Equipment Explanation, and Why it's Probably not Tournament Viable

PushDustIn

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PushDustIn
#1
Smash 4 3DS/4 Wii U introduces equipment, custom moves and (only used in Smash run) items. There has already been a lot of talk about custom moves, and all have been revealed/ translated already. Thank you to all the users who have posted in depth analysis of custom move sets. Custom moves are tournament viable, but I'm not sure if equipment is, due to the extremely random nature of it. This is my feeling after playing playing Single Player modes for over 32 hours. Let me explain:



What is Equipment:
Each character can equip up to 3 pieces of equipment. Equipment that increases Attack (But lowers Defense), equipment that increases Defense (but lowers Speed) and finally equipment that increases Speed (but lowers Attack). In Smash Run, certain pieces of equipment can effect the amount of items you can hold. However, in regular Classic Mode/ Versus there is no drawback on equipping three powerful equipment.

Some equipment are character specific. For example, Olimar can equip Pikmin related equipment but Mario cannot. Bowser and Bowser Jr. can equip items that have spiky shells, etc.

There is also a tier of equipment. For example, there are "familiar boots" which are almost always less effective than "stylish boots".

Effects:
Each item can have their own effect. More research needs to be done if some are equipment tiered specific. Some of the effects include, auto-healing, increasing/decreasing speed and jump, holding an item (which doesn't appear on Omega/Master Core Battles but appears in the Credits Roll), increasing Smash start up time, etc. Currently, I have 81 different effects. I believe there are still more.



Drop System:
Each time you collect a custom pieces, you have a chance to receive a piece of equipment, custom move, hat or costume. You collect these custom pieces through local multiplayer matches, and almost all the single player modes (The Multi-Man Melee being an exception). For Classic Mode, the amount you receive is dependent on the "slot" you pick at the start of each match. On higher difficulties, the amount received is increased. As of right now, I cannot see a difference between the quality of items received on the difficulties, but more testing is to be done (More on this below). In Smash Run, you can collect the custom pieces through chests and by random enemy drops. You can get up to 10 per "run" (Pun intended). Each run lasts about 6-7 minutes, so that means Smash Run is currently the most efficient way to collect drops, as long as RNG (Random Number Generator) is on your side. Typically in Trophy Rush you can get up to 3, depending on skill and again RNG.

Stats:
As far as I can tell, the equipment stats are almost completely random. There are some noticeable difference in tiers, but within the tier it seems that the numbers are decided among drop. After 600+ pieces of equipment, I have yet to find a piece of equipment that has the same exact stats as the other.
Here's a list of "Stylish boots" I have found: All + are towards speed, and the the - is towards Attack.The number after the equal sign is the difference between the two. Please note that items with effects, will sometimes have a negative impact on stats.

+26 -23 = + 3
+31 -16 = +15
+35 -17 = +18
+36 -21 = +15
+36 -24 =+12
+38 -19= +19
+39 -26 =+13
+40 -26=+14
+42 -21 =+21
+42 -25 =+17
+42 -27 =+15
+42 -28=+14
+44 -23 =+21
+45 -29=+16
+46 -28 =+18
+46 -29=+17
+47 -31=+16
+48 -26 =+22
+48 -27=+21
+50 -32=+18
+50 -33=+17
+51 -28=+23
+51 -35=+16
+52 -34=+18
+54 -29=+25
+54 -36=+18
+55 -30=+25

Here is some miscellaneous information about the equipment above:
Difference between +/- in ascending order:
3,12,13,14,14,15,15,15,16,16,16,17,17,17,18,18,18,18,18,19,21,21,21,22,23,25,25
Mean Difference: 17.2963
Median Difference: 17
Mode Difference : 18

The program probably has a set requirement for each type of equipment differences, and then decides to go X amount above or below.

No End for Equipment?
In the Challenge Window, there is no challenge for completing all the equipment. This makes me believe that there is no definite list of equipment to collect. It seems that I can continue to farm equipment until my eyes bleed and fall out.

Why They Might Not Be Tournament Viable:
Since you can continually collect equipment, and is totally dependent on RNG, players who farm equipment in Single Player may have an unfair advantage to those who don't. Looking at the list of "Stylish boots", some have the same increase but different decreases.

What do you guys think? Let me know if you want particular information about equipment/ have idea for experiments.


English List of Equipment Types, etc.
English description of equipment effects. 93 total if I'm not mistaken.

