K, this post is going to be hearty (like Campbell's delicious soups!), but I've got a lot of logical crap brewing in my mind and I want to share this with everyone here and see who agrees/disagrees.
On the point of balancing Brawl+ I see a lot of people here thinking way too linearly.
For example Squirtle. There's no real need to remove his actual ability to do the combos he's able to do, all you have to do to balance him down is lower the percent damage of those quick attacks. Imagine if his Utilt did 4% and his Uair did 5%. Now take this generic but painful combo; Utilt Utilt Utilt Uair Uair. The combo is still worth doing but guess what, only 22% damage has been tacked on for it, which is very bearable. Or Fox even, if each hit of his Dair did 1.5% and you land a full 5 hits, you'll leave him with 7% maybe 8%. Fox Utilt 6% and so on and so forth.
The very idea of seeing characters in Brawl+ that can land huge combos and wanting to nerf them so they can't do such big combos pretty much breaks one of the main ideas of Brawl+ itself, ...which is huge combos. If you do that then you water down all the characters to the point where the small nimble characters can only juggle for as many hits as the big guys...which is stupid.
All you have to do is take a character, see which moves he does that lets him combo very easily, and reduce the damage of the actual attack. Tekken has done the same thing. As most of you know that's familiar with Tekken's core game play, it's heavily reliant on high damage air juggles. Well in T6 BR they heavily nerfed air juggles to the point where in the previous game a mere 6 hit combo can net you 70 dmg (half your lifebar) or more but in BR it takes about 10-11 hits to land that same damage. Now the game is much more fun to play and balanced. It's the same concept, and it's that simple.
Now on the point of creating a perfectly balanced game (or as balanced as humanly possible)
PockyD your quote "obviously, it's impossible to get a "perfectly balanced game" (except for starcraft!!)" pretty much defeats itself right there, though I understand what you meant. It's so hard to create a perfectly balanced game that unless you have 10-15 YEARS of solid development and testing, it's pretty much not worth bothering. As well as all others saying that, they are honestly wrong. When it comes to creating moves for a character, all that needs to be done with ANY kind of move is follow a simple formula.
A move that's:
Fast = weak
Slow = strong
Long range and strong = laggy
Long range and fast = weak
That's IT, as long as you follow that simple formula you can let your imagination run wild with your character and his various ways to attack (including projectiles).
There's a sub-factor when considering "well how can you make a fast move strong?"
It breaks down into Release and Retraction.
Take Marth's Fsmash. It has a really fast release, but very laggy retraction. So because of that, it's OK for it to have power because it's retraction time allows for adequate punishment if missed/blocked. The opposite of this idea would be DDD's Fsmash.
So there you have it. I personally think that's about as sound as it gets.
If the creators/updaters/balancers of the official Brawl+ somehow read this post (i'd like them to) and like what they read, I'd honestly would mind personally advising them and assisting with the balance of the moves in Brawl+. but that probably won't happen and it'll end up perpetually flawed in a critical way.
Oh well.