...you're right. I've been slacking tremendously in getting up Balanced Brawl footage.
Maybe I'll upload some of my replays during the Winter Break.
Also, I've been doing a lot of testing with PSA these days, trying out ideas that I believe would improve Balanced Brawl in general. Dunno if anyone else is interested in seeing the stuff I come up with. My ideas generally have the goal of making every character closer to being top tier and increasing the quality of "bad" moves.
[collapse="Big List of stuff I'm testing if you're curious"]To be completed...and I wish I had better ideas for every character in this game.
Captain Falcon:
Rapid Jabs are double speed, bkb ->5 (can't be shieldgrabbed, but you can be very easily shieldgrabbed before Rapid Jabs)
2nd hit N-air hitbox duration 6 frames (extra duration on the first hit would be super broken, but this should give Falcon a better approach)
Diddy Kong:
weight knockback ->20 DA 2nd hit (Jiggs can't rest Diddy out of this)
final Dash attack hitbox damage ->5, kbg ->36 (total damage all three hits 10)
Game and Watch:
D-tilt hitbox 0 damage -> 8, bkb ->64 (reduces wall locks but still helps G&W in those matchups he still is disadvantaged in)
F-tilt bkb ->25 (slightly better high percent KO move, safer on hit at low percents)
Ganondorf:
Jab hitbox duration 7 frames (can cover spotdodge, dash-ins, anti-air)
Jab hitbox 0 and 2 (close hitboxes) damage ->8, shield damage ->2, direction ->40, bkb ->90, kbg->36, electric element
Jab hitbox 1 (far hitbox) damage ->10, direction ->35, bkb ->90, kbg ->30 (Ganon's Jab won't kill, but it will get you offstage easily)
Jab SFX frame 15
New special offensive collision on DA should make it crossover on block easily. shield damage ->5 on weak hitboxes.
D-tilt trip hitbox 0-2 damage ->10, shield damage ->2 (make Flame choke D-tilt less polarizing to Ganon's choke game)
Special offensive collision hitboxes on D-smash 2nd hitbox only affect aerial opponents
New idential normal collision hitboxes on D-smash 2nd hitbox affect grounded opponents and shield push properly
Close hitbox 2nd hit D-smash damage ->15
F-throw Special Offensive collision growth kbg ->25, bkb -> 85 (only relevant against the Ice Climbers or in doubles)
Grounded Flame Choke throw collision damage -> 10
N-air landing lag double speed after frame 14 (total 18), +1 damage on all hitboxes (total 20 for landing both), first hit bkb ->35, kbg ->90
Sourspot F-air damage -> 16, bkb -> 38
Ike:
D-smash first hit direction ->25 (Jab -> D-smash is important against whoever Ike can combo it on, particularly Olimar, Mario, and ROB)
D-smash 2nd hit damage ->17/10 (early/late hitboxes), kbg and base both 105/32 respectively (this should be more powerful than U-smash)
N-air interruptable frame 40
B-air interruptable frame 44 (basically B-air and N-air are more natural, no fullhop N-air -> F-air, but fullhop B-airx2 should work, and ledgedrop B-air is much more viable)
Kirby:
F-tilt Up and side angled damage ->9 all hitboxes
F-tilt down angled damage ->8 all hitboxes, direction ->25 (F-tilt is an important spacer vs G&W, Marth, and MK)
Koopa:
Firebreath close/far damage ->4/3, direction 20/60, bkb 40 (less gimmicky spacer)
Standing grab animates double speed after frame 19 (should end on frame 29 like normal grabs?)
