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:


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


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)

  One Response to “Changes in first test build”

  1. let’s see an ivysaur razor leaf buff. :P the bullet seed change sounds kind of scary, but that’s what testing is for.

    snake dthrow nerf FINALLY.

    no dedede jab change or samus KO nerf (like mario)?