  1. Increased run speed 1.3x running speed.
  2. Decreased run speed 0.8x running speed.
  3. Increased lateral air movement 1.25x lateral air movement speed.
  4. Decreased lateral air movement 0.8x lateral air movement speed.
  5. Improved jump 1.2x jump height.
  6. Weakened jump 0.8x jump height.
  7. Skating traction 1.5x movement speed on land, but watch that you don't slip!
  8. Improved ground jumps 1.3x jump height from the ground.
  9. Weakened ground jumps 0.7x jump height from the ground.
  10. Improved double jump 1.3x midair jump height.
  11. Weakened double jump 0.7x midair jump height.
  12. Floaty jumps 0.6x speed when falling.
  13. Heavy jumps 1.4x speed when falling.
  14. Increased walk speed 1.3x walking speed.
  15. Decreased walk speed 0.8x walking speed.
  16. Increased edge-grab duration Hang on to the edges of stages for twice as long.
  17. Decreased edge-grab duration Hang on to the edges of stages for half as long.
  18. Easier edge grabs Increased range for grabbing stage edges.
  19. Harder edge grabs Decreased range for grabbing stage edges.
  20. Improved braking ability Stop on a dime even when dashing.
  21. Easy perfect shield More easily nullify attacks when blocking at the last second.
  22. No perfect shield Only get a normal shield no matter how good your timing is.
  23. Improved shield regeneration Recharge your shield more quickly.
  24. Weakened shield regeneration Recharge your shield more slowly.
  25. Improved air defense 0.75x damage received when in midair.
  26. Weakened air defense 1.2x damage received when in midair.
  27. Improved dodge ability Gives a little extra time to dodge an enemy attack.
  28. Weakened dodge ability Gives a bit less time to dodge an enemy attack.
  29. Reduced landing impact Start moving again more quickly after landing.
  30. Increased landing impact After landing, take more time to start moving again.
  31. Quick smash attacks Charge smash attacks faster when holding the attack button.
  32. Hyper smash attacks Charge smash attacks for longer to get 1.3x power.
  33. Improved air attacks 1.15x attack power while airborne.
  34. Weakened air attacks 0.75x attack power while airborne.
  35. Improved meteor effect 1.5x power when using moves that launch opponents downward.
  36. Improved attack in a crisis 1.7x attack power for 20 seconds when damage reaches 100%.
  37. Improved defense in a crisis Take 0.33x damage for 20 seconds when damage reaches 100%.
  38. Improved speed in a crisis 1.55x speed for 20 seconds when damage reaches 100%.
  39. Powered up in a crisis Slowly increase attack, defense, and speed for 20 seconds when damage reaches 100%.
  40. Invincibility in a crisis Gain 7 seconds of invincibility when your damage reaches 100%.
  41. Improved attack at 0 damage 1.5x attack power while damage is at 0%.
  42. Improved speed at 0 damage 1.32x speed while damage is at 0%.
  43. Improved attack/speed at 0% Attack and speed gradually increase while damage is at 0%.
  44. Improved trade-off attack 1.15x attack power from the start of the match...as well as 30% damage.
  45. Improved trade-off defense Start the match with 30% damage, but take only 0.8x damage from attacks.
  46. Improved trade-off speed 1.3x speed from the start of the match...as well as 30% damage.
  47. Improved trade-off ability Start with 60% damage but slowly gain attack, defense, and speed.
  48. Improved launch ability 1.3x attack power when launching enemies upward.
  49. Damage-stealing capability When directly striking an opponent, may recover health relative to damage inflicted.
  50. No-flinch charged smashes You cannot be launched by standard attacks when charging a smash attack.
  51. Critical-hit capability Attacks get a 20% chance of dealing extra damage.
  52. Prone damage dealer 1.4x damage when hitting a prone opponent.
  53. First-strike advantage If you land the first strike of the battle, you will be invincible for 10 seconds.
  54. Countdown bonus Greatly improved launch power for the last five seconds of a battle.
  55. Crash run Do damage to an opponent if you crash into them while dashing.
  56. Explosive perfect shield Shield against an attack with perfect timing to create an explosion.
  57. Health-restoring shield Recover health when shielding relative to the power of received attacks.
  58. Improved escapability Escape more easily from being grabbed, stunned, etc.
  59. Mirror shield When shielding, reflect some damage back at your attackers.
  60. Stronger item throws 1.5x attack power to thrown items.
  61. Weakened item throws 0.7x attack power to thrown items.
  62. Battering item boost 1.5x attack power to battering items.
  63. Throwing item boost Item-throwing range increased.
  64. Projectile item boost 1.5x attack power and ammo for items that fire projectiles.
  65. Quicker bat swing Faster smash attacks when using the Home-Run Bat.
  66. Star Rod equipped Start battles with a Star Rod. Wave it to fire star-shaped projectiles.
  67. Lip's Stick equipped Start battles with a Lip's Stick. Hit an opponent to plant a damaging flower.
  68. Super Scope equipped Start battles with a Super Scope. Attack with charge shots or rapid fire!
  69. Ray Gun equipped Start battles with a Ray Gun. Blast your foes with lasers!
  70. Fire Flower equipped Start battles with a Fire Flower. Roast your enemies!
  71. Beam Sword equipped Start battles with a Beam Sword. The stronger the attack, the longer the reach.
  72. Home-Run Bat equipped Start battles with a Home-Run Bat. Use smash attacks and aim for the stands!
  73. Bob-omb equipped Start battles with a Bob-omb. Just don't hold on to it for too long...
  74. Mr. Saturn equipped Start matches with Mr. Saturn. He does huge damage to fighters' shields.
  75. Increased healing from food 1.5x damage healed when eating food.
  76. Decreased healing from food 0.7x damage healed when eating food.
  77. Heal while crouching Slowly heal damage while crouching.
  78. Improved attack after eating 1.4x attack power for 15 seconds after eating food.
  79. Improved speed after eating 1.38x speed for 15 seconds after eating food.
  80. Improved defense after eating 0.5x damage received for 15 seconds after eating food.
  81. Power up after eating Attack, defense, and speed rise gradually for 15 seconds after eating food.
  82. KOs heal damage Recover damage when you KO an enemy.
  83. Invincibility after eating Become invincible for 5 seconds after eating food.
  84. Auto-heal capability Heal damage gradually over time.
  85. Smash Ball gravitation Automatically draw Smash Balls to you.
  86. Respawn Final Smash After a KO, return to battle ready to use your Final Smash.
  87. Smash Ball retention When glowing with your Final Smash, resist losing it when attacked.
  88. Powered up Final Smash Attack, defense, and speed rise gradually while you have the Final Smash glow.
  89. Healing Final Smash Heal damage gradually while you have the Final Smash glow.
  90. Chance of double Final Smash After using a Final Smash, you have a 20% chance of being able to use it again.
  91. Chance of lucky Sudden Death Get a 50% chance of going into Sudden Death with only 100% damage.
  92. Extended respawn invincibility Invincibility will last three times as long after being KO'd.
  93. No respawn invincibility Get no invincibility after being KO'd.



