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Items Discussion

Destiny Warrior

Smash Apprentice
Joined
Aug 10, 2011
Messages
123
Location
India
Now I'll open with saying this: I do not propose items being unbanned. I completley understand why they are banned and stuff, so please keep the "lol items" and "items are for noobs" and whatever else away from this thread.

Now to move to the actual topic.

Items induce randomness, something we obviously dislike in a competitive game. However, not only are they fun, they also bring in some additional mindgames. For example, you may sometimes have to choose between 2 items, because your opponent will get to the other one while you get to the first. You might lose your advantageous position to get to the Maxim Tomato and heal yourself, and then rage because another one spawned right where you had been standing.

Now, onto the items themselves:-

Beam Sword: This item is pretty dandy. It can be used for melee combat, or for a ranged projectile that can be picked up again, but eventually expires. I prefer the first because I really love melee combat(which is why I fail at Fox beyond the basic stuff <_<), but you can use it as a ranged edgeguarder by throwing it too.

Home Run Bat: Do I really need to cover this? Smashing with it is really hard, and arguably the risk nearly equals the reward, but hey, I'm not really sure abou this thing. Good throwing item though.

Hammer: "Lol". Hammer is the single biggest double edged sword ever. I like to try chasing my opponenets with this, but I avoid the edges like the plague because they usually mean death.

Fan: From what I've heard, it's an excellent shieldbreaker due to poor hitlag, but I've never been good at button mashing myself. I can see how quickly its attacks come out though.

Motion Sensor Bomb: In my opinion, it's one of the most competitive items. Getting to it isn't about getting a huge advantage, it's about picking up a spacing tool that could blow up in your face. Here's where I like to place the MSBs on each stage(banned stages included)(also note that if you land on these places, you have to be willing to accept the backfire of 30% damage and good knockback):

Peach's Castle: On the slanted surface of the triangles. People land there quite a few times when recovering from diagonally up-right/left when I've played them, so I find placing the MSBs there really helps to punish them by doing an extra 30%.

Kongo Jungle: The ledges. Helps with my edgeguarding, and also helps with opponents trying to recover directly to the ledge if the barrel is on the opposite side of the stage.

Hyrule Castle: The 2 ledges, and the ceiling of Isai's house. The edges I've covered already, and the ceiling is often hit by people being comboed, so you can take advantage of that.

Planet Zebes: The moving platform, and the topmost platform. The moving platform just to control some random space, and the top one because fights slowly move there due to the lava.

Mushroom Kingdom: Ceiling of the lower left passage, and offscreen on the right side. People often get hit there from experience(due to the walkoffs), so a well placed MSB can add to their misery. There's a chance of you getting blown up too of course.

Yoshi's Island: One on the rightmost cloud, one on the left one. Campers like to go there, so an MSB scuttles their plans, at least temporarily. If they avoid it when they land though,, they *can* break the cloud, causing the MSB to fall, and go back to the main platforms/right cloud.

Dream Land: The ledges. Already covered this.

Sector Z: The curved wall of the fin, the floor next to the right side edge, and the left edge. Edges are obvious. The fin is to get a pseudo KO move when I combo them there

Saffron City: I put it on the floor of the leftmost and right most buildings, and on the helipad.Helipad's a comman landing spot for campers from what I've seen, so an MSB there forces them to be more judicious.

Bob-omb: Really bad item in my opinion. Sure, gives you a quick damage sources, but I just don't like it for some reason.

Bumper: Utility's much less than the MSB by far. I sometimes use it to give myself some breathing space while my opponenet is sent back.

Green Shell: Nice projectile, I like to hit offstage opponenets with this when they near the stage.

Red Shell: The definition of "controlling a platform". It's a shame you can't use the platform though. It's really fun, but not very practical unless you can fling it right at your opponenet so it will chase them.

Poke Ball: What do I need to say? I just toss it at my oppoennet, and hope for the best. I'm not above raging when I get a Goldeen and right after he gets an Onix though....

Ray Gun: It has high utility, but I just can't use it well. I can juggle offstage opponenets with 3-5 hits, but after that they're so far away I inevitably miss.

Fire Flower: I like it for racking up damage. Especially works against an opponenent landing on the stage, who gets caught in it and takes quite a bit of damage(remember, people I play don't really DI <_<). In a DI environment, I can see its use being very little, except as a projectile.

Star Rod: Nice all round item. I always misspace the stars though, and end up too short, or wrongly timed, so I prefer the melee applications.

Maxim Tomato: I usually scarper to it as soon as possible(who doesn't?). Excellent healing item, especially with the lag of the Heart Container in becoming usable.

Heart: It's a better healing item, but the lag makes it iffy. I like the "King Of The Hill" games it causes till it lands though.

Star: Even bigger King of the Hill games. This gives a few seconds of amazing dominance.

