jotun
Smash Ace
If items are on, you can get f*cked over by exploding capsules spawning in the middle of an attack.
The end!
The end!
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It doesn't work that way anymore, but thanks for trying!If items are on, you can get f*cked over by exploding capsules spawning in the middle of an attack.
The end!
Matt, the day someone can negate the randomness of items is the day I'll support trying them out in tournaments.You know what, I'm actually with the casuals on this one. I think just outright turning items off from the start without actually looking at it seriously is an ignorant thing to do. Especially since it seems the biggest reason for turning items of in Melee can be switched of now (exploding boxes/capsules).
Now, I'm not saying items have to be on, I'm saying that it should be carefully considered and preferably tried in tournaments before we make such a decision. There are many good arguments you can make for items from a competitive point of view. Obviously using them takes skill, be it wielding them or using them as a projectile. But even their random spawning has beneficial effects like rewarding stage control and punishing stalling.
Overall I really don't see any reason against items that clearly overshadows their benefits, so I think it's much to early to really make a good call on it.
As for Smashballs, like the rest of the items I think these need to be considered and tried before we rule them out. And even if they do turn out to be unfit for tournament that's not an argument to turn items of all together, it's just an argument for turning Smashballs of specifically.
Because the random factor would still remain.This is the point where I make a subtle comment about how Smoke Bombs are really dangerous and are a game breaking item effect.
And this is where I type out Sarcasm to explain my previous insane comment.
If we eliminate the really over the top items, what is left are not nearly so crazy then why not give it a try. There isn't a reason to not try a few tournaments with items on...
Because people never learn. I've seriously seen the same people repeat the same arguments (not that all people do this, some do), totally ignoring my valid points like "Randomness!!!!".Jesus...Yuna I don't know how you can keep repeating the same thing over and over and over again.
The game professionals invented is about being Skilled, Smash Brothers is one big party of Chaos.SSB is about being good at your character. NOT being good at using items.
Because people never learn. I've seriously seen the same people repeat the same arguments (not that all people do this, some do), totally ignoring my valid points like "Randomness!!!!".
Not a single person has come up with a valid and complete defense against randomness, yet they keep repeating the same things over and over and over again. And one of the more popular "arguments" is "If you're really pro (a lulz term), then you should be able to adapt".
Of course I can adapt to a lucky item drop spawning right next to my opponent while I can do nothing to stop them from picking it up and winning with it. I'm just that good.
Do you honestly believe that, in an item match, with a pro. vs. a casual player the outcome would be any different than if it were a no items match?Are items not a method of winning? Doesn't that make all the "pros" out there scrubs for not allowing them?
I don't support items in tournaments, I'm just playing devil's advocate.
If that's how you feel, feel free to host your own 4 Man FFA-tournaments on time with items on.The game professionals invented is about being Skilled, Smash Brothers is one big party of Chaos.
It's not that you win, it's how you win. Even if we play "to win", if something broken were discovered that made a character "way too good", then we'd ban them. Certain games have already banned characters for being just too good (i.e. the scene would literaly break down to that character alone).Are items not a method of winning? Doesn't that make all the "pros" out there scrubs for not allowing them?
I don't support items in tournaments, I'm just playing devil's advocate.
Well, the traditional definition of a scrub is someone who plays by a misguided code of "honor" and refuses to utilize some of the options included in the game due to them being "cheap".Do you honestly believe that, in an item match, with a pro. vs. a casual player the outcome would be any different than if it were a no items match?
Some stages are broken for competitive play. Tournaments banlist them, and leave some for counterpicks.
Some items are broken for competitive play. Tournaments ban all items regardless of how powerful they are.
Is that really fair?
Yuna, if you continue to mention items that are quite obviously not on my list of acceptable ones and cite them as evidence, I'm going to treat you as a troll and ignore you. Did I ever say super scope should be allowed? Allowing that is like allowing Bramble Falls.
I appreciate how about half the people who post don't seem to understand that exploding capsules and bobombs can and should be turned off.
Most of the items I indicated as broken for competitive play are those that essentially allow free hits or bonuses for the one who picked it up, and also those who just do to much damage outright.
For example, take Mr. Saturn. It does fairly low damage, can be dodged with ease, and your opponent can throw it right back at you. Furthermore, you can't do regular A attacks while holding it. The Mr. Saturn is hardly a threat.
How about the proximity mine? While it is probably the strongest of the items I considered playable, it WILL hurt its owner if they step on it just as much as an opponent.
Or the spring. All the spring does is allow for some new attack opportunities, hardly game ending.