Item Icon Types:


    • Remove
    • Brawn Badge
    • Gloves
    • Banana
    • Sword
    • Arm Cannon
    • Egg
    • Lollipop
    • Blaster
    • X Attack
    • Bat
    • Toad
    • Fake Nails
    • Magic Stone
    • Needles
    • Hammer
    • Torch
    • Zapper
    • Sacred Treasures
    • Drill
    • Beam Whip
    • Pikmin
    • Staff
    • Protein
    • Boxing Gloves
    • Lloid
    • Tome
    • Protection Badge
    • Overalls
    • Tie
    • Shield
    • Suit
    • Saddle
    • Hat
    • Jacket
    • X Defense
    • Cape
    • Dress
    • Shell
    • Coat
    • Raiment
    • Watch Battery
    • Mask
    • Space Suit
    • Block
    • Ring
    • Clothes
    • Collar
    • Helmet
    • Agility Badge
    • Shoes
    • Boots
    • X Speed
    • Booster
    • Pumps
    • Shin Guards
    • Sandals
    • Dash Mushroom
    • Rocketbarrel Pack
    • Microchip
    • Feather
    • Turbo Boost
And finally, naming types types:



    • Rare
    • Super
    • Max-Power
    • High-Power
    • Power
    • Exquisite
    • High-Quality
    • Ordinary
    • Legendary
    • Silver
    • Steel
    • Prototype
    • Deluxe
    • Standard
    • Extra-Large
    • Large
    • Medium
    • Decadent
    • Delicious
    • Yummy
    • Sixfold
    • Threefold
    • Legendary
    • Top-Notch
    • Decent
    • Fearless
    • Brave
    • Dedicated
    • Gold
    • Bronze
    • Mysterious
    • Mystical
    • Enchanted
    • Iron
    • 100-ton
    • 1-ton
    • 100 lb.
    • Blazing
    • Burning
    • Smoldering
    • Godly
    • Angelic
    • Heroic
    • Hyper
    • Light
    • Holy
    • Purifying
    • Three-Star
    • Two-Star
    • One-Star
    • Heavyweight
    • Middleweight
    • Lightweight
    • Mega
    • Good Ol'
    • Mini
    • Sage's
    • Expert's
    • Apprentice's
    • Vintage
    • Trendy
    • Designer
    • Expensive
    • Discount
    • Hero's
    • Pretty Sweet
    • Average Joe's
    • Master's
    • Veteran's
    • Rookie's
    • King's
    • Knight's
    • Squire’s
    • Diamond
    • Turtle
    • Ultra-Performance
    • High-Performance
    • Vengeful
    • Heroic
    • Enigmatic
    • Expensive
    • Stylish
    • Well-Worn
    • Ultra-Lightweight
    • Lightweight
    • Speedy
    • Swift
    • Nimble
    • Turbo
    • Double
    • Light-Speed
    • Mach-Speed
    • High-Speed
    • Shimmering
    • Shiny
    • First-Class
    • Deluxe
    • Sprinter
    • Stroller
    • Glider
    • Antiglide
    • Leaper
    • Antileap
    • Speed Skater
    • Hi-Jump
    • Lo-Jump
    • Double-Jump Boost
    • Double-Jump Drag
    • Thistle Jump
    • Anchor Jump
    • Speed Walker
    • Meanderer
    • Lingering Edge
    • Hasty Edge
    • Gluey Edge
    • Tough Edge
    • Hard Braker
    • Perfect-Shield Helper
    • Imperfect Shield
    • Shield Regenerator
    • Shield Degenerator
    • Air Defender
    • Air Piñata
    • Nimble Dodger
    • Dodgy Dodger
    • Smooth Lander
    • Crash Lander
    • Quick Smasher
    • Hyper Smasher
    • Air Attacker
    • Air Pushover
    • Meteor Master
    • Desperate Attacker
    • Desperate Defender
    • Desperate Speedster
    • Desperate Specialist
    • Desperate Immortal
    • Unharmed Attacker
    • Unharmed Speedster
    • Unharmed Speed Demon
    • Trade-off Attacker
    • Trade-off Defender
    • Trade-off Speedster
    • All-around Trade-off
    • Moon Launcher
    • Vampire
    • No-Flinch Smasher
    • Critical Hitter
    • Insult to Injury
    • First Striker
    • Countdown
    • Speed Crasher
    • Shield Exploder
    • Shield Healer
    • Shield Reflector
    • Escape Artist
    • Item Hurler
    • Item Lobber
    • Item Hitter
    • Item Pitcher
    • Item Shooter
    • Quick Batter
    • Star Rod
    • Lip's Stick
    • Super Scope
    • Ray Gun
    • Fire Flower
    • Beam Sword
    • Home-Run Bat
    • Bob-omb
    • Mr. Saturn
    • Food Lover
    • Picky Eater
    • Crouch Healer
    • Caloric Attacker
    • Caloric Speedster
    • Caloric Defender
    • Caloric Powerhouse
    • KO Healer
    • Caloric Immortal
    • Auto-Healer
    • Smash Ball Attractor
    • Pity Final Smasher
    • Smash Ball Clinger
    • Super Final Smasher
    • Final Smash Healer
    • Double Final Smasher
    • Sudden Death Gambler
    • Safe Respawner
    • Risky Respawner


There's also no challenge complete text for equipment, so it's confirmed that there is no limit to the amount of equipment you can have.
 
Last edited:

PushDustIn

Salt Lord
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GRimer
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PushDustIn
#3
Very nice explanation. Well formatted, easy to read. Great thread. Would have liked slightly more info on the effects, but overall a great synopsis.
I'm already planning on looking into the effects later this week. On a Japanese Smash Wiki site, they have 80 listed, so I have to go through and check which ones I have/missing (Since I have 81). Just wanted to start the discussion!
 
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#4
I'm somewhat disappointed that the ratio of stat increase versus stat decrease is not set in stone (with of course various levels of adjustment based on the secondary benefits/deficits). That could've made equipment usable, at least, even if it were far too random for its own good in all other respects. A system where the stat decrease is always 3/4s of the increase exactly (barring secondary benefits/deficits) might've made custom equipment usable in its own form of competition. Even better would be if the increase/decrease ratio was always 1/1, allowing you to customize your character without granting you an inherent advantage (barring the possibility of game-breaking combinations, like giving extra Attack to a character balanced around high attack speed with low damage output, or giving Robin the 30% handicap/0.8x incoming damage effect).
 

PushDustIn

Salt Lord
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GRimer
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3DS FC
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PushDustIn
#6
English description of equipment effects. 93 total if I'm not mistaken.

