6-10 Feedback (I was at a graduation party last weekend with about half a dozen other brawlers, so this should be a bit better than my usual fare)
Bowser and Charizard's flamethrowers, I confess did not seem to make that big of a difference. I noticed no great change to how much time people spent engulfed in the flames (Charizard's in particular saw great use, as one of the players mains Charizard)
Charizard's down throw had me up in arms when looking at the patch notes, but in play, it actually felt right. Good change.
Dedede Nair and stars I didn't notice anything wrong with, which implies to me that they're doing EXACTLY what they were intended to do, which is a plus. (Dedede was mained)
Ganon's Bair is still good, but I miss the darkness. XD Fine tweak, imo.
Mario's Uair seemed to juggle fine, but it did seem like an oddly steep angle. Mario was mained and drew no complaints from his player, so I'm not sure how viable this comment is.
Ness changes: I actually really like the lower short hop and the buffed Fair. made his approaches much easier and they just felt a little more beefy. I have reservations about making his Fair too good, since at this point it seems to be his number 1 bread and butter move (*I* main Ness, and played him the majority of the past two days).
Also, I rejoice at the faster Dair, but I also noticed the sourspot hitting much more often than before. In fact, I hadn't even known there WAS a sourspot on the move until this weekend, where it showed up multiple times. Making that less prevalent may be a good idea, but I'd like to play with it more before passing final judgment.
Samus's Usmash didn't seem to be linking all that well. More often, the first hit would connect, but the rest would whiff. Maybe decrease the size of the first hitbox and raise the rest? Shanus says that he's worked extensively on this, so I won't raise a fuss about it but to say that it still could use more work, I think.
Wolf's sideB and upB were both well received. sideB hitting like a knee resulted in several KOs, as did the upB in juggle pursuits. upB will probably be less dangerous once its viability as a threat off the top is proper instinct, but both are great.
Snake's C4 was not used extensively, but the sped up detonation is by no means broken. I approve of the change.
Also commenting on 6-3 changes since I did not get on this thread between the two nightlies going up:
Bowser's hitbox mods are strange. His uptilt has enough range to hit a character a full two levels above him (using the stage creator to value levels. Test: one solid block below an empty space below one pass-through platform [which sits against the top border of the second level]), yet cannot it most characters when standing directly in front of him. Not sure about the extent of his Usmash. These changes are nice, but I'm not altogether convinced that they fix him as a whole. More testing.
Zelda's fsmash and usmash tweaks are good. Both moves work reliably now, and usmash seemed to be less spamtastic, so that's a definite plus. Her nair seemed oddly beefy though. It killed on several occasions, IIRC.
Ike's sideB was working beautifully. Its viability for recovery was not put to much use, though, which makes me wonder if the buff is truly necessary. I didn't see anyone go after Ike in the air when he was recovering from an area where he would use sideB. I can't imagine many situations where it would be really possible, let alone intelligent to do so.
Regarding other discussion in the thread, I am intrigued by the Ness DJC, and am curious if his fsmash buff is still being considered. I'm excited to see thesage's changes completed.
Kirby's Bair always struck me as weirdly beefy, but I feel that way about numerous Bairs, so it may be bias creeping through. As a good kill move, I don't think it's out of scope to increase its after hitbox lag to make it more punishable. ESPECIALLY if it has nonexistent landing lag as Matt says it does, which means that it'll only be legitimately punishable in the air, after badly failed spacing and/or failure to react to a preemptive air dodge.
I support Kirby's fsmash nerf on the grounds of it STILL being a worthwhile kill move that has an incredible reach, a moving hitbox, a hitbox that lasts long enough to punish a spotdodge all by itself, and by having a hitbox that is the size of Kirby and his gigantic stretching foot.
As a final point, I pose a question: Is Olimar being looked at? In particular, his usmash and dsmash seem to be absurdly difficult to punish considering their reach and power, and due to their low lag, they can be used back to back to shut down most punishment options I can think of if the player is on guard. Unless I'm missing something in the counter, this seems like something that should be looked at. (Another player in my circle mains Olimar, so I see this a lot.)