While items themselves are inherently uncompetitive, I'd say the most competitive would be the MSB.

Do post with your thoughts etc. on items and their applications(in item matches ofc)!
 

ciaza

Smash Prodigy
Premium
Joined
Aug 12, 2009
Messages
2,759
Location
Australia
Nice effort put into your post =D

You summed up everything pretty well. I like to chuck the ray gun people at the end of comboing them with the shots.

Off-topic I know, and I swear we've had this discussion before but I think it'd be cool if everyone put down their favourite item games.

e.g: Damage ratio: 200%, pokeballs only set to v. high.

Opponents each grab a pokeball, face each other a fair few spaces apart and throw their pokeballs at each other at the same time so they clash in the middle. Movement from players of any kind is not allowed. Watch to see who's pokemon takes out the other player! First one to lose a stock is the loser. If both players survive, round two begins, same process! It's mad fun, even if it doesn't sound it.

Another one: Hammers and mines only. Grabbing a hammer is dangerous as they try to go through a mine-field!
 

Glöwworm

Smash Lord
Joined
Jun 23, 2010
Messages
1,417
Location
CA
Every item on very high except for starman, maxim tomato, and heart. You can guess why those are off.
 

Destiny Warrior

Smash Apprentice
Joined
Aug 10, 2011
Messages
123
Location
India
Nice to see this got quite a few replies :)

My favourite "items game" is playing with items on Very High, on Sector Z, Home Run Bat, Hammer, Fan, Bob-omb, Bumper and Star Rod off, in a FFA with the AI. I usally go Kirby/Fox, pick up a Beam Sword, and chill out camping. When the AI DOES approach, it's Star Wars time.
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
Why do people always combine items with FFA? It's like they feel that if they go just a bit non-competitive, they need to go all the way.

Teams with items is where it's at. 1v1 can be interesting.
 

Surri-Sama

Smash Hero
Joined
Apr 6, 2005
Messages
5,454
Location
Newfoundland, Canada!
I dont always combine them personally, i just find having more players + the the random factors of items usually equals more funny stuff :p

Plus I'm not much for teams anyways, although with items who knows hah.
 

clubbadubba

Smash Master
Joined
Apr 27, 2011
Messages
4,086
http://www.smashboards.com/showthread.php?t=196518

The OP is really ugly lol...but my fav items / smash games are there.
Got some things that belongs in that really old thread you posted, but I don't wanna bump a 3 year old thread so I'ma put in in here.

Something my friends and I do once in a while is called "March Smashness," a play on words from March Madness. Basically, we set up a tournament between the 12 characters' level 9 AI's. You can seed the bracket with some FFA's if you want to determine which 4 characters get byes, or just do it randomly. Once the brackets are set, everyone makes their predictions for the whole tournament, just like for March Madness. Set up a point system for each correct pick however you want (later rounds worth more), and I recommend some sort of wager be put on it to make it exciting (we usually do everyone buys the winner 4 chicken mcnuggets).Then sit back and yell at the stupid AI everytime they walk into a tornado and lose you chicken nuggets. If you get into it its pretty fun. Also, doing 12 2v2 teams adds a lot more variety and unpredictability, plus you get to make up team names (Level 9 puffballs united is so goood at teams).

Another thing we do is called... well it doesn't have a name. But we will do it to make one person (the loser) pay for something instead of everyone chipping in. You will need at least 4 people (if you have more than 4, just make a note of who participates, and the others can do the next one). How it works is each person picks a controller port. Then the random character generator is used to select each ports character for the first round. Then a FFA between AI level 9's of all 4 players commences. The winner of the round is safe. The remaining 3 people get new characters randomly selected, the AI's play, and the winner is safe. The final 2 people do the same thing, and the loser pays for the pizza or whatever else you crazy kids are buying.

You can change the rules for both of these, like items, team attack, etc. to make it to your liking. Watching AI play is pretty fun when something is actually riding on it.
 

Destiny Warrior

Smash Apprentice
Joined
Aug 10, 2011
Messages
123
Location
India
Why do people always combine items with FFA? It's like they feel that if they go just a bit non-competitive, they need to go all the way.

Teams with items is where it's at. 1v1 can be interesting.
It's actually a slight balancing factor, but not very large. In a 4 man FFA, everyone are looking for chances to take an advantage. if you pull ahead of everyone by a stock, they can punish you by controlling the item supply if you set it to Medium etc. Turning it onto Very High ensures people who somehow get an advantage can atleast try to defend it since items spawn very often, instead of having to hope nobody notices them.

On the converse side, with items, the faster character usually gets to the items, because there's nobody stopping them. However, in an FFA, the advantage is less significant because of the "ganging up" factor. If you're Falcon and dashing to all the good items, they will start to chaingrab you etc, to keep you away, so items are sort of balanced in FFAs.
 
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