  1. Increased run speed
  2. Decreased run speed
  3. Increased lateral air movement
  4. Decreased lateral air movement
  5. Improved jump
  6. Weakened jump
  7. Skating traction
  8. Improved ground jumps
  9. Weakened ground jumps
  10. Improved double jump
  11. Weakened double jump
  12. Floaty jumps
  13. Heavy jumps
  14. Increased walk speed
  15. Decreased walk speed
  16. Increased edge-grab duration
  17. Decreased edge-grab duration
  18. Easier edge grabs
  19. Harder edge grabs
  20. Improved braking ability
  21. Easy perfect shield
  22. No perfect shield
  23. Improved shield regeneration
  24. Weakened shield regeneration
  25. Improved air defense
  26. Weakened air defense
  27. Improved dodge ability
  28. Weakened dodge ability
  29. Reduced landing impact
  30. Increased landing impact
  31. Quick smash attacks
  32. Hyper smash attacks
  33. Improved air attacks
  34. Weakened air attacks
  35. Improved meteor effect
  36. Improved attack in a crisis
  37. Improved defense in a crisis
  38. Improved speed in a crisis
  39. Powered up in a crisis
  40. Invincibility in a crisis
  41. Improved attack at 0 damage
  42. Improved speed at 0 damage
  43. Improved attack/speed at 0%
  44. Improved trade-off attack
  45. Improved trade-off defense
  46. Improved trade-off speed
  47. Improved trade-off ability
  48. Improved launch ability
  49. Damage-stealing capability
  50. No-flinch charged smashes
  51. Critical-hit capability
  52. Prone damage dealer
  53. First-strike advantage
  54. Countdown bonus
  55. Crash run
  56. Explosive perfect shield
  57. Health-restoring shield
  58. Improved escapability
  59. Mirror shield
  60. Stronger item throws
  61. Weakened item throws
  62. Battering item boost
  63. Throwing item boost
  64. Projectile item boost
  65. Quicker bat swing
  66. Star Rod equipped
  67. Lip's Stick equipped
  68. Super Scope equipped
  69. Ray Gun equipped
  70. Fire Flower equipped
  71. Beam Sword equipped
  72. Home-Run Bat equipped
  73. Bob-omb equipped
  74. Mr. Saturn equipped
  75. Increased healing from food
  76. Decreased healing from food
  77. Heal while crouching
  78. Improved attack after eating
  79. Improved speed after eating
  80. Improved defense after eating
  81. Power up after eating
  82. KOs heal damage
  83. Invincibility after eating
  84. Auto-heal capability
  85. Smash Ball gravitation
  86. Respawn Final Smash
  87. Smash Ball retention
  88. Powered up Final Smash
  89. Healing Final Smash
  90. Chance of double Final Smash
  91. Chance of lucky Sudden Death
  92. Extended respawn invincibility
  93. No respawn invincibility
Additional Information:
  1. 1.3x running speed.
  2. 0.8x running speed.
  3. 1.25x lateral air movement speed.
  4. 0.8x lateral air movement speed.
  5. 1.2x jump height.
  6. 0.8x jump height.
  7. 1.5x movement speed on land, but watch that you don't slip!
  8. 1.3x jump height from the ground.
  9. 0.7x jump height from the ground.
  10. 1.3x midair jump height.
  11. 0.7x midair jump height.
  12. 0.6x speed when falling.
  13. 1.4x speed when falling.
  14. 1.3x walking speed.
  15. 0.8x walking speed.
  16. Hang on to the edges of stages for twice as long.
  17. Hang on to the edges of stages for half as long.
  18. Increased range for grabbing stage edges.
  19. Decreased range for grabbing stage edges.
  20. Stop on a dime even when dashing.
  21. More easily nullify attacks when blocking at the last second.
  22. Only get a normal shield no matter how good your timing is.
  23. Recharge your shield more quickly.
  24. Recharge your shield more slowly.
  25. 0.75x damage received when in midair.
  26. 1.2x damage received when in midair.
  27. Gives a little extra time to dodge an enemy attack.
  28. Gives a bit less time to dodge an enemy attack.
  29. Start moving again more quickly after landing.
  30. After landing, take more time to start moving again.
  31. Charge smash attacks faster when holding the attack button.
  32. Charge smash attacks for longer to get 1.3x power.
  33. 1.15x attack power while airborne.
  34. 0.75x attack power while airborne.
  35. 1.5x power when using moves that launch opponents downward.
  36. 1.7x attack power for 20 seconds when damage reaches 100%.
  37. Take 0.33x damage for 20 seconds when damage reaches 100%.
  38. 1.55x speed for 20 seconds when damage reaches 100%.
  39. Slowly increase attack, defense, and speed for 20 seconds when damage reaches 100%.
  40. Gain 7 seconds of invincibility when your damage reaches 100%.
  41. 1.5x attack power while damage is at 0%.
  42. 1.32x speed while damage is at 0%.
  43. Attack and speed gradually increase while damage is at 0%.
  44. 1.15x attack power from the start of the match...as well as 30% damage.
  45. Start the match with 30% damage, but take only 0.8x damage from attacks.
  46. 1.3x speed from the start of the match...as well as 30% damage.
  47. Start with 60% damage but slowly gain attack, defense, and speed.
  48. 1.3x attack power when launching enemies upward.
  49. When directly striking an opponent, may recover health relative to damage inflicted.
  50. You cannot be launched by standard attacks when charging a smash attack.
  51. Attacks get a 20% chance of dealing extra damage.
  52. 1.4x damage when hitting a prone opponent.
  53. If you land the first strike of the battle, you will be invincible for 10 seconds.
  54. Greatly improved launch power for the last five seconds of a battle.
  55. Do damage to an opponent if you crash into them while dashing.
  56. Shield against an attack with perfect timing to create an explosion.
  57. Recover health when shielding relative to the power of received attacks.
  58. Escape more easily from being grabbed, stunned, etc.
  59. When shielding, reflect some damage back at your attackers.
  60. 1.5x attack power to thrown items.
  61. 0.7x attack power to thrown items.
  62. 1.5x attack power to battering items. Item-throwing range increased.
  63. 1.5x attack power and ammo for items that fire projectiles.
  64. Faster smash attacks when using the Home-Run Bat.
  65. Start battles with a Star Rod. Wave it to fire star-shaped projectiles.
  66. Start battles with a Lip's Stick. Hit an opponent to plant a damaging flower.
  67. Start battles with a Super Scope. Attack with charge shots or rapid fire!
  68. Start battles with a Ray Gun. Blast your foes with lasers!
  69. Start battles with a Fire Flower. Roast your enemies!
  70. Start battles with a Beam Sword. The stronger the attack, the longer the reach.
  71. Start battles with a Home-Run Bat. Use smash attacks and aim for the stands!
  72. Start battles with a Bob-omb. Just don't hold on to it for too long...
  73. Start matches with Mr. Saturn. He does huge damage to fighters' shields.
  74. 1.5x damage healed when eating food.
  75. 0.7x damage healed when eating food.
  76. Slowly heal damage while crouching.
  77. 1.4x attack power for 15 seconds after eating food.
  78. 1.38x speed for 15 seconds after eating food.
  79. 0.5x damage received for 15 seconds after eating food.
  80. Attack, defense, and speed rise gradually for 15 seconds after eating food.
  81. Recover damage when you KO an enemy.
  82. Become invincible for 5 seconds after eating food.
  83. Heal damage gradually over time.
  84. Automatically draw Smash Balls to you.
  85. After a KO, return to battle ready to use your Final Smash.
  86. When glowing with your Final Smash, resist losing it when attacked.
  87. Attack, defense, and speed rise gradually while you have the Final Smash glow.
  88. Heal damage gradually while you have the Final Smash glow.
  89. After using a Final Smash, you have a 20% chance of being able to use it again.
  90. Get a 50% chance of going into Sudden Death with only 100% damage.
  91. Invincibility will last three times as long after being KO'd.
  92. Get no invincibility after being KO'd.

