Do you prefer Emerald's BF to this one or not? Why?
I prefer 4th Gen Battle Frontier, mostly because I know how to RNG in 4th Gen but not in 3rd. Facilities that don't heal me after each round give me a headache too - Pike, Pyramid and Castle are guilty of this.
What are your current records in the BF?
Gold Prints for Tower, Arcade and Hall, but haven't hit 100 in Tower. Silver for Factory. Haven't played Castle yet.
Which facility do you like the best? Or the worst?
Tower has the greatest variety for strategy - you can have TrickScarf + 2 attackers, TrickScarf + Support + Attacker, Yawn setup, 1-for-1 (moves like Destiny Bond, Counter and Explosion), straight attack. Unfortunately if you want a high streak TrickScarf is the best strategy.
Factory gives good BP but has too much emphasis on luck. If you get a gold print on this, I admire your patience.
Hall has very little room for team building since you're only allowed 1 Pokemon. Practically everyone uses Sash Salamence or Garchomp, more daring souls like TRE or Jumpman of Smogon have hit 170 with others. You just fight the types that you're weak to at the start, then save those that you can hit for SE later. Quite boring since the outcome of the match is usually decided as soon as you know which mon your opponent has - there is only 1 moveset for enemy Hall Pokemon. Also aggravating when you lose a certain matchup that should have been a win to sleep/freeze/QC/Brightpowder hax. I would know - I had a streak broken to Hypnosis Poliwrath.
Oh, and one note: Flamethrower is usually better than Fire Fang on Mence/Chomp because of Sash Bullet Punch/Counter Scizor.
I haven't played much of Castle. Seems like for the first few rounds you just keep adding opponent levels and OHKOing the NFEs. I'm only interested in getting the gold print, so I'll skip battles until I reach Darach.
Arcade is probably the most fun, because you don't enter with any items, so you can't use TrickScarf (it's a pretty boring strategy anyway). On the plus side your opponents don't get annoying things like QC/powder/sash. Luck is minimized here; if you lose it's mostly due to misclicking and hitting the wrong panel.
Pro tip: try to look for 2 adjacent beneficial panels on the roulette, and aim to hit the earlier one. That way, if you hit it too late, you'll end up picking the second beneficial one, which is still good for you. Avoid the random panel at all costs.
What about the Frontier brains?
They don't have much back story other than Palmer and Caitlin.
Interesting fact: after battle 1792 (256 rounds of 7), the Tower
loops back to Trainers using NFEs. Palmer is faced again at battle 1813.
Do you like the move tutor moves you can make use of in the HGSS BF?
I don't have HGSS. The only ones I know that are useful, are Bounce Gyarados, Low Kick Weavile, Earth Power Shaymin, Super Fang Walrein, Heat Wave Zapdos, Outrage Nite/Mence/Chomp, Superpower Scizor, Pain Split Rotom-A, Icy Wind Suicune, TRICK anything that learns it, Heal Bell Vaporeon/Uxie.
Trick is probably the best tutor move, for both Frontier and competitve play.
Will you give me money?
No, lol.