Balanced Brawl logo

Balanced Brawl, or BBrawl, is a hack of Super Smash Bros Brawl designed by Thinkaman and Amazing Ampharos with the goal of balancing characters in competitive Brawl with as few changes to core physics as possible. It is normally loaded using Smash Stack by comex so it is playable on any Wii, hacked or not. More information, videos, downloads, setup instructions, and chat can be found on the Balanced Brawl website.

Universal Changes

Unlike Brawl+, none of the core physics have been changed:

  • Character movement is the same.
  • Hitbox sizes are the same for all characters.
  • No stages are frozen.

Features

  • Increased character balance.
  • Increased stage viability.
  • Infinites like jab lock, slipping, footstool, and grab release are removed.
  • Characters experience less lag when escaping from grabs with an aerial grab release, which prevents aerial grab release followups, most notably on Wario.
  • Viability of planking is significantly reduced. Each time a character grabs the ledge, a counter increments. If a character grabs five times or more, they will perform an automatic ledge climb. The counter is reset if the character enters hitstun, is grabbed, is KO'd, or put under another harmful effect (such as being frozen). Grabs using tethers do not count.
  • Water stalling is also greatly reduced. The limit for water entries uses the same counter as ledge grabs and once it reaches seven, entering the water will cause the character to automatically drown.
  • No random tripping. Moves that trip the opponent such as bananas will still trip.
  • Very few changes to timing.
  • Certain glitches were removed.

Stage Changes

Character changes

When Balanced Brawl was started, the creators decided to balance all the characters towards a power level about equal to that of Diddy Kong in standard Brawl. This meant some characters received several changes, while others did not need more than minor tweaks. Most characters were generally buffed, and only a few were nerfed.

Bowser

Captain Falcon

  •   Many attacks like forward tilt, up tilt, down tilt, neutral aerial, and forward aerial all do slightly more damage.
  •   Forward tilt has more knockback, up tilt hits at a lower angle, and down tilt has been revamped.
  •   Forward smash angled up and down smash second hit are more powerful.
  •   Back throw is more powerful.
  •   Pummel does 3% damage and has an electric effect.
  •   Falcon Punch has 19% heavy armor.
  •   Falcon Dive and aerial Raptor Boost do slightly more damage and have more knockback.
  •   Aerial Raptor Boost no longer sends Captain Falcon into helpless state on hit.
  •   Falcon Kick is ravamped and now safe on hit.
  •   Ending lag of Falcon Kick on the ground can be canceled into other special moves.
  •   Non-down throws have slightly adjusted knockback.
  •   Grounded Raptor Boost does slightly more damage and shield damage, but less powerful.
  •   Jab 3 has slightly more knockback.

Diddy Kong

  •   Dash attack has more weight knockback, making the move link to the final hit better.
  •   The explosion of Peanut Popgun now damages enemies.

Donkey Kong

  •   Jab combo links better.
  •   Forward aerial can be auto-canceled.
  •   Forward tilt is more powerful.
  •   Head Butt on aerial enemies hits at a lower angle and always safe on hit.
  •   Hand Slap does 1% more damage.
  •   Down tilt has more SDI.
  •   Cargo down throw has slightly adjusted knockback.
  •   Dash attack hits at a lower angle.
  • Grab release animation was kept at 20 frames.

Falco

  •   Back throw lasers hit opponents back toward Falco, leading to many tricks.
  •   Falco Phantasm and Fire Bird ending lag can be canceled into a wall jump.
  •   Down throw is no longer a chain grab.

Fox

  •   Fox Illusion ending lag can be canceled into a jump or wall jump in the air.
  •   Fox Illusion has more knockback and does more shield damage.
  •   Rapid jab has slightly more knockback.

Ganondorf

  •   Up throw and back throw do slightly more damage with the latter having knockback compensation.
  •   Pummel does 5% damage and has a darkness effect, making it the most damaging pummel.
  •   Up tilt wind does 1% damage each.
  •   Forward tilt has super armor.
  •   Down Tilt always trips enemies.
  •   Forward aerial can be auto-canceled.
  •   Down Smash properly links both hits. The second hit is much stronger.
  •   Warlock Punch has super armor and does significantly more shield damage.
  •   Aerial Flame Choke and Dark Dive do more damage.
  •   Dark Dive has super armor while throwing, does more damage, and throws enemies at a much lower angle making it safe on hit. The Uppercut of Dark Dive is a significantly more powerful KO move.
  •   Wizard's Foot is invincible while rushing. The grounded version is more powerful and the initial hit of the aerial version grounds enemies.
  •   Down throw has adjusted knockback.