Item Icon Types:
  1. Remove
  2. Brawn Badge
  3. Gloves
  4. Banana
  5. Sword
  6. Arm Cannon
  7. Egg
  8. Lollipop
  9. Blaster
  10. X Attack
  11. Bat
  12. Toad
  13. Fake Nails
  14. Magic Stone
  15. Needles
  16. Hammer
  17. Torch
  18. Zapper
  19. Sacred Treasures
  20. Drill
  21. Beam Whip
  22. Pikmin
  23. Staff
  24. Protein
  25. Boxing Gloves
  26. Lloid
  27. Tome
  28. Protection Badge
  29. Overalls
  30. Tie
  31. Shield
  32. Suit
  33. Saddle
  34. Hat
  35. Jacket
  36. X Defense
  37. Cape
  38. Dress
  39. Shell
  40. Coat
  41. Raiment
  42. Watch Battery
  43. Mask
  44. Space Suit
  45. Block
  46. Ring
  47. Clothes
  48. Collar
  49. Helmet
  50. Agility Badge
  51. Shoes
  52. Boots
  53. X Speed
  54. Booster
  55. Pumps
  56. Shin Guards
  57. Sandals
  58. Dash Mushroom
  59. Rocketbarrel Pack
  60. Microchip
  61. Feather
  62. Turbo Boost

And finally, naming types types:

  1. Rare
  2. Super
  3. Max-Power
  4. High-Power
  5. Power
  6. Exquisite
  7. High-Quality
  8. Ordinary
  9. Legendary
  10. Silver
  11. Steel
  12. Prototype
  13. Deluxe
  14. Standard
  15. Extra-Large
  16. Large
  17. Medium
  18. Decadent
  19. Delicious
  20. Yummy
  21. Sixfold
  22. Threefold
  23. Legendary
  24. Top-Notch
  25. Decent
  26. Fearless
  27. Brave
  28. Dedicated
  29. Gold
  30. Bronze
  31. Mysterious
  32. Mystical
  33. Enchanted
  34. Iron
  35. 100-ton
  36. 1-ton
  37. 100 lb.
  38. Blazing
  39. Burning
  40. Smoldering
  41. Godly
  42. Angelic
  43. Heroic
  44. Hyper
  45. Light
  46. Holy
  47. Purifying
  48. Three-Star
  49. Two-Star
  50. One-Star
  51. Heavyweight
  52. Middleweight
  53. Lightweight
  54. Mega
  55. Good Ol'
  56. Mini
  57. Sage's
  58. Expert's
  59. Apprentice's
  60. Vintage
  61. Trendy
  62. Designer
  63. Expensive
  64. Discount
  65. Hero's
  66. Pretty Sweet
  67. Average Joe's
  68. Master's
  69. Veteran's
  70. Rookie's
  71. King's
  72. Knight's
  73. Squire’s
  74. Diamond
  75. Turtle
  76. Ultra-Performance
  77. High-Performance
  78. Vengeful
  79. Heroic
  80. Enigmatic
  81. Expensive
  82. Stylish
  83. Well-Worn
  84. Ultra-Lightweight
  85. Lightweight
  86. Speedy
  87. Swift
  88. Nimble
  89. Turbo
  90. Double
  91. Light-Speed
  92. Mach-Speed
  93. High-Speed
  94. Shimmering
  95. Shiny
  96. First-Class
  97. Deluxe
  98. Sprinter
  99. Stroller
  100. Glider
  101. Antiglide
  102. Leaper
  103. Antileap
  104. Speed Skater
  105. Hi-Jump
  106. Lo-Jump
  107. Double-Jump Boost
  108. Double-Jump Drag
  109. Thistle Jump
  110. Anchor Jump
  111. Speed Walker
  112. Meanderer
  113. Lingering Edge
  114. Hasty Edge
  115. Gluey Edge
  116. Tough Edge
  117. Hard Braker
  118. Perfect-Shield Helper
  119. Imperfect Shield
  120. Shield Regenerator
  121. Shield Degenerator
  122. Air Defender
  123. Air Piñata
  124. Nimble Dodger
  125. Dodgy Dodger
  126. Smooth Lander
  127. Crash Lander
  128. Quick Smasher
  129. Hyper Smasher
  130. Air Attacker
  131. Air Pushover
  132. Meteor Master
  133. Desperate Attacker
  134. Desperate Defender
  135. Desperate Speedster
  136. Desperate Specialist
  137. Desperate Immortal
  138. Unharmed Attacker
  139. Unharmed Speedster
  140. Unharmed Speed Demon
  141. Trade-off Attacker
  142. Trade-off Defender
  143. Trade-off Speedster
  144. All-around Trade-off
  145. Moon Launcher
  146. Vampire
  147. No-Flinch Smasher
  148. Critical Hitter
  149. Insult to Injury
  150. First Striker
  151. Countdown
  152. Speed Crasher
  153. Shield Exploder
  154. Shield Healer
  155. Shield Reflector
  156. Escape Artist
  157. Item Hurler
  158. Item Lobber
  159. Item Hitter
  160. Item Pitcher
  161. Item Shooter
  162. Quick Batter
  163. Star Rod
  164. Lip's Stick
  165. Super Scope
  166. Ray Gun
  167. Fire Flower
  168. Beam Sword
  169. Home-Run Bat
  170. Bob-omb
  171. Mr. Saturn
  172. Food Lover
  173. Picky Eater
  174. Crouch Healer
  175. Caloric Attacker
  176. Caloric Speedster
  177. Caloric Defender
  178. Caloric Powerhouse
  179. KO Healer
  180. Caloric Immortal
  181. Auto-Healer
  182. Smash Ball Attractor
  183. Pity Final Smasher
  184. Smash Ball Clinger
  185. Super Final Smasher
  186. Final Smash Healer
  187. Double Final Smasher
  188. Sudden Death Gambler
  189. Safe Respawner
  190. Risky Respawner

