LiteralGrill
Smokin' Hot~
Welcome everyone to the Item Standard Play Ruleset thread! What is Item Standard Play you ask? Well back in the days of Brawl a user named @Jack Kieser sat down and with the work and testing of many people made an official ruleset for Brawl that included items. If you are interested in seeing the history of Item Standard Play you can find that thread here.
In order to keep this legacy alive and in order to create a good ruleset for those who enjoy items I have taken up the cause.
NOTE: This thread concerns official rulesets and playstyle discussion for the creation of a unified approved item listing for item-based tournament play. This thread is NOT for:
ISP Criteria
Item Impressions
I made a promise to @Jack Kieser that I would continue his legacy and make an Item Standard Play Ruleset for Smash 4. Here it is Jack, I hope I did well. I seriously encourage discussion on this ruleset as well as for people to give this a try for fun at home, at tournaments, or as a side event. Let's learn all about the items in this game and create a ruleset for those who enjoy items!
In order to keep this legacy alive and in order to create a good ruleset for those who enjoy items I have taken up the cause.
NOTE: This thread concerns official rulesets and playstyle discussion for the creation of a unified approved item listing for item-based tournament play. This thread is NOT for:
- Flaming
- Discussion of whether items (in general) are tournament viable
- Discussion concerning the 'randomness' of items
- Trying to replace any form or facet of current, established tournament play
- etc.
ISP Mission Statement
- To experiment to find a unified list of items that are 'approved' for item-based tournament play, as well as 'approved' playstyles and rulesets for the creation of item-based tournaments. As in any tournament format, final discretion is always in the hands of the tournament organizer.
- To create a scene that can/will act as a stepping stone for the introduction of casual players into the traditional tournament scene without forcing them to 'abandon' all of the conventions of casual play.
- To create a scene that current tournament players can go to, if they so choose, that has an alternate style of play than what they are used to.
- To create a unified place that tournament organizers can come to discuss, create, and advertise item-based tournament events.
ISP Recommended Items List
Item Spawn Set To: Medium
LEGAL: (Food) (Warp Star) (Beam Sword) (Lip's Stick) (Star Rod) (Fire Bar) (Ray Gun) (Fire Flower) (Steel Diver) (Smoke Ball) (Pitfall) (Mr. Saturn) (Banana Peel) (Boomerang) (Killer Eye) (Franklin Badge) (Super Leaf) (Rocket Belt)
BANNED: (Assist Trophy) (Pokeball) (Masterball) (Dragoon Parts) (Daybreak Parts) (Barrel) (Crate) (Capsule) (Rolling Crate) (Party Ball) (Blast Box) (Maxim Tomato) (Heart Container) (Fairy Bottle) (Super Mushroom) (Poison Mushroom) (Super Star) (Metal Box) (Superspicy Curry) (Timer) (Lightnight) (Hammer) (Golden Hammer) (Gust Bellows) (Bob-omb) (Gooey Bomb) (Smart Bomb) (Bombchu) (X Bomb) (Hocotate Bomb) (Deku Nut) (Hot Head) (Green Shell) (Bumper) (Spring) (Unira) (Soccer Ball) (POW Block) (Cucco) (Beehive) (Boss Galaga) (Special Flag) (Home-Run Bat) (Drill) (Freezie) (Screw Attack) (Spiny Shell) (Bunny Hood) (Bullet Bill) (Back Shield) (Motion-Sensor Bomb) (Sandbag) (Ore Club) (Super Scope)
Questionable: (Smash Ball)*
*Note: I know a lot of the reason people even want to play with items is to use the Smash Ball. This item does not really fit our ISP Criteria. However, since it is such a popular item I have deemed it questionable and do not outright discourage tournament use. If people want to have it on let them and let's test it.
