IMO items are broken enough to not even need testing, but obviously not everyone shares my foresight. Some people still want more evidence, which is fine. But stating that the SBR never tested items is patently false.
Which is what I said in my last post: I'm sure they tested them, but they could have ran 30 minutes worth of matches with all-Brawl on high and said, "Oh, their broken", which is obviously not the right way to test. I'm sure they tested them, but until we know what methods they used, I can't honestly say I expect that they did it right.
Even so the only item-oriented play I can realistically see people making a case for is food on low, but everyone I've debated with about that topic hasn't come up with a good enough argument.
The argument I keep hearing is that there isn't proof that food-on-low is overcentralizing (and, mathematically, it could never be).
Humor me for a moment. How would item counterpicks work in conjunction with stage and character counterpicks?
Gladly! I'll explain it as simply as I can, for you AND for people who don't know how either system works.
Right now, general counterpicks work in that the first match is played on a neutral stage that (theoretically) can't inherently favor either player; as of now, that's through the stage-strike method of players alternating eliminating stages listed as "Neutral" until one stage is left. Items, however, wouldn't use a strike system, because there are too many and it just isn't natural. Therefore, they would operate as the old CP system did: there is a list of neutral items that can't break the game on their own, and the first match is only played with them on.
Before the second match, the losing player chooses the next stage, then the winning player chooses his character, then the losing player chooses his. Item CPing would include the losing player switching the ON/OFF status of one item of his choice off of either the neutral or CP item lists, then the winning player, then the losing player again (this is because the winning player can deactivate the losing player's choice). The CP list is a respectable size, but, at most, only 3 new items could be added (assuming players do nothing but turn items on), and usually players turn some items they just don't like off. Final match, if it comes to that, works the same way.
It's explained in more detail in the ISP OP.
Perhaps you guys could run small side-tournaments instead of trying to get items shoved into standard tournament play?
I hope you're not grouping me in here; I've already said that my goal was never to replace standard SBR play, and the ISP OP states it pretty clearly, as well. Food on low, maybe, because it's not that big of a deal and can legitimately deal with stuff like planking, but ISP as a whole would be the community's decision.