There's also no challenge complete text for equipment, so it's confirmed that there is no limit to the amount of equipment you can have.
 

san.

1/Sympathy = Divide By Zero
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#7
Nice posts! I'm sad that the choice of equipment is so much better than opting out. I'm also bummed that maxing abilities seem to be far too powerful at first glance. Is it possible to do a quick test with some attack equipment for a rough KO percent difference? It's difficult for me to see it working without some artificial limitations (i.e. non-competitive). Banning invincibility equipment, banning useless penalty equipment that give disproportional boosts, capping boosts/ratios, etc.
 
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#8
Thank you for all the info, @ PushDustIn PushDustIn . I also never expected equipment to be tournament viable, although that brings me no personal satisfaction. Really, it would have been cool if it was a balanced system. Oh well.

If nothing else, this will be a lot of fun with friends! :) It also gives you something to grind for when you don't feel like playing online! Definitely not useless, just not to be taken too seriously, I feel.
 
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snaptrap

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#9
Great thread you got here. It's a shame that equipment won't be viable competitively, at least the way it's looking like right now. I'm sure we'll see some casual tournaments using them though. I was kinda hoping that they'd change the character's appearance,but I suppose that it would have been rather tasking to make that many models.
 

Cornstalk

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#11
I'm cautiously optimistic. At very least it's worth experimenting with. We may find that a small list of equipment can be allowed that will smooth out game play. Down the road it could bring Mid and lower tiered characters back up with the right equipment. Other characters may find a simple change in jump height makes a world of difference (I played a lot of Balanced Brawl and Brawl+ casually, and their simple jump height changes did wonders!)

I've picked through the list and made some wild speculation on what would be okay and what wouldn't. Honestly the list of things that are immediately fine is pretty small, and I would imagine most of the Maybies will end up in the Nope category once we see the effect they have.


GREEN = Would likely have minimum impact.
YELLOW = Seems risky, could grossly break some match ups
RED = Obviously not suitable for tournaments


RUN & WALK SPEED (Two different equipments with a similar effect)
+ Ganon comes to mind to speed up. Sonic might enjoy a slow down.
+ Could help with tech and roll chases for many characters.
+ Fast walkers may have more approach options with a speed up

JUMP HEIGHT (can be ground jump, air jump, or both from the looks of it)
+ Laggier air attacks could be more useful with a little more height on the short hop (Pikachu down air comes to mind)
+ Higher jumps could lead to better off the top launch chases for a KO
+ Characters with a high short hop might like giving up over all jump height for a lower short hop (Villager)

THROWN ITEM DAMAGE / RANGE BOOSTS
The thrown items that can be produced in an other wise itemless battle aren't huge threats. Giving them a boost seems unlikely to be a game changer.

PENALTIES
Most of the increased survivability options (listed below) have an opposite. If a player wants to hurt their chances of winning, may as well let them.

CHARACTER SPECIALTY ITEMS
Any screenshot I've seen of character specific items have been pretty mild tweaks. I'm sure these will be fine, as anything that does end up flagged as 'too good' could easily be specifically banned.



STAT CHANGES
These have a lot of potential to speed up the game on an offense focused character. But just as much chance to slow it down on a defensive focused character.

HORIZONTAL AIR MOVEMENT SPEED
+ Improved travel speed could help MANY characters with approaches, particularly against projectile spam
- Getting back to the edge sooner
- IF it works with vectoring, that means living even longer

FALLING SPEED
This is a really hard one to judge until we see it in action. It could just as easily stall matches as it could speed them up, particularly if it effects Vectoring

SMASH ATTACK CHANGES
  • Faster charge up might be a good thing if it means scoring earlier KO's. Megaman's F-Smash would love this.
  • Slower charge up for more damage has potential to, but I doubt good players would fall for it more than once.
POWER BOOSTS THAT ARE LIKELY FINE
  • 1.5x power when using moves that launch opponents downward
  • 1.15x attack power while airborne
  • 1.3x attack power when launching enemies upward
  • Attacks get a 20% chance of dealing extra damage
  • 1.4x damage when hitting a prone opponent
DASH CHANGERS
  • Stop on a dime even when dashing
  • Do damage to an opponent if you crash into them while dashing
MISCELLANEOUS
  • Start moving again more quickly after landing (Auto L cancelling and/or less frames on no action land?)
  • You cannot be launched by standard attacks when charging a smash attack (Seems like it may be overpowered and potentially steal Little Mac's uniqueness)
  • Greatly improved launch power for the last five seconds of a battle (encourages clock stalling?)