Ice Climbers

  • The partner has new AI behavior. Attempting a forward tilt results in a dash attack, an up tilt results in a jump, and a down tilt results in a dash grab with a four frame delay. Attempting to do any throw results the partner in doing an up throw.
  • Smash attacks and aerials are slightly more powerful.
  • Down aerial falls faster with the lead Ice Climber than the partner.
  • Down aerial can be auto-canceled and is interruptible.
  • Dash attack is slightly more powerful and does slightly more shield damage.
  • Tilt's knockback has been adjusted. Up tilt and down tilt hit at different angles. Down tilt no longer trips.
  • Throws for both Climbers do more damage.
  • Dash attack and aerials for the partner do more damage and have adjusted knockback.
  • Both Ice Climber's pummel do 2% damage, but it is slightly slower.
  • Squall Hammer with both Ice Climbers is invincible.

Ike

  •   Neutral aerial has significantly less cool down and can be auto canceled earlier, preventing the risk of a SD.
  •   Eruption has 19% heavy armor during the charge.
  •   Counter attack is invincible 2 more frames.
  •   Quick Draw is significantly faster and no longer sends Ike into helpless state.
  •   Back and forward throw are no longer abusive against walls but more useful near edges.

Jigglypuff

  •   Jab combo links better.
  •   Aerial game improved. Neutral aerial, back aerial, up aerial all do 1% more damage. Down aerial does more shield damage.
  •   Up throw and down throw do 1% more damage.
  •   Dash attack hits at a lower angle.
  •   Forward smash and Pound do 1% damage.
  •   Down smash is a more powerful KO move.
  •   Rollout's turn around animation can be canceled with a pivot grab. The helpless spinning state can also be canceled after a while, lowering the risk of a SD.
  •   Sing hits more during its animation.
  •   Rest does more damage, but has knockback compensation. The move also heals Jigglepuff 10% later in the animation.
  •   If the attack button is held when activating Rest, Jigglypuff does "Fake Rest," which looks identical to Rest, but can be interrupted at anytime. The move does 1% damage and has little knockback. Healing doesn't apply to Fake Rest.
  •   Side taunt gives Jigglypuff an item. Half the time it gives a Smoke Ball, and the other half is divided between Mr. Saturn, Springs, Hotheads, Pitfalls, and Freezies. The taunt also ends more quickly.
  •   Back aerial and down throw have adjusted knockback.
  •   Down throw has special graphic effects when throwing Peach.

King Dedede

  •   Down throw is no longer a chain grab but now an excellent tech chase.
  •   Jet Hammer rockets King Dedede forward upon use. The fully charged version sends him significantly further.

Kirby

  •   Neutral aerial is more powerful and ends more quickly, preventing the risk of a SD.
  •   Copy throw does 10% and has more knockback. Swallowing of Copy is invincible.
  •   Aerial Hammer Swing can grab ledges from the front after the first hit.
  •   Up throw and aerial Stone do slightly more damage.
  •   Balanced Brawl changes to neutral specials also apply to Kirby’s Copy version.
  •   Rapid jab has more SDI.
  •   Jab 2 has slightly more knockback.

Link

  •   Jab combo links better.
  •   Forward tilt, down tilt, forward smash second hit, forward aerial second hit, and grounded Spin Attack are all more powerful KO moves.
  •   Gale Boomerang does 1% more damage.
  •   Hero's Bow arrows have much more knockback.
  •   Aerial spin Attack can be canceled into the tether attack later in the animation, improving his recovery. Link will enter his helpless state if he does not grab the ledge or land on the stage.

Lucario

  •   Dash attack, forward tilt, down tilt, and all smashes all do 1% more damage.
  •   Force Palm projectile is more powerful.
  •   Double Team attack is unblockable.

Lucas

  •   Jab combo does 12% damage total.
  •   Up tilt does 1% more damage and has knockback compensation.
  •   Back aerial and up throw do slightly more damage.
  •   Down smash is more powerful on later hits.
  •   Up smash no longer has SDI.
  •   PK Fire does 12% damage.
  •   PK Freeze hits more favorably.
  •   PK Thunder body attack connects multiple hits better.
  •   Spotdodge recovers 3 frames faster. (Like other “fast” spotdodges.)
  •   Standing, running, and pivot grab's grab box is 3 frames longer.
  •   Grab release animation has been synchronized to normal 30 frames, no longer letting Lucas be vulnerable to grab release.
  •   Down tilt and down aerial slightly revamped.