Link:
U-throw throw collision damage -> 3 (total damage 8), kbg ->195 (slightly stronger vertical KO move)
Item Throw strength -> 1.1 (something...until I learn to hex edit Bombs)
Lucario:
D-tilt hitboxes 0-3 direction ->80, kbg ->80 bkb -> 56 (combo starter anyone? This is a REALLY good low% combo starter)
Lucas:
Jab RA-Bit[22] set active frame 12 (autoJab should repeat every 12 frames unless I'm stupid)
Dash attack interruptable frame 36
U-smash first hit damage ->9 (28 damage U-smash anyone? Edgetrap with this! =D )
D-smash 2nd hit kbg ->100, bkb ->40
D-smash 3rd hit kbg ->120, bkb ->40 (both late hits are still have slightly less kb than the first hit, but should kill better)
N-air final hit direction ->75, kbg -> 20, bkb -> 85 (use this to set up into U-air)
U-air damage ->14
grab, dashgrab, pivot grab hitbox duration 4, 5, and 3 frames respectively
PSI Magnet release hitbox damage ->10, direction ->20, kbg ->100, bkb ->40, hitbox size ->6
Luigi:
Jab3 damage ->6, kbg ->71 (safer than DA for covering spotdodge, also to be used on chars who you can't Jab cancel combo that well)
Fair damage ->11 (useful forward option against everyone, especially Marth)
Mario:
Jab3 damage ->5, kbg ->85
F-tilt damage ->9
U-tilt damage ->8, kbg ->110, bkb, ->40 (U-tiltx2 links on all characters at 0%)
Down angled F-smash shield damage ->1, direction ->25 (kills very slightly earlier than Mario's normal angled F-smash with no DI factored)
N-air sweetspot damage ->11, kbg ->90
N-air sourspot damage ->6
F-air early sourspot damage ->14, shield damage ->6, kbg ->80, bkb ->65, hitlag modifier ->1.3, sfx change (sounds like sweetspot F-air)
F-air sweetspot damage -> 15, shield damage ->5 kbg -> 65, hitlag modifier ->1.3
F-air late sourspot damage ->13, shield damage ->7, kbg ->85, bkb ->35 (early sourspot F-air kills around 120ish, late sourspot kills later)
B-air sweetspot bkb -> 20
B-air soutspot bkb -> 10 (this move combos into itself much better at lower mid percents)
D-air loop wkb ->15, kbg ->110, SDI multiplier ->1.0 (I think Marth could Up-B out previously?)
D-air final hit damage ->8, kbg ->75, bkb ->72
D-air landing hitbox direction ->60 (much easier to combo with. You no longer need to combo a D-air loop hit into this to land another combo)
D-throw kbg ->40 (sets up into fullhop F-air at KO percents to give you a visual)
FLUDD squirt interruptable frame 36 air and ground versions (Slight buff to edgeguard and anti-zoning game)
Marth:
U-throw damage ->5, kbg ->110 (slightly more powerful KO move)
F-throw damage ->5, kbg -> 28, bkb -> 74 (Only one regrab from 0% on a few characters, F-throw F-smash is intact for the most part)
F-smash sweetspot damage -> 20, kbg -> 65 (Keep F-throw F-smash damage high)
F-smash sourspot damage -> 13, kbg -> 75 (F-smash overall is a slightly weaker KO move, and less rewarding for punishing approaches)
Dash Attack angle 30. (gets people offstage well)
Ness:
Grounded PK Fire interruptible frame 51 (Air PK Fire unchanged, but the grounded version is a better "poke", and leads to combos slightly more easily, damage might need readjustment)
To be finished:
Pokemon Trainer:
Charizard:
Firebreath damage ->3/2, direction 30/65, shield damage ->2/3, bkb ->40, kbg -> 50/60 (pushes people farther, more shield damage than Bowser's)
Ivysaur:
Razor Leaf knockback more advantageous
Samus:
Up-smash fully connects when ppl don't SDI (Pikachu's D-smash for platform pressure and anti-airs! It does 23 damage if you land every hit. Not a very strong KO move though.)
Snake:
D-throw less damage, other throws more damage (make Snake's throw game less gimmicky, can someone make his SideB ledgegrab or startup/ending lag cancelable?),
F-tilt meteor hitbox bkb ->80 (F-tilt damange nerfs unneccessary after this)
Toon Link:
Better F-throw and B-throw
Wario:
DA and F-air damage buffs, D-smash sucks less
Metaknight:
N-air weak hitbox damage ->3 (total damage both hits is now 15%, as opposed to 19%)
Up-smash final hit damage ->5, kbg ->133 (actually is a vertical KO move now)
Fox:
F-throw special offensive collision damage ->5 (total damage ->8, minor reward increase for bypassing shield, also relevant in doubles and the IC matchup)
What about adding more lasers to Fox's U-throw and B-throw?[/collapse]