ANYTHING THAT INCREASES SURVIVABILITY

  • Increased range for grabbing stage edges
  • More easily nullify attacks when blocking at the last second
  • Recharge your shield more quickly
  • 0.75x damage received when in midair
  • Gives a little extra time to dodge an enemy attack
  • Gain 7 seconds of invincibility when your damage reaches 100%
  • Start the match with 30% damage, but take only 0.8x damage from attacks
  • When directly striking an opponent, may recover health relative to damage inflicted
  • If you land the first strike of the battle, you will be invincible for 10 seconds
  • Recover health when shielding relative to the power of received attacks
  • Escape more easily from being grabbed, stunned, etc
  • Slowly heal damage while crouching
  • Recover damage when you KO an enemy
  • Heal damage gradually over time
  • Invincibility will last three times as long after being KO'd
FOOD BOOSTS
As far as I know, there is a VERY small change the Villager's tree will produce fruit when chopped down. Otherwise there is no other way to get food into a normal match. The bonuses are nothing to write home about other than the 5 seconds of invulnerability. Seems easier to keep them off an 'allowed' list then include them for such a small niche.

START WITH HELD ITEM
Nope.

ENCOURAGES SHIELDING
  • Shield against an attack with perfect timing to create an explosion
  • When shielding, reflect some damage back at your attackers
% FOR A BONUS
Several temporary powers can occur at 100%, others work while at 0%, and some let you start damaged to get a permanent bonus. While these allow for some interesting risk/reward trade offs, the only practical use appears to be letting a good player get a big edge over a mediocre player. Unless testing shows otherwise, banning these is probably easier in the long run.



HONORABLE MENTIONS
  • The Smash Ball gets a lot of interesting bonuses. Too bad it's not used in tournaments.
  • Ledge hang time is a thing. The wording implies it effects how long before you let go. Unless it extends invulnerable frames, pretty pointless.



CLOSING THOUGHTS

Run speed and jump height changers really stand out as equipment that can impact the game in over all positive ways that wouldn't even be a numeric advantage over an opponent using no equipment.

If equipment is allowed, it would be very helpful if a tournament host had several print outs available of what equipment is permitted. This will likely be a smaller list then trying to list everything that's banned.

For the sake of sportsmanship, players should show each other their custom equipment AFTER blind picks have been made but before stage is selected. That way there is no sneaking in lame things like extra invulnerable time at respawn.


I personally see a lot of potential for equipment to keep the game fresh and even speed it up. Who knows, maybe certain pieces will even speed up combat enough that they'll become tournament mandatory. Anything that moves us away from a Brawl play style and closer to a Melee/PM play style can't be a bad thing.
 
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#12
Hyper Smash Attacks seems like it's actually really good (as in kind of overpowered-ish but also really interesting) in all respects. Ever accidentally started charging a Smash Attack too early when your opponent gave you that good of a read, only to whiff because it went off automatically? Now, you may as well start charging as early as you feel confident doing so because charging "too early" only increases the power boost even further! With Hyper Smash Attacks enabled, the maximum multiplier on a charged Smash Attack becomes 1.8174x! Assuming that Hyper Smash Attacks doubles the charge time needed to reach max power, and that the percentage increase over time is linear, it doesn't affect the power of a standard 1-second charge very much, but the slight change it does cause is actually an increase, changing the multiplier for Smash Attack with exactly 1 second of charge from 1.398x to 1.4087x. In order for the power scaling to remain the same, Hyper Smash Attacks would actually have to set the maximum charge time to approximately 2.05 seconds.

And there's your math for the day, folks!

Also Heavy Jump equipment confirmed mandatory for tournaments to create Melee-like physics. /shot
 
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#13
...Yeah, as if the totally random stat changes weren't weird enough, some of these effects are ridiculous. If Smash were more of an RPG this would be a lot of fun, but it isn't one. Maybe the WiiU will have a two-player adventure mode with powered-up enemies? It could encourage usage of equipment.

Seriously though, the fact that all the armor stats are completely random means you can't take this seriously. You'd go insane trying to find the one perfect piece you need, but even if you did get it... It won't be worth the hours of grinding. This is like grinding for charms in Monster Hunter, only it's worse. At least MH has a charm table so you know what's in the realm of possibility for you to play like a zombie over. With Smash 4's randomly generated equipment, there's no discernable goal to shoot for. So on one hand, it's nice not having to stress out over how you didn't get the best possible armor piece, because that's going to be within a range and rather subjective; on the other hand, with a supposedly infinite number of possibilities, grinding with a goal in mind is all the more insane.

So, again, these ought to just be for fun. A fun thing to do on the side. Taking them seriously is not only unlikely to garner much support, but it also seems like a huge time-sink. A waste of your life, to be blunt. It's all going to be fine in small doses and some good old fashioned, lighthearted farting around. Nothing wrong with that!

I mean hey, maybe I worry too much, right? I only know how to speak from experience. Not everyone's the same.
 

K-45

Smash Journeyman
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Messages
317
#14
Ik these equipment will neve be used in competitive play but I cant, w8 for the fan made story's people will make with all these custom moves and stats bonuses.

\ IN THE YEAR 2317 LINKS SWORD ISN'T GOOD ENOUGH FOR GANNON AND HIS ARMY OF ROBS. HE WILL NEED THE BEAM SWORD OF JUSTUS TO HELP HIM ON HIS QUEST.
 
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Thani

Smash Cadet
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#15
The example pic from the Smashbros site you posted has that powerful Max-Power Gloves with +179 Attack and -50 Defense. That is over 3x the buff for the debuff, and if similar pieces were found for the other two stats, one could have basically all-around improved stats by around 120~ for Attack, Defense, and Speed. Has anyone actually found any such item with a super high buff with a relatively smaller debuff ingame yet?
 

Zinth

Smash Apprentice
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#17
Why do you list the equipment effect names in one list and then the descriptions of those effects in a different list? That makes it more tedious to match names with descriptions than just having them in one list (e.g., punctuation-separated names and descriptions), and also takes up more space :)

Also, are these just the equipment effects you have collected? Or has the list of all such effects been found in the game ROM?

