Doc's not really balanced.
Low range character with a heavy bias to the ground with his movement, bearing a handful of moves that are mostly on the fast side (grab frame 7, d-smash frame 5) and give huge returns (I'll add fair and situationally u-smash to that list). So basically he's kind of like ICs but without the gimmick factor or enormous play book. You could also compare him to a Sheik with no aerials. Either way, he's far from balanced aside from his weight and fall speed.
This is basically reflected in how he's played at high level. You basically play him like any other waiting-heavy, punishment oriented character where you're trying to make situations where you can land grab, d-smash, or start an air combo into fair (or similar big move). That's basically what most of his moveset facilitates - jabs, uairs, and other fast moves are typically disruption moves that halt the foe (which opens up for a grab, d-smash, or uair combo opportunity). On occasion those attacks accomplish something directly rather than simply stopping the foe and creating a situation where you have to read their response. Unfortunately, generally Doc isn't Sheik and you have to work to combo off disruptive pokes. The other big parts of his game (aside from evasion with his height, WD back, and other typical defense tools) is protecting himself with his shield to fish for commitments so he can counterattack (since a lot of characters have trouble throw comboing him) or managing his percent so he can make good exchanges with his crouch to hit his big moves. Winning with Doc is largely a matter of how good you are about converting the disruption into a clean hit, which means his big hits. He's also got some nice gimping but only Mew2king seems to be gay enough to use it.