LEGAL: (Food) (Warp Star) (Beam Sword) (Lip's Stick) (Star Rod) (Fire Bar) (Ray Gun) (Fire Flower) (Steel Diver) (Smoke Ball) (Pitfall) (Mr. Saturn) (Banana Peel) (Boomerang) (Killer Eye) (Franklin Badge) (Super Leaf) (Rocket Belt)
BANNED: (Assist Trophy) (Pokeball) (Masterball) (Dragoon Parts) (Daybreak Parts) (Barrel) (Crate) (Capsule) (Rolling Crate) (Party Ball) (Blast Box) (Maxim Tomato) (Heart Container) (Fairy Bottle) (Super Mushroom) (Poison Mushroom) (Super Star) (Metal Box) (Superspicy Curry) (Timer) (Lightnight) (Hammer) (Golden Hammer) (Gust Bellows) (Bob-omb) (Gooey Bomb) (Smart Bomb) (Bombchu) (X Bomb) (Hocotate Bomb) (Deku Nut) (Hot Head) (Green Shell) (Bumper) (Spring) (Unira) (Soccer Ball) (POW Block) (Cucco) (Beehive) (Boss Galaga) (Special Flag) (Home-Run Bat) (Drill) (Freezie) (Screw Attack) (Spiny Shell) (Bunny Hood) (Bullet Bill) (Back Shield) (Motion-Sensor Bomb) (Sandbag) (Ore Club) (Super Scope)
Questionable: (Smash Ball)*
*Note: I know a lot of the reason people even want to play with items is to use the Smash Ball. This item does not really fit our ISP Criteria. However, since it is such a popular item I have deemed it questionable and do not outright discourage tournament use. If people want to have it on let them and let's test it.
ISP Criteria
When developing this list of items of ISP I followed the criteria of our predecessor to decide which items would be appropriate for tournament play. I have listed these criteria below for the sake of understanding and to help promote discussion based on these items.
Preservation of Risk/Reward: The basic concept of 'punishment' in a fighting game. Every move has a risk/reward value that affects its usefulness and effectiveness in any given situation, and acceptable items must preserve this vital relationship. If an item has too little risk for too much of a reward, then the item is to be deemed 'broken' and must be disabled from play; conversely, if an item has too much risk for a very small amount of reward, then the item shall be deemed 'redundant' and should be removed from play in an attempt to condense item listings (this is not as important as removing 'broken' items, however).
Acceptable Counter Systems in Place: Every move must have a counter; if there is no counter, than strategically there is no reason not to use it at all times. For an item to be considered 'balanced' it must always have at least one counter at all times. If an item does not have at least one global strategic counter, then it shall be deemed 'broken' and banned from play.
Acceptable Level of Effect on Match Outcome: Applicable to both items and stages. If an item has a dramatic effect on battle to the extent that an entire match can ride on the item's use, then the item should be considered 'broken' and banned from play. This criterion has the most grey area because items in and of themselves are designed to effect the outcome of a match. Thus, acceptable levels of interference must be maintained; small changes in match dynamics are acceptable, while items promoting 'spawn camping' and like strategies should be banned. As a corollary to this, we must also take into account if an item forces its effects on a player (for instance, by spawning on top of a player); items of lower effect can have more leeway on this rule, while items with vast effects must only be usable by player decision.
Preservation of Risk/Reward: The basic concept of 'punishment' in a fighting game. Every move has a risk/reward value that affects its usefulness and effectiveness in any given situation, and acceptable items must preserve this vital relationship. If an item has too little risk for too much of a reward, then the item is to be deemed 'broken' and must be disabled from play; conversely, if an item has too much risk for a very small amount of reward, then the item shall be deemed 'redundant' and should be removed from play in an attempt to condense item listings (this is not as important as removing 'broken' items, however).
Acceptable Counter Systems in Place: Every move must have a counter; if there is no counter, than strategically there is no reason not to use it at all times. For an item to be considered 'balanced' it must always have at least one counter at all times. If an item does not have at least one global strategic counter, then it shall be deemed 'broken' and banned from play.
Acceptable Level of Effect on Match Outcome: Applicable to both items and stages. If an item has a dramatic effect on battle to the extent that an entire match can ride on the item's use, then the item should be considered 'broken' and banned from play. This criterion has the most grey area because items in and of themselves are designed to effect the outcome of a match. Thus, acceptable levels of interference must be maintained; small changes in match dynamics are acceptable, while items promoting 'spawn camping' and like strategies should be banned. As a corollary to this, we must also take into account if an item forces its effects on a player (for instance, by spawning on top of a player); items of lower effect can have more leeway on this rule, while items with vast effects must only be usable by player decision.
Item Impressions
This section is for our current impressions on every item explaining why they are legal or banned. These may change over time as we have more information about items and any possible exploits or strategies these items may promote. This is incredibly open to discussion, and any good discussion in this thread may be added here.
