It's obvious to all that if items will come to see light in tournament play some items will have to be banned.
I was kinda bored in class today and started thinking up which items could be tourney worthy, and not too broken and made a list when I got back home;
Just so people won't back out of the thread thinking I'm just another random noob suggesting untested stuff:
I HAVE PLAYED BRAWL, AND EXPERIENCED HOW EACH ONES OF THE ITEMS BELOW PLAY, WORK AND CAN BE USED, THE BELOW LIST IS MADE FROM SELF EXPERIENCE AND CAN CHANGE WHEN GLITCHES/NEW USES FOR ITEMS ARE FOUND.
Notes:
1. From what I've heard, Capsules and Party Balls(While they can't be turned off) won't explode if the exploding crate is turned off in the item selection screen.
I haven't tried seeing if it was true yet, every time I played was either with all items off or all items on. If they still explode, all of the below list should be ignored, if they don't, then good I guess.
2. This list is very strict is it needs to get rid of every item that can effect the battle greatly by luck. All in all, there are 8/49 items allowed, and 2 that undetermined as of now.
I'm aware it won't make a big change to the game if only this many items are allowed, but that's the point.
List arranged by the order of items on the item selection screen:
Smash Ball - Fail - Not all Final Smashes are balanced, take for example Sonic Vs. DK,
Sonic is near positive to land a kill, while DK just builds up damage. Changes play style,
instead of fighting, players are forced to chase the ball or they'll probably lose a stock.
Assist Trophy - Fail - Some Assist Trophies can earn undeserved KOs(Shadow, Waluigi,
Knuckle Joe, Etc.) and some are very distractive(Nintendog, Mr. Resseti, Devil, etc.)
Pokeball - Fail - Some Pokemon can get, or prepare for, undeserved KOs(Staryu, Groudon,
Meowth, Manaphy etc.)
Crates - Pass - Exploding Crates have been seperated from the normal crates, therefore,
normal crates don't oppose danger anymore, to land the hit by the crate itself takes a
while, in which the user can be hit. Risk taken to use=Pass.
Exploding Crates - Undetermined - This is likely to fail, however, it seems that getting
the crate to explode takes alot of hits, even a fully charged Smash would not always
blow it up, a randomly appearing crate will most likely not cause a SD, but this is
undecided as of now. Risk taken for normal use=Pass
SandBag - Pass - Does not interfere with the battle, and doesn't have effect on either side,
However can block/diminish some attacks if placed correctly. Pass until further testing.
Barrels - Undetermind - If Barrels can still explode, this will be disqualified for obvious
reasons, if they don't, this passes for same reason as Crates.
Maxim Tomato - Fail - Gives undeserved advantage to one side.
Heart Container - Fail - Gives undeserved advantage to one side.
Dragoon - Fail - Changes play style, players are forced to stop fighting to stop other
player from obtaining the pieces, and use stale moves to try and knock out a piece a
player already has.
Super Mushroom - Fail - Gives undeserved advantage to one side.
Poison Mushroom - Fail - Gives undeserved advantage to one side.
Warp Star - Fail - Counters shields. Leaves user open for attacks for a few seconds after
usage.
Starman - Fail - Gives undeserved advantage to one side.
Metal Box - Fail - Gives undeserved advantage to one side.
Bunny Hood - Pass - While gives movement bonus for the one obtaining it, it makes
controlling your character much harder. Has equal pros and cons therefore=legal.
Spicy Curry - Fail - Can build up damage on a character while the user can keep fighting
regularly and use the flinching for killing opportunities. User can carry another item
while using this.
Clock - Fail - Although it has the same chance of hurting the user and the foe, it will
most likely get the one affected by it killed, thus basing a stock on a luck.
Thunder - Fail - Although it has the same chance of hurting the user and the foe, it will
most likely get the one affected by it killed, thus basing a stock on a luck.
Beam Sword - Fail - A huge range increasion, and also knockback and damage bonuses
It does have more EL(Executation Lag) for usage, but the little time that's added to it
doesn't equal the big advantage that's given to the user.
Home-Run Bat - Pass - Massive knockback, but due to the hugely increased executation
lag it leaves the user widely open for attacks. Risk taken to use item=Pass
Fan - Pass - A semi useless item anyway, does barely any damage, and can't kill until
mid 100s. Turn-around-slap combo is alot easier to escape due to the new physics engine.
Has no risk for the user yet can cause an increased amount of damage to enemy, might
become banned if a better way of usage is found.
EDIT: Fan - Fail - Above reasons could be valid if it wasn't for the shield breaking effect of the fan, thanks goes to Rebel581 for bringing it up.
Lip's Stick - Fail - Almost the same executation lag for all characters, but every single
hit from this causes the enemy to lose extra damage due to suckage.
Star Rod - Fail - Can be used for edgeguarding.
Hammer - Fail - Gives undeserved advantage to one side, either a kill or atleast 30%+
damage.
