Alright, I hear the chants "Why do you care?! We'll play our way you play yours! Etcetera, etcetera, ad nauseum!" coming already. I care because I'm intrested in starting to enter tournaments. It's a new game, a fresh start for all of us, so I feel I have a better chance at starting without being curbstomped, well, without being curbstomped in 30 seconds. And, it is the very fact that this is a new game, that I feel items, some items, should be given a chance.
Now, some items are blatantly broken, and I can understand deciding that those ones just don't fly right off the bat. But there are some that I feel really should be considered. I have compiled a list of the items in Brawl and why I feel they should be turned on or off. I would really like to get a discussion going on this and not just a bunch of "NO U"s.
Criteria:
The criteria I used when compiling the list of items for consideration were as follows:
Off Criteria:
When the items appear, do they centralize the battle on them selves by causing the competitors to rush for it instead of Fighting?
Does the item gimp the opponent instead of buffing the user?
Does the item change the Battlefield?
Does the item have a random unexpected effect?
Will the item more often be used for it's primary function, or as a throwing object (if it wasn't one already).
Can the item OHKO?
Does it make you invulnerable?
If the answer to any of these questions was yes, they were put on the NO list.
Mitigating Circumstances:
Does the item have a non-random drawback?
Can the item be used right off the bat, or must it be used strategically?
Depending on the item, mitigating circumstances may have allowed an item on the off list to be put back
Setup
I will write the items name, and a bit on why I have placed it on the list I have. Anything not explained on "On", "Maybe", or "Off" is an "Off". It just means I felt they needed no explaination.
On List:
Food - They heal, but not enough to cause competitors to stop fighting just to get it. Nor enough to totally change who has the upper hand.
Metal Box - It increases launch resistance, but it also has the drawback of lessening your recovery. So much so, ibn fact, that MK and Pit can't gain height from jumping while metal. Competitors would have to think twice about whether or not they were willing to make the sacrifice for the reward. It certainly wouldn't be an item that would interupt the flow of battle.
Bunny Hood - See metal box. Replace launch resistance with speed and recovery with control.
Smoke Ball - It's a throwing item with only a little knockback, does little damage. It also has the use of obscuring vision, but nothing really game breaking (Like the nintendog).
Mr. Saturn - Very little damage, very little knockback. No reason not too.
Banana Peel - See Mr. Saturn plus the added effect of punishing opponent for not paying attention to surroundings.
Bumper, Spring, and Unira - They all pretty much do the same thing, stand still and effect those who come in contact with it.
Team Healer - Yes, it heals a considerable amount, but this is a strategic item if I ever saw one. It would not be something either side in a doubles match would rush for, unless they were abosolutely sure they could hit their partner and not their opponent.
Screw Attack - It can no longer be thrown, so now it just changes your jump into an attack. This is good in that it racks up damage and protects you from being attacked to an extent, but, if your character has a reliance on a SH'd aerial, you lose that option.
Maybe List:
Warp Stars - Powerful, but it must be aimed, has a limited range and can be avoided fairly easily if the opponent is paying attention.
Fireflower - Might be thrown, but is probably more effective when used.
Freezie - Not too much damage, but freezes opponent, if done when the opponent is falling it may spell their doom.
Soccer Ball - Pretty powerful, but it must be aimed correctly.
Off List
Carriers - Contrary to popular belief, they still explode. Plus this prevents party balls from dropping piles of food.
Beam Sword, Homerun Bat, Lip's Stick, Fan, Star Rod - They would all just be used as powerful throwing items instead of decent bludgeoning/slashing weapons.
Pitfall - Easy set up for a full (or almost full) charged Smash attack.
Now, some items are blatantly broken, and I can understand deciding that those ones just don't fly right off the bat. But there are some that I feel really should be considered. I have compiled a list of the items in Brawl and why I feel they should be turned on or off. I would really like to get a discussion going on this and not just a bunch of "NO U"s.
Criteria:
The criteria I used when compiling the list of items for consideration were as follows:
Off Criteria:
When the items appear, do they centralize the battle on them selves by causing the competitors to rush for it instead of Fighting?
Does the item gimp the opponent instead of buffing the user?
Does the item change the Battlefield?
Does the item have a random unexpected effect?
Will the item more often be used for it's primary function, or as a throwing object (if it wasn't one already).
Can the item OHKO?
Does it make you invulnerable?
If the answer to any of these questions was yes, they were put on the NO list.
Mitigating Circumstances:
Does the item have a non-random drawback?
Can the item be used right off the bat, or must it be used strategically?
Depending on the item, mitigating circumstances may have allowed an item on the off list to be put back
Setup
I will write the items name, and a bit on why I have placed it on the list I have. Anything not explained on "On", "Maybe", or "Off" is an "Off". It just means I felt they needed no explaination.
On List:
Food - They heal, but not enough to cause competitors to stop fighting just to get it. Nor enough to totally change who has the upper hand.
Metal Box - It increases launch resistance, but it also has the drawback of lessening your recovery. So much so, ibn fact, that MK and Pit can't gain height from jumping while metal. Competitors would have to think twice about whether or not they were willing to make the sacrifice for the reward. It certainly wouldn't be an item that would interupt the flow of battle.
Bunny Hood - See metal box. Replace launch resistance with speed and recovery with control.
Smoke Ball - It's a throwing item with only a little knockback, does little damage. It also has the use of obscuring vision, but nothing really game breaking (Like the nintendog).
Mr. Saturn - Very little damage, very little knockback. No reason not too.
Banana Peel - See Mr. Saturn plus the added effect of punishing opponent for not paying attention to surroundings.
Bumper, Spring, and Unira - They all pretty much do the same thing, stand still and effect those who come in contact with it.
Team Healer - Yes, it heals a considerable amount, but this is a strategic item if I ever saw one. It would not be something either side in a doubles match would rush for, unless they were abosolutely sure they could hit their partner and not their opponent.
Screw Attack - It can no longer be thrown, so now it just changes your jump into an attack. This is good in that it racks up damage and protects you from being attacked to an extent, but, if your character has a reliance on a SH'd aerial, you lose that option.
Maybe List:
Warp Stars - Powerful, but it must be aimed, has a limited range and can be avoided fairly easily if the opponent is paying attention.
Fireflower - Might be thrown, but is probably more effective when used.
Freezie - Not too much damage, but freezes opponent, if done when the opponent is falling it may spell their doom.
Soccer Ball - Pretty powerful, but it must be aimed correctly.
Off List
Carriers - Contrary to popular belief, they still explode. Plus this prevents party balls from dropping piles of food.
Beam Sword, Homerun Bat, Lip's Stick, Fan, Star Rod - They would all just be used as powerful throwing items instead of decent bludgeoning/slashing weapons.
Pitfall - Easy set up for a full (or almost full) charged Smash attack.