very underwhelming).
Jab combos. I'm going to be very honest that we didn't look into these carefully; we made DK's jab combo always a combo, but in general we didn't really look through the cast on this one. We did look into the case with Zero Suit Samus; Thinkaman did some location testing with a version that did combo, and it made her really mindless since her frame 1 jab is really, really good already (anything that hits on frame 1 is automatically really, really good as long as it's safe on hit). Basically, players started just spamming jab with Zero Suit Samus and winning; now she had a frame 1 move that was pretty rewarding. There were some ideas to improve her jab3 without making it combo (I liked the idea of making it stun element so it can be a good mix-up move), but in the end, we decided against that direction and just have to suggest Zero Suit Samus only use her jab3 sparingly (it's still a passable situational mix-up). I know some of the other jab combos that "don't combo" actually sometimes combo depending on situation (like you could hit them out of the air); I'm pretty sure Squirtle's is like this.
While I can't say we necessarily have a principle on this one, I do understand the idea that it's intuitively wrong that a jab combo not be a combo; there are cases where balance mandates it remain this way, but in other cases maybe not. Does anyone have a full list of jab combos with "always comboes", "sometimes comboes", and "never comboes" with a list of where in the jab combo the ones that don't always combo fail (like Zero Suit Samus's fails on jab2 -> jab3; jab1 -> jab2 always comboes)? This is definitely an issue worth looking into in more depth before the eventual next release.
To move to the other pressing business. this glitch. It's bizarre and doesn't make sense to me why it exists, but here are a few questions.
1. Is it truly a "guaranteed" kill, or can Link survive on a stage like Mario Bros. (or a custom stage that is an enclosed box!)?
2. Has anyone tried having a third party get hit by Link as he flies away? His flight damage may be fatal as well; remember Mr. Game & Watch's Oil Panic glitch in melee?
3. Has anyone looked at this in frame by frame? Does Link somehow get hit a bunch of times, or does the hitbox just mysteriously do an insane amount of damage in one hit?
4. What does the end of battle result read as his max launch speed?
5. Are the properties actually identical between Link and Toon Link?
I intend to investigate this one myself at some point when I get a chance, but if anyone knows anything now, it would be useful to post about this stuff. I don't know if this bug will be fixable, though it's definitely minor enough not to worry about too much for now. It's really bizarre; it's hard to think of why it would be this way...