What you need
BM2.0 files
GCRebuilder
Dolphin
ISO, I can't link to the ISO.(I recommend 20XX hack pack)
How to made Balanced?
I know SDRemix and Scrumpy's viable series. But, I made Balanced Melee because I think...
1. We should respect Sakurai's character concepts.
2. We should apply "Balanced" to not only characters but also attacks.
3. There are many f**kin' attacks.(Luigi's Dash-A, Kirby's Side-B-Air and N-Air, Bowser's Down-Air, DK's Dash-A, Samus's Up-Smash, etc.)
So,
I didn't change character's mobility except Kirby, Pichu, YLink. (1, the above)
I changed damages with mathematics.(2, the above)
I replaced some animations. (3, the above)
And, I strengthen throw like SSB64
Weight 117 -> 120
Model scaling 0.69 -> 0.75
Jump start up lag 8->6
Jab1 5% -> 7%
Jab2 6% -> 10%
Dash Attack 11% -> 20%
Forward Tilt(High) 15% -> 20% Base Knock Back 29-> 20
Forward Tilt(Middle) 14% -> 19% Base Knock Back 25-> 20
Forward Tilt(Low) 13% -> 18% Base Knock Back 31-> 20
UpTilt 7frame -> 6frame 13% -> 16% BKB 40 ->30 IASA frames(interruptible as soon as frames) 50->30
DownTilt Step1 13%->10% BKB 15->20 KBG(Knock Back Growth) 100->10
DownTilt Step2 10%->12% KBG 100->80
Forward Smash 24%->32% BKB 30->45 KBG 100->90
UpSmash Step1 20%->24% BKB 40->45 KBG 86->90
UpSmash Step2 12%->18%
DownSmash 2x6+10%->2x6+18% KBG 140->100
NAir 13%->16% KBG 80->100
FAir 14%->19%
BAir 13%->18%
UpAir 17%->24% BKB 50->45 KBG 100->90
DAir Animation changed, 23% BKB 50 KBG 100
FThrow 10%->20% BKB 60->45 KBG 50->80
BThrow 10%->20% BKB 60->45 KBG 50->80
UpThrow 10%->20% BKB 0->46 KBG 100->145
DThrow 12%->20% BKB 75->46 KBG 30->145
NB 2%->3%
SideB Grab 11%->24% BKB 60->45 KBG 100->80
SideB Hit 12%->20% BKB 80->20 KBG 90->120
UpB Ground 13%->14%
UpB Air 10+3x5+2x5%->2x6+12% BKB 46 KBG 112
DownB 21%->26% BKB 45->50 KBG 72->100 Angle 76->45
Model scaling 0.69 -> 0.75
Jump start up lag 8->6
Jab1 5% -> 7%
Jab2 6% -> 10%
Dash Attack 11% -> 20%
Forward Tilt(High) 15% -> 20% Base Knock Back 29-> 20
Forward Tilt(Middle) 14% -> 19% Base Knock Back 25-> 20
Forward Tilt(Low) 13% -> 18% Base Knock Back 31-> 20
UpTilt 7frame -> 6frame 13% -> 16% BKB 40 ->30 IASA frames(interruptible as soon as frames) 50->30
DownTilt Step1 13%->10% BKB 15->20 KBG(Knock Back Growth) 100->10
DownTilt Step2 10%->12% KBG 100->80
Forward Smash 24%->32% BKB 30->45 KBG 100->90
UpSmash Step1 20%->24% BKB 40->45 KBG 86->90
UpSmash Step2 12%->18%
DownSmash 2x6+10%->2x6+18% KBG 140->100
NAir 13%->16% KBG 80->100
FAir 14%->19%
BAir 13%->18%
UpAir 17%->24% BKB 50->45 KBG 100->90
DAir Animation changed, 23% BKB 50 KBG 100
FThrow 10%->20% BKB 60->45 KBG 50->80
BThrow 10%->20% BKB 60->45 KBG 50->80
UpThrow 10%->20% BKB 0->46 KBG 100->145
DThrow 12%->20% BKB 75->46 KBG 30->145
NB 2%->3%
SideB Grab 11%->24% BKB 60->45 KBG 100->80
SideB Hit 12%->20% BKB 80->20 KBG 90->120
UpB Ground 13%->14%
UpB Air 10+3x5+2x5%->2x6+12% BKB 46 KBG 112
DownB 21%->26% BKB 45->50 KBG 72->100 Angle 76->45
Weight 109 -> 114
Short hop V initial velocity 2->1.7
Air Jump multiplier 0.95->0.964
Jab1 7% -> 9%
Dash Attack 14% -> 17%
Forward Tilt(High) 14% -> 18%
Forward Tilt(Middle) 13% -> 17%
Forward Tilt(Low) 12% -> 16%
UpTilt 81frames->76frames 27% -> 44% BKB 110->30
DownTilt 12%->19%
Forward Smash 22%->24% BKB 40->45 KBG 83->90
UpSmash Step1 22%->11% BKB 50->0 KBG 80->0
UpSmash Step2 19%->24% BKB 40->45 KBG 80->90
DownSmash Step1 8%->9%
DownSmash Step2 14%->21% BKB 60->45 KBG 100->90 Angle 120->90