We are doing something different then the original ISP thread however. We will not be having counterpick items. We deem if an item is not safe enough for game one, we do not think is is good for the entire set.
Now, for an explanation on each item:
(Grass) This one is very simple. You see the patch of Grass, pull it up and get another item. Players could negotiate stage control over the possibility of a random item from the items turned on, and the item even takes a second to be usable. This is a very tame item as is good for ISP
(Food) An item that can replenish a tiny bit of health. While there is no traditional "counter" to food, food at most can only heal maybe one hits worth of health, so just getting hit by the opponent negates its effect. This item is very tame and unlikely to sway the match drastically. It also adds one item to the possibility of all items being spawned effectively diluting the item pool and reducing the effect other items have on the outcome of a fight. Food is good for ISP.
(Warp Star) The Warp Star has a limited range of aiming, which means that many times a player can simply run out of range of the star, but even if this is not an option, all it takes is a simple well-timed air dodge for a player to completely negate the Warp Star. A great pressure item that is well balanced, the Warp Star is highly recommended for item play.
(Beam Sword) The sword is not incredibly strong and some of it's attacks are slow, but it is made up for slightly with it's nice range. This item could help those without good disjoints get in on certain characters while still being punishable if they miss. A good ISP candidate.
(Lip's Stick) This item definitely fits the criteria. It is well restricted by it's range, and although the contact with the flower can drain health it is proportionate to the strengths of the attack. This makes it so skilled players can avoid the long charged hits or be prepared for the short ones. It's not going to KO at most percentages either. Lip's Stick is approve3d for ISP.
(Star Rod) A unique item in that it is the only item in the game capable of acting as both a projectile and a bludgeon (without having to be thrown), the Star Rod opens up a lot of interesting strategies. The item isn't overpowered and adds in a good way to strategic value for an item. Approved for ISP.
(Fire Bar) An interesting item, it slowly gets smaller and smaller with each major hit you get the opponent with. When you are down to one fireball the item doesn't seem to die either. Though by that point your range is severely reduced. This item isn't overly strong as a bludgeon and as the range lowers over time this breaks none of our criteria and is good for ISP.
(Ray Gun) The shots the gun has itself are not very powerful and provide very little knockback. The biggest potential this weapon may have is to chain together attacks for a low percentage kill if you can trap an opponent offstage. It is very possible to DI out f this however. This item is approved for ISP for now, but we'll be watching to see if these low percentage kills become an issue.
(Fire Flower) A simple power similar to the flame breath of Boswer or Charizard but much weaker. It has its strategic uses but removes so of the possible moves from your repertoire while you have it. A tame item breaking no criteria, it's good for ISP.
(Steel Diver) Reminiscent of the Ray Gun but this projectile takes a bit of tile before it really gets moving and can fly. This item is also capable of a chain to try and kill off stage players but because of the delayed timing it is incredibly difficult to make happen. With good strength but slow start up to compensate this item is good for ISP
(Smoke Ball) An extremely tame item, Smoke Ball can be used to obscure your movements slightly. It only lasts a short time and is very tame doing no damage. It can stick to you if you're hit with it as well. Approved for ISP
(Pitfall) This item can be used in two ways. You can throw it down to set a trap similar to the motion censor bomb, or throw it directly at your opponent hoping to catch them or spike them. When opponents are in the air or on certain platforms, Pitfalls with smash them down into the ground. An item that can be caught and dodged or just avoided if it's set up as a trap, it is approved for ISP.
(Mr. Saturn) A simple projecile that walks around the stage. Mr. Saturn is known for eating shields up for breakfast. He can also absorb certain moves so he can be used strategically for that purpose. A solid item for ISP.
(Banana Peel) Functionally Diddy Kong's Banana Peel. If it's okay for a character to have it, it's okay as an item. Approved for ISP.
(Boomerang) A cool item, it acts as a normal projectile but increases in damage each time you catch it. Catching it is not always easy however, and a simple hit after throwing it can usually lose the item for you. A projectile with cool strategic value, it is approved for ISP.
(Killer Eye) Set this baby down and get yourself some lasers shot out to bug your opponents. The opponent can knock this over with a decent hit however making it only so useful for stage control. An item with a basic counter, it is approved for ISP.