Luigi

  •   Fireballs have significantly less cool down.
  •   Dash attack reliably links all hits. Early hits of dash attack trips and the final hit does more damage.

Mario

  •   Up smash, down smash, and back throw are all more powerful KO moves.
  •   Forward aerial meteor is much more powerful.
  •   Down aerial has more weight knockback, making the move link to the final hit better.
  •   Fireballs do 6% damage.
  •   Super Jump Punch can be canceled into a wall jump, like in Melee, but at any point of the jump.
  •   Down tilt revamped.

Marth

  •   Down tilt has more SDI.
  •   Forward aerial does slightly less damage but slightly more shield damage.

Meta Knight

  •   Dimensional Cape can be canceled at anytime with the c-stick, preventing the Infinite Dimensional Cape glitch. The attack is also more powerful.
  •   Down Smash is weaker.
  •   Mach Tornado hits opponents outward and doesn't knock down enemies.
  •   Shuttle Loop is no longer a real KO move. It does slightly less damage and has less knockback.

Mr. Game and Watch

  •   Grab release glitch is gone.
  •   Down tilt has more SDI.
  •   First jab has slightly more knockback.
  •   The damage of each hit in back aerial has been adjusted.

Ness

  •   Jab combo links better.
  •   Forward aerial, back aerial, and dash attack do more shield damage.
  •   Down throw does 14% damage.
  •   Forward smash does slightly more damage.
  •   Up smash and down smash are more reliable.
  •   PK Fire piller traps better.
  •   PK Flash is more powerful.
  •   Grab release animation has been synchronized to normal 30 frames, no longer letting Ness be vulnerable to grab release.

Olimar

  • {{buffPikmin Chain does slightly more damage and has adjusted knockback depending on which color of the pikmin connects.}}

Peach

  •   Back and neutral aerial do 1% more damage, with the latter hitting a lower angle.
  •   Golf club and frying pan in forward smash, forward throw, and Peach Bomber are all more powerful.
  •   Peach Bomber can be canceled into any other move, air dodge, or double jump.
  •   Down throw is less of a chain grab.

Pikachu

  •   Dash attack, forward tilt, and up throw all do 1% more damage.
  •   Forward aerial and down aerial do more shield damage.
  •   Forward smash’s distant hit is more powerful and hits at a higher angle.
  •   The charging of Skull Bash can be canceled by shielding, dodging, or grabbing.
  •   Forward throw and down throw are no longer chain grabs, but the latter is more useful at high damages.
  •   Down tilt has more SDI.

Pit

  •   Jab combo links better.
  •   Dash attack and down smash are more powerful. Down smash second hit hits at a lower angle.
  •   Up tilt has less knockback to set up tricks.
  •   Forward tilt is has slightly more knockback and does 1% more damage.
  •   Neutral and forward aerial do slightly more damage.
  •   Grab release glitch is gone.
  •   Forward throw is no longer a chain grab but does slightly more damage and has slightly more knockback.

Pokémon Trainer

Charizard

  • First jab has slightly more knockback and second jab has fixed knockback.
  • Glide has heavy armor.
  • Glide attack is a much better kill move.
  • Forward aerial's no flinch hit does slightly more damage.
  • Forward and down smash are more powerful.
  • Back aerial is more powerful and does more shield damage.
  • Down throw launches at a different angle.

Ivysaur

  • Down aerial gives Ivysaur a noticeable momentum boost upward, improving his recovery.
  • Down aerial does more damage.
  • Back aerial does almost double damage.
  • Down smash is more powerful.
  • Bullet Seed initial hit no longer has SDI.

Squirtle

R.O.B.

  • Down throw has lower knockback, leading to many tricks.
  • Forward tilt has adjusted knockback and hits at a different angle.
  • Up throw is more powerful and launches at a slightly higher angle.
  • Down tilt has more SDI.
  • Robo Beam fully charged does slightly more damage.
  • Arm Rotor hits every 9 frames instead of every 10.

Samus

  • First jab has fixed knockback.
  • Forward tilt and down smash have adjusted knockback. Forward tilt hits at a different angle.
  • Down tilt and forward smash are more powerful KO moves.
  • Down aerial and dash attack are slightly more powerful.
  • Throws are better. Back throw and forward throw are more powerful, down throw has fixed knockback, and up throw has slightly adjusted knockback. Forward throw launches at a lower angle.
  • Tether attack does slightly less damage and has knockback compensation.
  • Charge Shot and Bombs do slightly more damage. Stage 7 of Charge Shot has much more knockback.
  • Homing Missiles do slightly more damage. Super Missiles have much more knockback.
  • Pummel hitbox is bigger, fixing a glitch where it couldn't hit Bowser at times.

