The "indefinitely final version"
of Unstoppabrawl
has been released!
Also a Smash Stack version is finally available!
See this thread's first post for most of the details. The rest are below.
Notable changes from the beta
Ground techs are back to normal speed. It turns out that this was what was causing a number of Final Smashes to crash the game. To prevent ground techs from becoming useless again, they now stay invincible until interruptible.
Speaking of glitches, nearly all of them have been fixed, including previously unlisted ones like one involving the fairs of Donkey Kong and Ganondorf. (See the Known Glitches section of the OP for information about those remaining.)
A number of fighters' jabs have been tweaked to properly combo all hits.
Bowser's fsmash grants slightly longer super armor.
Donkey Kong's fthrow variations have all been improved slightly.
Link and Toon Link can instantly interrupt their boomerang catching animations.
Din's Fire is fun at last! It now hits opponents
towards Zelda (like Link's modified Gale Boomerang), and is interruptible much earlier, allowing for Zelda to potentially massively capitalize on landing it (if she can manage it). Also it no longer puts her in a helpless falling state if she uses it in the air.
Ganondorf no longer feels lopsidedly speedy (like he did in the beta). This is accomplished via a number of changes to his jab, restoring the landing lag on his nair, and fixing a glitch with his aerial vB that caused its landing lag to be interruptible very early. Further notes on this: The nair's landing lag will now only trigger after the second kick, and the landing lag on his aerial vB is shorter than it was in vBrawl but not dramatically shorter like it was sometimes in the Unstoppabrawl beta.
Speaking of Ganondorf, my accidental nerf to the Thunderstorming technique has been fixed. Thunderstorming is now as effective as ever, and even easier to perform.
Again about Ganondorf, the ground version of his vB saw another buff, this time to the size of its hitbubbles. This makes it easier to hit with and impossible to duck under (as some characters like Snake and Squirtle could do previously).
One last thing about Ganondorf: In the beta, his >B no longer put him in a helpless falling state. This is still the case, but in the beta it presented a problem with ledges, as it allowed him to do the attack close to a ledge and then immediately cancel it into anything else, even itself, upon becoming airborne. This provided the potential for a whole bunch of very silly and frankly counterproductive mindgames. To fix this, Ganondorf now tumbles off of ledges instead, falling unstoppably for one second before he can interrupt it. If done off the side of the stage, he can easily recover. And if done in the air, he still won't tumble at all.
The speed at which Toon Link's B charges has been returned to normal.
Toon Link's >B has been retooled again. Now it does minimal damage and no knockback at all on the way out, and doesn't turn around when it hits an opponent either. Then on the way back, it trips instead of stuns, deals increased damage, and still hits airborne opponents downward.
Samus' zair sweetspot does 1% less damage, and her vB does 1% more damage.
Transforming into Zero Suit Samus can no longer be punished due to the addition of an Allow Interrupt when her invincibility wears off.
Pit and Olimar run at their normal speeds again. This was also causing the crashing problems with Final Smashes. To compensate, Pit's dash attack is now even faster. As for Olimar... he didn't really need the buff in the first place.
Ice Climbers are updated to the latest Balanced Brawl version, and their ^B has been thoroughly buffed. The buffs to their B and vB that were in the beta have been carried over.
Kirby properly copies his opponents! Hooray! Note that there are some that he either doesn't copy perfectly (like Squirtle and Ike) or will still copy the same as vBrawl (like Fox); this was done intentionally.
Meta Knight's utilt and vB have been further buffed.
Wolf's fthrow in Balanced Brawl has been ported over.
Wolf's ^B hits more reliably regardless of which direction it travels.
Captain Falcon's >B makes him tumble when it goes from the ground to the air, in the same way Ganondorf's now does.
Pikachu's fair has longer landing lag, preventing various abuses that arose in the beta.
Pikachu's bair, fthrow and bthrow have all seen a knockback nerf. They are all still better than they were in vBrawl, however.
The shield damage on Lucario's ^B has been drastically reduced. This attack turned out to be WAY better than I anticipated.
Jigglypuff no longer dies instantly after suffering a shield break.
Jigglypuff's ^B causes prolonged sleep instead of a sluggish waking up animation.
The hit that was added to Ike's dtilt causes slipping to prevent opponents from getting hit by it and then blocking the second swing.
Ike's nair can be interrupted slightly earlier.
Lucas' ^B hits more reliably regardless of which direction it travels, but also had its damage reduced back to what it was in vBrawl. In addition to this, though, its shield damage was increased.
Snake's nair and dair do much less shield damage, but still significantly more than vBrawl.
Snake's ^B does much more damage.
Snake can always use his ^B again after being grabbed out of it.
The following attacks do still-significant-but-noticeably-less shield damage...
Yoshi's dair
Pit's ftilt
R.O.B.'s >B
Pikachu's >B
Lucario's dash attack
Mr. Game & Watch's dash attack
The following additional attacks have revamped knockback properties...
Luigi's dtilt
Wario's dthrow
Sonic's dtilt
Lastly,
Balanced Brawl's fixes to a few stalling tactics have been implemented.
Yeah, no further Final Smash balancing or randomness removal (e.g. what I was planning for Mr. Game & Watch's >B). However, contact me if you can help with this, because accomplishing these is too difficult of an addition to this project for just myself to complete, yet still something I'd very much like to see happen.
Unless I am presented with a very promising opportunity to add these remaining improvements to Unstoppabrawl, this "indefinitely final version" will very likely be the last release of the mod. At this time, I am also taking a break from Brawl modding, but this probably won't be the last you'll see of my work here. I don't have anything solid to share yet, so that's all I'll say for now.
In the meantime, I hereby open up this thread for discussion of the "indefinitely final version", and for anyone to ask me any and all questions they might have about the project, my methods, or the purposes of the changes I made. I'm still going to be making a comments sheet to explain some of this, but it won't be the comprehensive one that was originally planned. Instead it will simply feature a short paragraph for each fighter about the overall changes they received, along with highlights of each fighter's game-changing modifications.
Oh, and please tell me if you find any new glitches or any inconsistencies between the change list and the implemented changes. I've done my best to make sure there aren't any of these, but I'm only human, of course.
And that is indefinitely it! Enjoy!