(Franklin Badge) Immunity to projectiles! This may seem overly strong at first, but the Franklin Badge can be knocked off with a strong hit giving it a reasonable counter, plus it vanishes over time. Approved for ISP.
(Super Leaf) (Rocket Belt) These two items can do some awesome things in terms of recovery and giving you more options. Recently banned, it was pointed out that these can be knocked off just like the Franklin Badge that is currently legal. Having a possible counter they are currently approved for ISP.
(Metal Box) (Lightning) (Bob-omb) (Gooey Bomb) (Smart Bomb) (Bombchu) (X Bomb) (Hocotate Bomb) (Deku Nut) (Green Shell) (Unira) (Soccer Ball) (POW Block) (Cucco) (Beehive) (Freezie) (Super Star) (Super Mushroom) (Poison Mushroom) (Motion-Sensor Bomb) (Sandbag) Let's start with the biggest group of all of the items. All of these are banned because they can be used by simply hitting them. If they spawn in midair or in the middle of any attack this is an issue as the player themselves is not consciously attempting to use them. These easily break our criteria and are banned from ISP.
(Assist Trophy) (Pokeball) (Masterball) Each of these is capable of being used then just enjoying what happens. Maybe you get a weak Pokemon or Assist, maybe you get an incredibly amazing one. These items are just not well balanced and break our ISP criteria, so much be banned from ISP
(Barrel) (Crate) (Capsule) (Rolling Crate) (Party Ball) (Blast Box) Containers. Some of these can explode at random and spawn in the middle of an attack causing issues. On top of this when on these items are more likely to spawn and they bring in large amounts of items in at once which can cause abuse problems. These break our criteria and must be banned from ISP.
(Maxim Tomato) (Heart Container) (Fairy Bottle) Getting one of these can seriously swing the match. These are just too powerful for healing, and must be banned from ISP.
(Hammer) (Golden Hammer) (Home-Run Bat) (Daybreak Parts) (Ore Club) These items just have too much power if they get in your hands. They could easily sway a match quite quickly and are just too unbalanced for ISP.
(Boss Galaga) (Spiny Shell) These items have no real strategy. You throw them and get a free chance to put massive pressure on your opponent. These items are unbalanced and thus banned in ISP.
(Dragoon Parts) while it takes a while to get the parts and they can be knocked away this item has a major issue. Once they are collected the reticule will perfectly target the player for a split second. All it takes is mashing the A button and you will unavoidably hit the opponent. This item is therefore too unbalanced and banned from ISP.
(Superspicy Curry) This item gives you a strong free pressure tool as long as you keep moving. There is no decent counter to this. It's unbalanced nature and lack of strategic value make it banned in ISP.
(Timer) To start this item can either slow your opponent, slow yourself, or slow you both. This wild nature makes the item unsafe to really use. On trop of this, players in the slow state can be abused by some ridiculous combos. This item is unfit for ISP.
(Gust Bellows) The GIMP potential this item has is just too strong. So many characters will die without much to be able to even do against it if they are offstage. This item is too unbalanced for ISP.
(Hot Head) This item does not attack the person who threw it making it nice for them as a free pressure tool to just throw away and enjoy. However some characters can reflect the move and change its master too. Any electric/fire/explosive moves power up the item significantly as well. In the fast there were some crazy shinanigans with reflecters that could make this item a OHKO killing machine. Either way this item can become very power and unbalanced in matches especially if the opponent can reflect it or has these types of moves. Being so questionable, it is currently banned from ISP.
(Bumper) This item can make getting back to the edge a serious difficultly. This item is undiscriminating and hits everyone, but it is simply too strong an edgeguarding tool to be allowed in ISP.
(Spring) This item was able to be abused in the past to be able to spam moves repeatedly in complete safety. I have done some testing and it still seems possible to abuse the spring too much. Creating degenerate play, this item is banned in ISP.
(Special Flag) This item is much too powerful. While it takes a long time to complete, gaining an entire stock in a match is simply too unbalanced, so this item must be banned in ISP.
(Drill) The Drill once launched is not super easy to DI out of. But even if you escape it, the opponent can throw the extra part of the drill to retrap you again. This item could results in a lot of easy kills offstage at very early percents. Being so unbalanced, it must be banned from ISP.
(Screw Attack) This item is simply too strong. If done properly, you can string two jumps together and finish off characters with an up air at incredibly low percents. It's even easier to do once they are at higher percents. This item is unbalanced and must be removed from ISP.