Sheik

  • Jab 1 and 2 are interruptible earlier. Jab 2 has fixed knockback.
  • Rapid jab ending is interruptible earlier and does slightly more shield damage.
  • Dash attack has adjusted knockback and hits at a different angle.
  • Forward tilt does slightly more damage but has adjusted knockback, making it a less locking move.
  • Down tilt is more powerful and hits at a slightly higher angle.
  • Forward smash connects both hits but the final hit is slightly less powerful.
  • Down aerial revamped.
  • Forward throw launches at a lower angle.
  • Needles in Needle Storm each do 4% damage.
  • Transform is significantly faster.
  • Chain Jacket glitch removed.

Snake

  • Forward tilt does slightly less damage.
  • Jab 2 has more knockback, while jab 3 is much weaker.
  • Up tilt is a less powerful KO move.
  • Down throw does slightly less damage.
  • Down smash is more powerful.
  • Grab release glitch is gone.

Sonic

  • Dash attack, up aerial second hit, and down aerial do slightly more damage.
  • Down aerial works like Mr. Game and Watch's Key. It can be slowfalled and can be air controlled.
  • Down tilt revamped.
  • Neutral aerial is more powerful and safe on hit.
  • Up smash is more reliable.
  • Down throw launches at a lower angle.
  • Sonic's spring in Spring Jump spikes enemies down and does slightly more damage.
  • Grab release glitch is gone.

Toon Link

  • First jab has slightly more knockback and then fixed knockback while jab 2 also has fixed knockback.
  • Forward smash and down smash reliably connects both hits.
  • Grounded Spin Attack does more damage and has less SDI.

Wario

  • Forward smash and up aerial do slightly less damage.
  • Down throw is no longer a chain grab. It is slightly slower.
  • Pummel makes coins appear, as well as the SFX.

Wolf

  • Jab 1 and jab 2 have fixed knockback.
  • Forward tilt is more powerful.
  • Neutral aerial does slightly more damage and now safe on hit.
  • Non-down throws are better and have slightly adjusted knockback. Forward throw and back throw do slightly more damage.
  • Fire Wolf connects multiple hits better and does more damage.
  • Fire Wolf can be canceled into a wall jump.
  • Wolf Flash aerial ending can be canceled into a jump or wall jump.

Yoshi

  • Dash attack and Egg Lay throw do slightly more damage.
  • Tilts do slightly more damage and have knockback compensation.
  • Aerials do more shield damage.
  • Down smash is significantly more powerful. It does slightly more damage and has more knockback.
  • Grab game is better. Pummel, up throw, and down throw do slightly more damage.
  • Stars on Yoshi Bomb do slightly more damage and have slightly more knockback.
  • Egg Roll has heavy armor and no longer sends Yoshi into helpless state.
  • Egg Roll has transcendent priority.

Zelda

  • Jab has less weight knockback and imparts a flower on enemies. The final hit has fixed knockback and does more shield damage.
  • Forward tilt has adjusted knockback and is interrruptible earlier, leading to many tricks.
  • Up tilt hits a higher angle.
  • Down tilt has adjusted knockback and more SDI.
  • Forward smash is more powerful and has less SDI.
  • Down smash is slightly more powerful and hits at a slightly higher angle.
  • Neutral aerial does slightly more damage.
  • Back throw is more powerful and a KO move.
  • Farore's Wind and Nayru's Love revamped.
  • Farore's Wind reappereance is invincible.
  • Nayru's Love lets Zelda move forward and backward. Forward movement is about twice as fast as the backward movement.
  • Nayru's Love is interrruptible with normal attacks and grabs earlier.
  • Din's Fire no longer sends Zelda into helpless state.
  • Transform is significantly faster.

Zero Suit Samus

  • Jab 2 has more weight knockback.
  • Down tilt does slightly more damage.
  • Forward smash is more powerful. It does more damage and has adjusted knockback.
  • Down smash no longer loops with itself against fastfallers.
  • Forward throw is no longer a chain grab. It does more damage, has slightly more knockback, and is interruptible later.
  • Paralyzer does slightly more damage and has slightly more knockback.
  • Emerge from armor is interruptible.

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