Feb 172010
 

I have gotten a bit of feedback from the test build, less than I would otherwise like, but enough to run with. Here’s what “go through” to me.

-Several bugs were noted. Ganondorf’s fair change that I talked about was accidentally not included, and the original BBrawl release changes to Mario’s back throw and King Dedede’s down throw were somehow just plain missed. These things happen I guess, but it’s very good it was brought to my attention. All of these issues will be fixed in the next test build.

-Jigglypuff’s down aerial buff may be too good, as I suspected. The report was that it really changed how people handled Jigglypuff which may be good or bad. I wish more people had gotten into this change.

-Unrelated to test build changes, apparently a lot of people think Captain Falcon’s up special is overbuffed.

-Charizard gets nothing notable out of jab cancels on his new jab1.

-Lucas dair and dtilt are apparently weird? I didn’t really get a very clear description of exactly how they were different from the first BBrawl release.

-I heard some positive feedback over the Sonic dtilt, but sadly, there was little exploration.

-Kirby’s Copy is supposedly “fine”. We’ll see, but for now I’m not worrying about it.

-Snake apparently feels much better to fight against but still seems good. That’s a positive report.

-Apparently all item related bugs vanished? Hey, I’m not complaining.

-The sped up transformations (including on Castle Siege) are apparently enjoyed by more than just me. So far there’s scant reporting on how it affects gameplay, but it seems to be the consensus that it makes the game more fun.

-I heard some excitement over the targeted nerfs to Marth and Mr. Game & Watch, but I didn’t really hear a lot about gameplay with them.

Here are the things I didn’t hear about that I really would like to before I can feel good about the level of feedback from this release:

-Did the other characters with jab changes get more jab cancel tricks? Charizard was the biggest question, but the other still matter. Mr. Game & Watch is the main suspect here. In general, I’d really like to hear how the new jab behaviors change gameplay for these characters.

-Did the down tilt changes to R.O.B., Donkey Kong, Marth, Meta Knight, and Mr. Game & Watch actually stop the down tilt locks? I really have no idea; I was kinda counting on external testers to find this out. As in, this is really important. Please?

-In general, I’d really be appreciative if people poked around with Ice Climbers united Hammer Squall. As far as I can tell, the change was non-intrusive and only served to fix fusion, but I have been wrong before.

-If any of these changes have major implications to particular matchups, I’d really like to hear about it.

Feb 042010
 

Welcome to Balanced Brawl’s homepage! This was originally intended to be a bit more ambitious, but it will serve our purposes well enough for now. Internal builds are going to be made available here; the official release can still be found at:

http://www.smashboards.com/showthread.php?t=246327

Either way, enough of that and onto the testing. The latest test build is available at:

/downloads

Please download FitGanon.pac and replace the one in the download; there was a mistake in uploading this test version originally.

As per the changes contained within, here’s a quick and dirty list. If you want to help with testing, please both check to see if the current port has faithful behavior to the original version and if the new changes are well-balanced. Specifically, I have no idea whether the changes to dtilt SDI factors actually makes them not wall lock; I just kinda picked numbers and am counting on you guys to test this.

Mario u/dsmash and bthrow -3 kbg

Lucas dair and dtilt set to be proper fixed knockback moves.

Sonic dtilt now semispikes to be useful as a trip move.

Ike dsmash change unimplemented (needs looking into)

Yoshi fair grounding removed.

Jigglypuff nair buff removed.

Jigglypuff pummel buff removed.

ZSS fsmash cleaner implementation (slightly better).

Toon Link grounded Spin Attack buffed a bit.

Wario dthrow has way less slowdown now (still no cg, can roll out of it).

Nana’s fsmash receives same buff to kbg as Popo’s.

Transformation speed-ups are different in general, rely on super fast SD loading (Castle Siege loading too).

Did I buff Kirby’s Copy? I don’t recall…

Ivysaur Bullet Seed now impossible to SDI first hit and retains 4% damage from standard Brawl.

Ivysaur Vine Whip slowdown now only applies in air.
Ice Climbers fusion glitch fixed

Fox rapid jab now links

Jigglypuff dair now has extra shield damage

Captain Falcon jab3 now links to rapid jab

Kirby jab2 and rapid jab are changed; jab2 links to rapid jab, but rapid jab is easier to SDI

Charizard jab1 links to jab2

Fair synchronous timer glitch fixed on Ganondorf and Donkey Kong.

Pit ftilt +1% damage (12% -> 13%) and more bkb (12 -> 16)

Mr. Game & Watch bair far loop damage -1%

Mr. Game & Watch bair loop ids reversed (to switch hitbox priority).

Mr. Game & Watch dtilt versus grounded opponents SDI multiplier 1 -> 1.3

Mr. Game & Watch jab1 kbg 100 -> 115

Marth fair unsweetspotted damage 10% -> 9%

Marth fair sweetspotted damage 13% -> 11%

Marth dtilt unsweetspotted SDI multiplier (all hitboxes) 1 -> 1.3

Donkey Kong dtilt SDI multiplier (all hitboxes) 1 -> 1.3

R.O.B. dtilt SDI multiplier (all hitboxes) 1 -> 1.3

Meta Knight dtilt SDI multiplier (all hitboxes) 1 -> 1.3

Snake jab2 now links to jab3

Snake ftilt has damage nerfed (I don’t remember what the old versus new numbers are, sorry)

Snake dthrow 12% -> 10%

R.O.B. dthrow knockback growth 80 -> 90 (standard Brawl’s original value: 110)