(Bunny Hood) An item that is great for some but bad for other, Bunny Hood gives the character a drastic boost in speed and jumping ability. For slow characters this can be amazing, while for fast characters it can make them almost uncontrollable. So it has some risk but only for some characters, and rewards for only some characters. This item lack an honest true counter as well. The possible skewed balance of the item in a matchup and breaking criteria mean Bunny Hood is banned in ISP.
(Bullet Bill) This one was a more difficult call. This item is decently powerful, but it can send you very far off the side of a stage making you vulnerable (or even kill you offstage) if you aren't careful where you use it. If the opponent avoids you there is a moment to punish after you stop being the bullet as well. However it really is powerful and can kill very early. Plus Villager can pocket the item so he is not restricted by normal attack options then whip this out when he wants the kill. The item is just not balanced enough for ISP.
(Back Shield) While this item can be destroyed enough when hit (a reasonable coun ter) this item is also a bit buggy and like to block some attacks that hit from the front as well. Having that kind of invinsibility just ins't fair, so this item is banned in ISP.
(Super Scope) While it would seem this item isn't that bad on the surface it does have some issues in use. Being able to move while shooting is a nice thing but not too terrible since it takes away your attacks. However, the real issue is you don't need to charge to have a VERY long reaching repeatable kill move. This item is currently banned for having power issues after testing in events.
(Smash Ball) With most items, regardless of the character you are using, the effect of the item remains the same; Smash Balls were not designed with this in mind, however, and as such are not balanced in such a way as to give each character an equally powerful or effective Final Smash. This, in combination with frames of varying invincibility, wildly differing ranges, and the ability to change the outcome of a match in a single fell swoop makes Smash Balls break ISP criteria. However, with their pure popularity as an item and interest in Smash Balls being used in tournaments they have been deemed questionable for now as players will likely enjoy trying them. I don't personally recommend Smash Balls but will not condemn anyone using them in event.
We are doing something different then the original ISP thread however. We will not be having counterpick items. We deem if an item is not safe enough for game one, we do not think is is good for the entire set.
Now, for an explanation on each item:
(Grass) This one is very simple. You see the patch of Grass, pull it up and get another item. Players could negotiate stage control over the possibility of a random item from the items turned on, and the item even takes a second to be usable. This is a very tame item as is good for ISP
(Food) An item that can replenish a tiny bit of health. While there is no traditional "counter" to food, food at most can only heal maybe one hits worth of health, so just getting hit by the opponent negates its effect. This item is very tame and unlikely to sway the match drastically. It also adds one item to the possibility of all items being spawned effectively diluting the item pool and reducing the effect other items have on the outcome of a fight. Food is good for ISP.
(Warp Star) The Warp Star has a limited range of aiming, which means that many times a player can simply run out of range of the star, but even if this is not an option, all it takes is a simple well-timed air dodge for a player to completely negate the Warp Star. A great pressure item that is well balanced, the Warp Star is highly recommended for item play.
(Beam Sword) The sword is not incredibly strong and some of it's attacks are slow, but it is made up for slightly with it's nice range. This item could help those without good disjoints get in on certain characters while still being punishable if they miss. A good ISP candidate.
(Lip's Stick) This item definitely fits the criteria. It is well restricted by it's range, and although the contact with the flower can drain health it is proportionate to the strengths of the attack. This makes it so skilled players can avoid the long charged hits or be prepared for the short ones. It's not going to KO at most percentages either. Lip's Stick is approve3d for ISP.
(Star Rod) A unique item in that it is the only item in the game capable of acting as both a projectile and a bludgeon (without having to be thrown), the Star Rod opens up a lot of interesting strategies. The item isn't overpowered and adds in a good way to strategic value for an item. Approved for ISP.
(Fire Bar) An interesting item, it slowly gets smaller and smaller with each major hit you get the opponent with. When you are down to one fireball the item doesn't seem to die either. Though by that point your range is severely reduced. This item isn't overly strong as a bludgeon and as the range lowers over time this breaks none of our criteria and is good for ISP.
(Ray Gun) The shots the gun has itself are not very powerful and provide very little knockback. The biggest potential this weapon may have is to chain together attacks for a low percentage kill if you can trap an opponent offstage. It is very possible to DI out f this however. This item is approved for ISP for now, but we'll be watching to see if these low percentage kills become an issue.