Golden Hammer - Fail - Gives undeserved advantage to one side, either a kill or atleast 30%+damage. Can make user float when off the stage.
SuperScope - Fail - Can be used for edgeguarding.
Ray Gun - Fail - Can be used for edgeguarding.
FireFlower - Fail - Can be used for edgeguarding. User can now walk while using it and
push opponent off the stage into an edgeguard.
Cracker Launcher - Pass - Takes time to angle, hard to combo with, user moves very
slowly, loses second jump ability, and item is easy to knock out of the users hands.
User is wide open for attacks from behind as it takes more time to turn around while
holding this item.
Bob-omb - Fail - Random appearance can cause SDs.
Motion-Sensor Bomb - Fail - Can be used for edgeguarding.
Gooey Bomb - Fail - Random appearance can cause SDs.
Smart Bomb - Fail - Not enough knockback to become too useful to one side, but can be
used for edgeguarding.
Deku Nut - Fail - Can stun opponent, easy set up for finishing moves.
Freezie - Fail - Stuns enemy, can set up for damage building combos.
Smoke Bomb - Pass - Low knockback, only use is for mindgames.
Pitfall - Fail - Stuns enemy making an easy set up for finishing moves.
Zelda's Sun monster thingie - Fail - If timed correctly can be deadly for enemy.
MIGHT be good for edgeguarding.
Mr. Saturn - Pass - Low knockback and damage, not much assistance to either side.
Green Shell - Fail - High knockback and easy to use. If jumped upon it launches user
into another jump which can leave them open for attacks.
Banana - Fail - As if normal tripping isn't enough...
Stuns enemy, can setup for a quick combo.
Bumper - Fail - Way increased knockback that can launch users off the stage in low %s.
Can be used to edgeguards.
Spring - Fail - High knockback, can launch whoever it hits off the stage in low %s.
Can be used for infinites if timed correctly.
Urchin - Pass - Low knockback and damage, just a mean of stage limitation, and a small
one at that.
Soccerball - Fail - Can be used for cheap KOs, edgeguards and lanuchers, with no extra
risk of using.
Team Healer - Doesn't appear in singles matches therefore irrelevant.
Franklin Badge - Fail - Cancels projectiles, therefore gives undeserved advantage against
some characters.
Screw Ball - Fail - Can setup for an easy aerial combo if used correctly.
I myself enjoy the game more while playing with items turned off, and would not like this list implented into the competetive play scene, however, alot of people have shown interest in seeing if it would work out with Brawl, so I just made a list of POSSIBLE items that could see light for competetive play.
Take it as you will.
I was kinda bored in class today and started thinking up which items could be tourney worthy, and not too broken and made a list when I got back home;
Just so people won't back out of the thread thinking I'm just another random noob suggesting untested stuff:
I HAVE PLAYED BRAWL, AND EXPERIENCED HOW EACH ONES OF THE ITEMS BELOW PLAY, WORK AND CAN BE USED, THE BELOW LIST IS MADE FROM SELF EXPERIENCE AND CAN CHANGE WHEN GLITCHES/NEW USES FOR ITEMS ARE FOUND.
Notes:
1. From what I've heard, Capsules and Party Balls(While they can't be turned off) won't explode if the exploding crate is turned off in the item selection screen.
I haven't tried seeing if it was true yet, every time I played was either with all items off or all items on. If they still explode, all of the below list should be ignored, if they don't, then good I guess.
2. This list is very strict is it needs to get rid of every item that can effect the battle greatly by luck. All in all, there are 8/49 items allowed, and 2 that undetermined as of now.
I'm aware it won't make a big change to the game if only this many items are allowed, but that's the point.
List arranged by the order of items on the item selection screen:
Smash Ball - Fail - Not all Final Smashes are balanced, take for example Sonic Vs. DK,
Sonic is near positive to land a kill, while DK just builds up damage. Changes play style,
instead of fighting, players are forced to chase the ball or they'll probably lose a stock.
Assist Trophy - Fail - Some Assist Trophies can earn undeserved KOs(Shadow, Waluigi,
Knuckle Joe, Etc.) and some are very distractive(Nintendog, Mr. Resseti, Devil, etc.)
Pokeball - Fail - Some Pokemon can get, or prepare for, undeserved KOs(Staryu, Groudon,
Meowth, Manaphy etc.)
Crates - Pass - Exploding Crates have been seperated from the normal crates, therefore,
normal crates don't oppose danger anymore, to land the hit by the crate itself takes a
while, in which the user can be hit. Risk taken to use=Pass.
Exploding Crates - Undetermined - This is likely to fail, however, it seems that getting
the crate to explode takes alot of hits, even a fully charged Smash would not always
blow it up, a randomly appearing crate will most likely not cause a SD, but this is
undecided as of now. Risk taken for normal use=Pass
SandBag - Pass - Does not interfere with the battle, and doesn't have effect on either side,
However can block/diminish some attacks if placed correctly. Pass until further testing.