Perhaps I should reorganize the list a little
Basic Items
Lip's Stick, Smoke Ball, Gooey Bomb, Mr. Saturn, Banana Peel, Bumper, Spring
Counterpick Items (Counterpick player can turn any of them on)
Fire Flower, Star Rod, Fan, Motion Sensor Bomb, Pitfall, Hothead, Unira, Soccer Ball, and MAYBE Smash Ball
Banned Items
Assist Trophy, Pokeball, Exploding Containers of any Type, Party Balls, Blast Box, Sandbag, Food, Maxim Tomato, Heart Container, Dragoon Parts Super Mushroom, Poison Mushroom, Warp Star, Starman, Metal Box, Bunny Hood, Superspicy Curry, Timer, Lightning, Beam Sword, Home Run Bat, Hammer, Golden Hammer Super Scope, Ray Gun, Cracker Launcher, Bob-omb, Smart Bomb, Deku Nut, Freezie, Green Shell, Team Healer, Franklin Badge, Screw Attack.
How can you say an item can decide the match on pure luck with no skill at all? The whole criteria we'd use for banning individual items is that they need to require active use to effect a match, so by definition an item could never effect a match without the players doing something with it. After all, if a Star Rod (not a Fan as someone said, since a fan is a terrible weapon for edge guarding) spawns while I'm being edge guarded it won't kill me without the other player actually using it, which requires skill. Sure, a lucky drop may have slightly effected the situation both players find themselves in, but what they do with that situation is still very much in their own hands. My opponent needs to decide if he wants to grab the item and if so how he wants to use it try and kill me while I have to decide if and how I want to change my recovery approach to avoid it. Luck was at most only a small part of what caused the outcome of that situation. You could even say that it's my own fault for getting knocked of the stage in the first place that allowed the other player to get the item uncontested. Which brings us back to the argument of stage control. With items on controlling the flow of the battle and the positioning of your opponent and yourself becomes even more important.Any item left on would have the potential to randomly decide the outcome of a match based on pure luck and not any skill whatsoever. It does not matter which two players are playing or which characters they play. At any random moment, a lucky item spawn might turn the tide and ultimately decide the outcome of that match.
Sakurai thought it'd be more fun. I don't. Am I wrong? I've never told you you play the game the wrong way. What right do you have to tell me I play it the wrong way?I'm reasonably sure Sakurai added tripping solely to cheese off people like Yuna.
The odds are the same for everyone. Doesn't mean it'll always be the same in practice. Bad luck, good luck, randomness and every else will boil down to many important games being decided by random and lucky item spawns. And this is not OK.A single item spawn is random. However, many item spawns will have negligible variability, as they will appear near one player as often as the other.
The fact that any of those items can decide the game is enough. Also, characters without projectiles will magically gain projectiles, further imbalancing the game.However, if items were especially powerful, then that negligible variability would still be too much. That's why the items I indicated are relatively weak.
"You're a pro, you should be able to dodge everything" - This is a bad argument I see being used too often.Mr. Saturn is not a threat Yuna. Explain to me how a pro player is going to have difficulty catching a Mr. Saturn, or simply dodging it, especially since they don't have to worry about any of the A moves their opponent has, making the opponent's tactics more predictable. Once the pro player has avoided the Saturn, they can just pick it up for themselves and throw it back.
Have you played the game. Chuck the bumper right on the edge. Now who can ever make it back unless they recover high and above the bumper?The Bumper can be a hassle to recovering opponents, but a decent player should be able to get back. More importantly, once the Bumper spawns, players will probably do their best to ensure that it is their opponent that has to deal with recovering. The Bumper can cause an edge guard KO, but doing so requires use of skill to set up the trap, just like any other move.
They're available to all characters but who gets what is determined by sheer luck. In any given game, one player can have all of the good items spawn next to them while the other gets nothing or just bad ones.Items are just additional tools and traps available to all characters. Set at very low, with only the weaker ones available, they will have less effect on the variability of the game then tripping would.
That's prettyTo me, it's really simple.
If an item has the potential to have a significant impact on the outcome on the match, it shouldn't be allowed.
If an item does not have the potential to have a significant impact on the outcome of a match, then it's rather pointless to use it in the first place.
Therefore, it doesn't matter that all items are off.
Hypothetically speaking, even harmless items only serve as a distraction if they don't have some other purpose. It makes more sense just to turn them off.
I used to use this argument. "They" all ignored it.To me, it's really simple.
If an item has the potential to have a significant impact on the outcome on the match, it shouldn't be allowed.
If an item does not have the potential to have a significant impact on the outcome of a match, then it's rather pointless to use it in the first place.
Therefore, it doesn't matter that all items are off.
Hypothetically speaking, even harmless items only serve as a distraction if they don't have some other purpose. It makes more sense just to turn them off.
Ever heard of a beard? Or all of those idiots who tried to hide their sexuality by going as far as marriage and then failing and having sex with men on the side?FerretStyle wins the thread (and the reason why I don't like items on 1v1s)
Also your sig fails, Marth has a fiancee. It's Ike who's gay [/nitpick]
You seem to imply it's a bad argument.gawd TL;DR the whole thread
someone tell me if they brought up money yet
just asking to see whether or not I should bring it upYou seem to imply it's a bad argument.
Why should money not matter?
Someone brought it up a while back.just asking to see whether or not I should bring it up
then good day to you all!Someone brought it up a while back.