(Fire Flower) A simple power similar to the flame breath of Boswer or Charizard but much weaker. It has its strategic uses but removes so of the possible moves from your repertoire while you have it. A tame item breaking no criteria, it's good for ISP.
(Steel Diver) Reminiscent of the Ray Gun but this projectile takes a bit of tile before it really gets moving and can fly. This item is also capable of a chain to try and kill off stage players but because of the delayed timing it is incredibly difficult to make happen. With good strength but slow start up to compensate this item is good for ISP
(Smoke Ball) An extremely tame item, Smoke Ball can be used to obscure your movements slightly. It only lasts a short time and is very tame doing no damage. It can stick to you if you're hit with it as well. Approved for ISP
(Pitfall) This item can be used in two ways. You can throw it down to set a trap similar to the motion censor bomb, or throw it directly at your opponent hoping to catch them or spike them. When opponents are in the air or on certain platforms, Pitfalls with smash them down into the ground. An item that can be caught and dodged or just avoided if it's set up as a trap, it is approved for ISP.
(Mr. Saturn) A simple projecile that walks around the stage. Mr. Saturn is known for eating shields up for breakfast. He can also absorb certain moves so he can be used strategically for that purpose. A solid item for ISP.
(Banana Peel) Functionally Diddy Kong's Banana Peel. If it's okay for a character to have it, it's okay as an item. Approved for ISP.
(Boomerang) A cool item, it acts as a normal projectile but increases in damage each time you catch it. Catching it is not always easy however, and a simple hit after throwing it can usually lose the item for you. A projectile with cool strategic value, it is approved for ISP.
(Killer Eye) Set this baby down and get yourself some lasers shot out to bug your opponents. The opponent can knock this over with a decent hit however making it only so useful for stage control. An item with a basic counter, it is approved for ISP.
(Franklin Badge) Immunity to projectiles! This may seem overly strong at first, but the Franklin Badge can be knocked off with a strong hit giving it a reasonable counter, plus it vanishes over time. Approved for ISP.
(Super Leaf) (Rocket Belt) These two items can do some awesome things in terms of recovery and giving you more options. Recently banned, it was pointed out that these can be knocked off just like the Franklin Badge that is currently legal. Having a possible counter they are currently approved for ISP.
(Metal Box) (Lightning) (Bob-omb) (Gooey Bomb) (Smart Bomb) (Bombchu) (X Bomb) (Hocotate Bomb) (Deku Nut) (Green Shell) (Unira) (Soccer Ball) (POW Block) (Cucco) (Beehive) (Freezie) (Super Star) (Super Mushroom) (Poison Mushroom) (Motion-Sensor Bomb) (Sandbag) Let's start with the biggest group of all of the items. All of these are banned because they can be used by simply hitting them. If they spawn in midair or in the middle of any attack this is an issue as the player themselves is not consciously attempting to use them. These easily break our criteria and are banned from ISP.
(Assist Trophy) (Pokeball) (Masterball) Each of these is capable of being used then just enjoying what happens. Maybe you get a weak Pokemon or Assist, maybe you get an incredibly amazing one. These items are just not well balanced and break our ISP criteria, so much be banned from ISP
(Barrel) (Crate) (Capsule) (Rolling Crate) (Party Ball) (Blast Box) Containers. Some of these can explode at random and spawn in the middle of an attack causing issues. On top of this when on these items are more likely to spawn and they bring in large amounts of items in at once which can cause abuse problems. These break our criteria and must be banned from ISP.
(Maxim Tomato) (Heart Container) (Fairy Bottle) Getting one of these can seriously swing the match. These are just too powerful for healing, and must be banned from ISP.
(Hammer) (Golden Hammer) (Home-Run Bat) (Daybreak Parts) (Ore Club) These items just have too much power if they get in your hands. They could easily sway a match quite quickly and are just too unbalanced for ISP.
(Boss Galaga) (Spiny Shell) These items have no real strategy. You throw them and get a free chance to put massive pressure on your opponent. These items are unbalanced and thus banned in ISP.
(Dragoon Parts) while it takes a while to get the parts and they can be knocked away this item has a major issue. Once they are collected the reticule will perfectly target the player for a split second. All it takes is mashing the A button and you will unavoidably hit the opponent. This item is therefore too unbalanced and banned from ISP.
