I don't know crap about the Ice Climbers, since nobody ever uses them.
I've said this once before in this thread and I'll say it again. I'm finding them to be... nerfed. Very nerfed. Easily bottom ~25%,
maybe even bottom tier. A friend of mine (who these days is pretty much the only person I can test this stuff with) owns me in vBrawl whenever he uses IC, largely because he is a god of timing their chainthrows. That's not all that makes his IC deadly, but it's the reason I groan whenever he picks them. In BBrawl, by severely nerfing their already virtually-impossible chainthrow (with which even pros seem to have difficulty mastering), their glass cannon has basically been stolen and replaced with a little toy replica which still makes a nice "boom" sound, but is just as breakable as ever, if not more so.
Leagues of characters have better gimping options against IC--pretty much the only big nerf to gimping I've seen is chainthrows, which was rarely a problem with them specifically. This makes Nana--the glass--all that more fragile.
Yes, a lot of their advantageous matches have been evened out somewhat (mainly Ganon, but also the likes of Bowser and to some extent Ike), but who they had problems to begin with (aside from the two EVERYONE had problems with) they still have problems with now.
Despite their nerf of chainthrowing, and the nerf of Nana-gimping from some characters, they haven't had much to compensate. The boost to Dair isn't really a buff; it's at best a reason to every once in a great while use that as an offensive tactic instead of just a momentum-canceler. Meanwhile, pretty much everyone who was around their general placement (and that's WITH the better chainthrows) is getting a multitide of buffs.
Even the new public-test changes I have yet to test against them sufficiently would seem to pose problems. I'm finding that a large amount of the cancel-able moves, primarily Keek and now Nayru's Love, make it much easier for those characters to separate the ICs and then go after Nana...
...I'm not suggesting the changes are bad overall. Really, IC in some instances had the ability to go from 0% to KOing percents in a virtually-inescapable combo, and most of the changes that ended up hurting them are good decisions overall. But in general I don't think their unique style of play has not been considered much, and I think that's something which could be worked on...
Someone needs to test Pikachu. Skull Bash canceling I think is hilariously useful, since it will force people to shield, but you can cancel it with shieldgrabbing. He's probably better than G&W and Marth overall with those random little buffs he's getting and those little nerfs that they got.
Actually, I'm finding that bonus of his to be rather useless... considering his skull bash from ground is virtually never a good tactic, even if you've managed to deceive your opponent into thinking you're planning to cancel it.
It's neat, but really, really not very useful... except against the characters who Pikachu already has an easy time with. (You know, the big ones and several of the fast-falling ones who he can easily dthrow>usmash.)
Ness is probably better than Lucas. Extra shield damage makes his pressure and poke game more threatening, and he's still better at scoring the kill reliably by a pretty significant margin. I don't think either character is super dominating, but Ness is probably fine where he is right now.
I think that depends, somewhat. BB Ness is better against campers, and BB Lucas is better against pressure. Lucas's boosts, while subtle, make his combos crazy powerful and in some cases easier to pull off, especially those which involve his jab... and his quick priority attacks were already pretty good at countering pressure-players to begin with. Of course, Ness's buffed "sparkles" speak for themselves.
Dedede's hammer momentum would feel a little better if it weren't so much on an uncharged swing.
I'm going to have to agree with this. I think there should be a (more significant) difference in how far it pushes you from uncharged to fully charged.
Double jump canceling out of the spacies' side+B still feels kind of awkward conceptually.
After a couple matches, it felt quite natural to me. It also allows Fox to more easily approach the sorts of opponents who his Blaster can't easily bait without getting punished (Falco and Sonic to name a couple). It generally doesn't help recovery, which I believe was the point; I think that was a good aspect of it. Despite Star Fox's comparatively poor recovery, it fits into their playstyle well and isn't something that should be buffed (except on those **** lips, which thankfully has been fixed... mostly... friggin' Lylat Cruise).
We're really looking for feedback on Sheik, Zelda, ZSS (stun jab version). We also want general opinions on Peach, Yoshi, Toon Link, Samus, Pit, Kirby, Ness, and Sonic specifically, though anything you want to contribute about any character is beneficial.
Of those, Kirbeh and to a lesser extent Samoose are the only ones I play to some extent. I haven't played either against as many human opponents as I like... but I'm here solely in support of BB, so I might as well try to explain what I think so far.
I've already expressed my opinions on Kirby: he's average and balanced with no real flaws and no real bonuses (save Kirbycide, which is virtually impossible to pull off on most characters when you need it). I don't think he really
needs any changes at this point; if anything, his Stone and Copies needed to be buffed a bit, but that has already been done.
I think at this point, any possible changes to his moveset would be either forced or merely for show. He has a semi-reasonably response for just about everything that should be answered, and all the same, no problems that make him broken against anyone in particular (at least, now that Ganon's wizkick hits through inhale and grabs).
...There's really only one tiny problem. One minuscule problem. Nair's ending lag, if it doesn't hit the ground, is way too friggin' long. That's not something which needs fixing, but it can be incredibly annoying when you're trying to grab someone while standing near the ledge (especially on Spear Pillar... with its new, high bottom blast zone).
Likewise, I don't see any glaring problems with Samus at this point. She has answers and lacks issues. Her knockback is there in proper amounts now. If anything, her bombs may be a bit too powerful given her defensive style of play... although that's also part of the reason she's a strong contender now. So. Yeah.
Sonic's spring spike was and is absolutely genius. Ness and TL seem to be in good places, but, I'm not as familiar with them as I should be for that comment to bear much weight. I have yet to test Pit, ZSS, or Zelda/Shiek to much extent in light of the most recent changes... although from what little I have, Zelda's
changed changed Nayru's Love is wonderful and amazing and lovely.
...
I'm going to keep asking this sort of question, but: Where are people--you, reading this message, posting in this thread--playing and testing Balanced Brawl? I'm really dying to get more human opponents for this, if not just because it's better than every other version of Brawl I've ever played, then because better feedback can result from more human opponents (i.e., more than that one friend of mine) of various skill levels and play styles.
Hey guys, if you want convenient chatting for matchmaking test out the chat on
www.balancedbrawl.net on the left tab.
EDIT: Okay, well, awesome.