Anyway, I think equipment-legal tournaments should be a side-event, but I do think they should happen. Equipment is very interesting, but it also basically makes it a whole new game.
 
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PikaSamus

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#18
In the treehouse stream, there was one that extended the time that you can get a perfect shield. I didn't see it in the list.
 

hotdogturtle

Smash Master
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#21
Didn't expect equipment to be tournament viable to begin with, but regardless of that, this is still a very comprehensive and necessary thread (for data purposes). Thanks as usual (you've been providing a great deal of info about this game!)

Hope that people can continue researching so we can at least figure how how extensive this thing really is.
 

Rakurai

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#22
I'm kind of curious about whether similar ability effects will stack if they're coming from a different ability.

I know I'm going to try making the fastest character possible for laughs by combining Shulk's Extreme Monado Speed with the 1.5x ground movement equip, full speed gear, and Smash Run boosts.
 

PushDustIn

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#23
Why do you list the equipment effect names in one list and then the descriptions of those effects in a different list? That makes it more tedious to match names with descriptions than just having them in one list (e.g., punctuation-separated names and descriptions), and also takes up more space :)

Also, are these just the equipment effects you have collected? Or has the list of all such effects been found in the game ROM?

Anyway, I think equipment-legal tournaments should be a side-event, but I do think they should happen. Equipment is very interesting, but it also basically makes it a whole new game.
Both the names and the descriptions come from the rom leak. They appear in different parts of the text, but I was able to recognize the name and effects based off my own gameplay with the Japanese. I'll compile them into one list once I get home from work.

The Japanese text hasn't been leaked yet, so I can't match it. I have 81 effects unlocked so far. If there's a question about an effect in Japanese, take a picture and message me it.

A lot of interesting points about potentially balancing characters. The community will have to be careful though, since it will be difficult for Ganondorf players can have the same exact stats, etc. Tournaments will need rules and limits (set low so all players can match).
 

Zinth

Smash Apprentice
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#25
Both the names and the descriptions come from the rom leak. They appear in different parts of the text, but I was able to recognize the name and effects based off my own gameplay with the Japanese. I'll compile them into one list once I get home from work.
Well, thanks a lot for the info! I've been interested in a list of equipment effects for some time now.

Also, it seems that you forgot to add the description for "84. Auto-heal capability." The description for "85. Smash Ball gravitation" seems to be in description slot 84, instead.
 
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PushDustIn

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#26
Well, thanks a lot for the info! I've been interested in a list of equipment effects for some time now.

Also, it seems that you forgot to add the description for "84. Auto-heal capability." The description for "85. Smash Ball gravitation" seems to be in description slot 84, instead.
Actually the mistake was in the 60s with item throwing having two descriptions! It should be sorted out now. Also, it's in readable format now.
 

Rakurai

Smash Ace
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#27
So, you can apparently stack equipment that has the same ability to increase the effect of the ability further.

I can just imagine all of the hilariously broken things you can do with that, and how much time I'll waste getting three of each ability to see how far I can push it.

I'd personally want to see how fast you can make Sonic or Shulk by giving them three 1.5x run speed abilities on speed boosting gear.
 

DrakeRowan

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#28
I was already iffy about equipment, but this seals the deal. Equipment is far too RNG for this to ever be tourney viable.

At least with custom moves, the only RNG they have are finding the dang things (i.e Loot chance drop.)
 

Raijinken

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#29
Early on, I would say leave them out (or use them in tournaments with no noteworthy prizes due to the random nature). Far later into the game's lifespan, when people have had more than enough time to get a set of them, I would encourage people to experiment with it more and consider placing global limits on the stats and modifiers that are allowed. For instance, requiring a net zero gain (so if you boost attack by 50, either defense or speed must be -50 if the other is 0), or setting a maximum net value legal per stat. For instance, I seem to recall someone mentioning he ran a Customs/Equipment enabled tournament on wifi, and it was generally dominated by a Ganondorf that sacrificed his already trivial speed and significantly improved his attack and defence. Limiting the range in which this is fair can better regulate the effects while still giving people some options for stat customization.

I think it'd be a shame to ignore them outright (though not as bad as ignoring custom moves), but can understand the balance issues they present due to their extremely random nature.
 

HeavyLobster

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#30
If people want to do this as a side event, it would have to be 3DS only, as players could be responsible for farming whatever they need. It might be worth looking into as a side meta, but it would take plenty of testing to see what does and doesn't work and there's a good chance it won't really be worth it anyways.
 

north-note

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#31
you know, I have on of a shoe type that when equipped, will make the running character have attacking aura that damage other fighter on contract. it is currently equipped to ness
 

Gabukin

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#34
Serious question. Does all armor pieces have a effect like better shielding / have item at start of battle?
or are there pieces of gear that just effect your stats?
 
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#35
Serious question. Does all armor pieces have a effect like better shielding / have item at start of battle?
or are there pieces of gear that just effect your stats?
Most pieces of gear just affect your stats. The ones with secondary benefits tend to have lower stat increases as a result, while the ones with secondary deficits tend to have higher stat increases as a result. (Actually, it's possible that instead of getting better stat increases, having a secondary deficit instead helps mitigate the equipment's stat decrease. Don't have enough data to really determine which of the two is going on.)
 

Rakurai

Smash Ace
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758
#36
So...

They're having an official tournament at Gamestop that permits custom gear, and only some abilities are actually banned (All of ones that give you an item or regen HP, along with a few others).

I guess that could encourage some serious discussion on good/broken equipment setups and such.
 

north-note

Smash Cadet
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#38
let me tell you that there are actually equipment that turn your shield into explosion on impact. No kidding, I lost to a cpu wii fit trainer with customization on because of this.
 
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PushDustIn

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#39
#56: Explosive perfect shield - Shield against an attack with perfect timing to create an explosion.
 

Rakurai

Smash Ace
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#40
Yeah... I can see how that customization would be utterly broken when used by an AI.

Basically forces you to play defensively in order to accomplish anything, seeing as they perfect shield virtually everything if they aren't stuck in the lag of an attack.
 
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