(Superspicy Curry) This item gives you a strong free pressure tool as long as you keep moving. There is no decent counter to this. It's unbalanced nature and lack of strategic value make it banned in ISP.
(Timer) To start this item can either slow your opponent, slow yourself, or slow you both. This wild nature makes the item unsafe to really use. On trop of this, players in the slow state can be abused by some ridiculous combos. This item is unfit for ISP.
(Gust Bellows) The GIMP potential this item has is just too strong. So many characters will die without much to be able to even do against it if they are offstage. This item is too unbalanced for ISP.
(Hot Head) This item does not attack the person who threw it making it nice for them as a free pressure tool to just throw away and enjoy. However some characters can reflect the move and change its master too. Any electric/fire/explosive moves power up the item significantly as well. In the fast there were some crazy shinanigans with reflecters that could make this item a OHKO killing machine. Either way this item can become very power and unbalanced in matches especially if the opponent can reflect it or has these types of moves. Being so questionable, it is currently banned from ISP.
(Bumper) This item can make getting back to the edge a serious difficultly. This item is undiscriminating and hits everyone, but it is simply too strong an edgeguarding tool to be allowed in ISP.
(Spring) This item was able to be abused in the past to be able to spam moves repeatedly in complete safety. I have done some testing and it still seems possible to abuse the spring too much. Creating degenerate play, this item is banned in ISP.
(Special Flag) This item is much too powerful. While it takes a long time to complete, gaining an entire stock in a match is simply too unbalanced, so this item must be banned in ISP.
(Drill) The Drill once launched is not super easy to DI out of. But even if you escape it, the opponent can throw the extra part of the drill to retrap you again. This item could results in a lot of easy kills offstage at very early percents. Being so unbalanced, it must be banned from ISP.
(Screw Attack) This item is simply too strong. If done properly, you can string two jumps together and finish off characters with an up air at incredibly low percents. It's even easier to do once they are at higher percents. This item is unbalanced and must be removed from ISP.
(Bunny Hood) An item that is great for some but bad for other, Bunny Hood gives the character a drastic boost in speed and jumping ability. For slow characters this can be amazing, while for fast characters it can make them almost uncontrollable. So it has some risk but only for some characters, and rewards for only some characters. This item lack an honest true counter as well. The possible skewed balance of the item in a matchup and breaking criteria mean Bunny Hood is banned in ISP.
(Bullet Bill) This one was a more difficult call. This item is decently powerful, but it can send you very far off the side of a stage making you vulnerable (or even kill you offstage) if you aren't careful where you use it. If the opponent avoids you there is a moment to punish after you stop being the bullet as well. However it really is powerful and can kill very early. Plus Villager can pocket the item so he is not restricted by normal attack options then whip this out when he wants the kill. The item is just not balanced enough for ISP.
(Back Shield) While this item can be destroyed enough when hit (a reasonable coun ter) this item is also a bit buggy and like to block some attacks that hit from the front as well. Having that kind of invinsibility just ins't fair, so this item is banned in ISP.
(Super Scope) While it would seem this item isn't that bad on the surface it does have some issues in use. Being able to move while shooting is a nice thing but not too terrible since it takes away your attacks. However, the real issue is you don't need to charge to have a VERY long reaching repeatable kill move. This item is currently banned for having power issues after testing in events.
(Smash Ball) With most items, regardless of the character you are using, the effect of the item remains the same; Smash Balls were not designed with this in mind, however, and as such are not balanced in such a way as to give each character an equally powerful or effective Final Smash. This, in combination with frames of varying invincibility, wildly differing ranges, and the ability to change the outcome of a match in a single fell swoop makes Smash Balls break ISP criteria. However, with their pure popularity as an item and interest in Smash Balls being used in tournaments they have been deemed questionable for now as players will likely enjoy trying them. I don't personally recommend Smash Balls but will not condemn anyone using them in event.
I made a promise to @Jack Kieser that I would continue his legacy and make an Item Standard Play Ruleset for Smash 4. Here it is Jack, I hope I did well. I seriously encourage discussion on this ruleset as well as for people to give this a try for fun at home, at tournaments, or as a side event. Let's learn all about the items in this game and create a ruleset for those who enjoy items!