Barrels - Undetermind - If Barrels can still explode, this will be disqualified for obvious
reasons, if they don't, this passes for same reason as Crates.
Maxim Tomato - Fail - Gives undeserved advantage to one side.
Heart Container - Fail - Gives undeserved advantage to one side.
Dragoon - Fail - Changes play style, players are forced to stop fighting to stop other
player from obtaining the pieces, and use stale moves to try and knock out a piece a
player already has.
Super Mushroom - Fail - Gives undeserved advantage to one side.
Poison Mushroom - Fail - Gives undeserved advantage to one side.
Warp Star - Fail - Counters shields. Leaves user open for attacks for a few seconds after
usage.
Starman - Fail - Gives undeserved advantage to one side.
Metal Box - Fail - Gives undeserved advantage to one side.
Bunny Hood - Pass - While gives movement bonus for the one obtaining it, it makes
controlling your character much harder. Has equal pros and cons therefore=legal.
Spicy Curry - Fail - Can build up damage on a character while the user can keep fighting
regularly and use the flinching for killing opportunities. User can carry another item
while using this.
Clock - Fail - Although it has the same chance of hurting the user and the foe, it will
most likely get the one affected by it killed, thus basing a stock on a luck.
Thunder - Fail - Although it has the same chance of hurting the user and the foe, it will
most likely get the one affected by it killed, thus basing a stock on a luck.
Beam Sword - Fail - A huge range increasion, and also knockback and damage bonuses
It does have more EL(Executation Lag) for usage, but the little time that's added to it
doesn't equal the big advantage that's given to the user.
Home-Run Bat - Pass - Massive knockback, but due to the hugely increased executation
lag it leaves the user widely open for attacks. Risk taken to use item=Pass
Fan - Pass - A semi useless item anyway, does barely any damage, and can't kill until
mid 100s. Turn-around-slap combo is alot easier to escape due to the new physics engine.
Has no risk for the user yet can cause an increased amount of damage to enemy, might
become banned if a better way of usage is found.
EDIT: Fan - Fail - Above reasons could be valid if it wasn't for the shield breaking effect of the fan, thanks goes to Rebel581 for bringing it up.
Lip's Stick - Fail - Almost the same executation lag for all characters, but every single
hit from this causes the enemy to lose extra damage due to suckage.
Star Rod - Fail - Can be used for edgeguarding.
Hammer - Fail - Gives undeserved advantage to one side, either a kill or atleast 30%+
damage.
Golden Hammer - Fail - Gives undeserved advantage to one side, either a kill or atleast 30%+damage. Can make user float when off the stage.
SuperScope - Fail - Can be used for edgeguarding.
Ray Gun - Fail - Can be used for edgeguarding.
FireFlower - Fail - Can be used for edgeguarding. User can now walk while using it and
push opponent off the stage into an edgeguard.
Cracker Launcher - Pass - Takes time to angle, hard to combo with, user moves very
slowly, loses second jump ability, and item is easy to knock out of the users hands.
User is wide open for attacks from behind as it takes more time to turn around while
holding this item.
Bob-omb - Fail - Random appearance can cause SDs.
Motion-Sensor Bomb - Fail - Can be used for edgeguarding.
Gooey Bomb - Fail - Random appearance can cause SDs.
Smart Bomb - Fail - Not enough knockback to become too useful to one side, but can be
used for edgeguarding.
Deku Nut - Fail - Can stun opponent, easy set up for finishing moves.
Freezie - Fail - Stuns enemy, can set up for damage building combos.
Smoke Bomb - Pass - Low knockback, only use is for mindgames.
Pitfall - Fail - Stuns enemy making an easy set up for finishing moves.
Zelda's Sun monster thingie - Fail - If timed correctly can be deadly for enemy.
MIGHT be good for edgeguarding.
Mr. Saturn - Pass - Low knockback and damage, not much assistance to either side.
Green Shell - Fail - High knockback and easy to use. If jumped upon it launches user
into another jump which can leave them open for attacks.
Banana - Fail - As if normal tripping isn't enough...
Stuns enemy, can setup for a quick combo.
Bumper - Fail - Way increased knockback that can launch users off the stage in low %s.
Can be used to edgeguards.
Spring - Fail - High knockback, can launch whoever it hits off the stage in low %s.
Can be used for infinites if timed correctly.
Urchin - Pass - Low knockback and damage, just a mean of stage limitation, and a small
one at that.
Soccerball - Fail - Can be used for cheap KOs, edgeguards and lanuchers, with no extra
risk of using.
Team Healer - Doesn't appear in singles matches therefore irrelevant.
Franklin Badge - Fail - Cancels projectiles, therefore gives undeserved advantage against
some characters.
Screw Ball - Fail - Can setup for an easy aerial combo if used correctly.
I myself enjoy the game more while playing with items turned off, and would not like this list implented into the competetive play scene, however, alot of people have shown interest in seeing if it would work out with Brawl, so I just made a list of POSSIBLE items that could see light for competetive play.
Take it as you will.