SRB2 Wiki said:
Be extremely careful when importing gimmicks from other games. What's good in another game isn't necessarily good in SRB2. Taking an idea from another game can frequently work in SRB2, but make sure the idea actually plays well in SRB2. If the gimmick doesn't translate cleanly to SRB2, don't use it. For example, gimmicks from other Sonic games which involve gathering momentum down slopes will translate very poorly, as there is no slope support in SRB2 and all that could be done is a "pseudo-slope" staircase that does not actually do anything to the player's momentum. Similarly, loops can be simulated with FOFs and a Zoom Tube, but they usually end up being pointless, as the player has no control while he is in the loop.
You seem to have completely ignored this sage piece of advice. SSBB is a totally different game than SRB2, with a totally different purpose, physics, mechanics, and what have you. SRB2 doesn't even have slopes, let alone a fighting system that would work even
remotely like Brawl. Just about any gimmick or visual you care to name in Brawl is impossible in SRB2. Indeed, just about any attempt to port another game into SRB2 turns out terrible. In my opinion, the only ports that ever truly worked were SRB2Riders, SA2B, and the 1.09.4-era Super Mario 64 level clones.
As far as emulating the Super Smash Bros. series in SRB2, SSB:SS is the gold standard. It had intensive soccing, EXE modding, and all kinds of elaborate work put into it that, in all honesty, I don't think you stand a chance of matching. In fact, even with all that work, SSB:SS was still rather awful...it's just that everything else was even worse.
So, yeah. Just give up this whole stinking idea of porting a game with completely incompatible mechanics, and think of something original, which takes full advantage of SRB2's distinct abilities.