NAir Step1 12%->10% BKB 30->0 KBG 100->0
NAir Step2 12%->14% BKB 50->30 Angle 45->70
FAir 17%->20%
BAir 16%->19%
UpAir 13%->16% BKB 35->30
DAir No change
FThrow 9%->15% BKB 45->44KBG 105->113
BThrow 9%->15% BKB 30->44KBG 130->113
UpThrow 7%->15%
DThrow 7%->15% BKB 75->76KBG 35->19 Angle 100->95
NB 34%->48% BKB 30->0KBG 100->80
SideB Ground 17%->20% BKB 60->58KBG 69->60
SideB Air 16%->20% KBG 65->100 Angle 70->291
UpB 17%->23% BKB40->47 KBG 82->91
DownB Ground 15%->18% BKB 60->40KBG 85->100
DownB Air 14%->22% KBG 80->100
Short hop V initial velocity 2->1.7
Air Jump multiplier 0.95->0.964
Jab1 7% -> 9%
Dash Attack 14% -> 17%
Forward Tilt(High) 14% -> 18%
Forward Tilt(Middle) 13% -> 17%
Forward Tilt(Low) 12% -> 16%
UpTilt 81frames->76frames 27% -> 44% BKB 110->30
DownTilt 12%->19%
Forward Smash 22%->24% BKB 40->45 KBG 83->90
UpSmash Step1 22%->11% BKB 50->0 KBG 80->0
UpSmash Step2 19%->24% BKB 40->45 KBG 80->90
DownSmash Step1 8%->9%
DownSmash Step2 14%->21% BKB 60->45 KBG 100->90 Angle 120->90
NAir Step1 12%->10% BKB 30->0 KBG 100->0
NAir Step2 12%->14% BKB 50->30 Angle 45->70
FAir 17%->20%
BAir 16%->19%
UpAir 13%->16% BKB 35->30
DAir No change
FThrow 9%->15% BKB 45->44KBG 105->113
BThrow 9%->15% BKB 30->44KBG 130->113
UpThrow 7%->15%
DThrow 7%->15% BKB 75->76KBG 35->19 Angle 100->95
NB 34%->48% BKB 30->0KBG 100->80
SideB Ground 17%->20% BKB 60->58KBG 69->60
SideB Air 16%->20% KBG 65->100 Angle 70->291
UpB 17%->23% BKB40->47 KBG 82->91
DownB Ground 15%->18% BKB 60->40KBG 85->100
DownB Air 14%->22% KBG 80->100
What you need
Balanced and Turbo pack
GCRebuilder
Dolphin
(Pl**Aj Pack) You need this if you want to play Pl**Victory pose
ISO, I can't link to the ISO.
How to made Balanced?
I know SDRemix and Scrumpy's viable series. But, I made Balanced Melee because I think...
1. We should respect Sakurai's character concepts.
2. We should apply "Balanced" to not only characters but also attacks.
3. There are many f**kin' attacks.(Luigi's Dash-A, Kirby's Side-B-Air and N-Air, Bowser's Down-Air, DK's Dash-A, Samus's Up-Smash, etc.)
So,
I didn't change character's mobility except Kirby, Pichu, YLink. (1, the above)
I changed damages with mathematics.(2, the above)
I replaced some animations. (3, the above)
How to change Damage?
First, I made this.
Attacks on Ground(A button attacks only and, except 2< hits attacks)
Attacks in air(A button attacks only and, except 2< hits attacks)
Blue is Average. Red is x1.2. Because, good attacks(not too strong, not too weak like knee or Falco's Side-Smash) are on red line.
This is base damage.
Second, I calculated damage in this way.(I separated Ground attacks and air attacks.)
Damage = base damage * multiplier * reach(Very long reach(-10%) or long reach(-5%) or middle or short(+5%) or very short(+10%))
multiplier = (Frame deviation value + IASA deviation value + Aerial max speed deviation value + jump start up lag deviation value)/4
Frame deviation value is deviation value of sum of frames of character's attacks.(A button attacks only)
IASA deviation value is the same as Frame deviation value.
Here is excel spread sheet.
Examples.
Kirby's SideB 23%
Bowser SideSmash 32%
DK SideB 23%
Ganon's F-Air 20%
Mario's meteor 18%
Others.
You can meteor cancel from end of hitlag 8 -> 6
Max number of frames of hitlag 20 -> 30
reflected projectiles damage multiplier 0.5 -> 2
tech dead window (cannot tech for 40 frames after performing a tech) 40 -> 20
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