Over the past week and a half, I've learned so much about this game.
Many of you play this game for the surface value. The flashing lights, cool colors, lucky 'combos', and the occasional friendly victory. It's as if you are reading a Manga without knowing the language, but the pictures alone are enough for you to keep reading, or at least trying to.
You don't understand the story but the artwork is amazing.
I used to play brawl like that. Just going with the flow, not really understanding key aspects but, I enjoyed the music, the noise, but I didn't understand the game.
Until recently.
Once you're able to speak and read the language that Manga becomes THAT Much better. And you can't put it down and you understand the finer aspects of that story.
In this post, I'm gonna help teach you the language of Brawl, and hopefully you can open your eyes to the amazing game this truly is.
Not many things in this game are Guaranteed. Usually you have to do some prediction or guessing, and your chances of hitting are resting on the idea that your move has frame advantage/priority/etc. But there's a way to literally hit them without their consent, not get punished and have complete control of the next action. And that's called the Guaranteed Option.
Depending on the tier of your character, you might not have as many Guaranteed Options (G.O) as other characters. Some have multiple per game, and some only have one or two. The higher tier your character, the better G.O's they have. But these things only come at max, perhaps 20 times a game, assuming you're MK, and they vary depending on the MU. It's your job to find, excise, and exploit these G.O's and use them every game. And this is where reads, and conditioning, and baiting come into play, but that's basic stuff that you should know. If you'd like me to expand on this point, let me know in the comments. Otherwise, I'll move on.
I play Wario, so an example would be vs Snake, a very irritating MU. During the game, I have no reason to face him in his face, for he has to many options that cover mine. So I'm going to play very defensively. But the second he Nairs, I'm going to go in for that Shield Grab, or that Clap. Granted, this doesn't happen very often. I could wait a whole Two minutes for this to happen, and only one G.O could come every two minutes. But I'm going to wait for it. It's my free damage, my free punish, my free kill. But this is why games last so long! Which leads me into my next point.
It's no secret, that brawl is a defensive game. Every game from top players never ends in 3 minutes. Or 4 minutes. Why? Because each player is looking for that G.O. They are searching, and exploiting their character to do so. They will camp platforms, run away, stay on the ledge ,all to find that G.O. Sometimes it takes over two minutes to find the first one, and the next one won't come for 45 seconds Later. This makes games last so long. There is a large disconnect from 'playing gay' to 'playing safe.' Playing Gay implies that you are simply running for the sake of not being hit. Such that you are un touchable for no purpose other than to irritate your opponent and hope for a clock out. Playing Safe indicates that you are just using your time to wait for that G.O. And Safety does not always mean camping the ledge or hopping on platforms. It could mean pressuring them up close in order to force frame traps and irritating options for you to punish with a G.O.
Think about it. If you play Falco and you're fighting a Pikachu, what reason do you have to walk down near him? Camping platforms it not playing Gay, it's playing Safe. you're waiting for him to slip up, and take your G.O which could be as little as a jab, or as big as a Grab. But that's not going to happen very often, because in that MU, Falco has very little G.O's against Pikachu, and that's what makes it very difficult.
Often times, matches from top players last till about the last two minutes of a match. And some players decide to switch from playing Safe, to playing Gay, simply because the time out option becomes the G.O. Though the clock was never intended for such use, it became used for that. Unfortunately there is nothing we can do about it. In short, if your matches are lasting about four or three minutes each match, you're probably playing this game incorrectly.
When somebody is at high percent. It's really easy for one to see that a certain move can kill them, but who's idea was it for people to infer that you must kill them at that percent? People have created definition to the idea that subsists on percent, and killing them with a certain move at a certain time. That doesn't exist. When Fox plays anybody, you know that his U smash can kill you at 100 usually. So why would that fox ever use U smash? why not just continue the match as normal? The idea behind this, is the higher the players percent, the more moves you have to kill them with, and the more options you are inadvertently stopping.
I feel an easy way to understand, is playing each stock as if you were trying to get them to 999. However if you kill them with a move, then so be it. You have the stock advantage now.
If you don't have the patience to read this, you don't have nearly the amount of patience for Brawl.
If people want to read more then I'll write more. I'll leave it at these three points for now. I hope you enjoyed it. =] Thanks for reading.
’, I refer to discussions relating to common issues in a tournament setting. To be brief, these are issues relating to rulesets employed in tournaments and the way in which they dictate the strategies commonly employed by players in order to win.
Before I talk about a number of different, popular view points, I wish to address a philosophical issue in general that I feel relates to anybody who has ever posted an opinion on a rule regarding Brawl.
I studied Advanced Literature in my final year of high school, and the most important thing I took away from that class was that everybody’s opinion is a valid opinion. What they teach in a standard English class is rubbish. Teacher’s will present you with a magazine ad and ask you to deconstruct it to find out the author’s intent and to that I say “What does it matter what the author intends when we first haven’t established the audience?”.
By audience I don’t mean ‘Stereotypical Female between 14 and 19’. I mean ‘Anglo-saxon, white, middle class female between 14 and 19 that is heterosexual’ or ‘Middle-eastern, tanned, male between 20 and 25 that plays cricket’. The point being that the authorial intent behind the American advertisement designer’s choices lose meaning when presented to a middle eastern man who may interpret the ad in a different way (to the anglo-saxon girl) due to the cultural and ethnical values instilled in him by his development as a person.
No.
Roland Barthes posited that the death of the author is necessary for the rise of the reader. What matters is not the intent of the author drawn by popular readings of a text, but, the limitless potential readings that can be drawn from readers of different age, sex and cultural/ethnical upbringing.
I think Port Town Aero Dive is a viable Counter Pick because a potential 40% death caused by the Cars does not create a ban-worthy imbalance in the stage hazard’s risk : reward ratio.
I think Port Town Aero Dive is not viable Counter Pick because a potential 40% death caused by the Cars creates a ban-worthy imbalance in the stage hazard’s risk : reward ratio.
Overswarm, and KishPrime before him posited two very popular approaches to competitive smash –
I highly recommend reading the whole thread opener, but to quote the main points of the two philosophies (and do no justice to OverSwarm):
The originalist is the philosophy I agree with personally. You'll obviously see some bias in the article because of it, but I'll do my best to be straightforward.
The Originalist wants to keep the game as intact as possible. They open the game, put in the disc, and say "Is this competitive?" and decide after if they need to change anything.
The originalist often goes against the grain of common thought, and opposes knee-jerk reactions vehemently. If there are ten counterpick stages that several characters have good win rates on, the originalist accepts this as the standard of the game rather than attempting to cut them out to make a more "50-50" matchup in all cases.
The originalist is strongly opposed to surgical changes as well; the originalist philosophy doesn't really accept surgical changes except in very very VERY odd circumstances. This means if Dedede can infinite 5 characters, the originalist accepts D3 as a hard counter to those characters and tells those 5 character mains that they need to deal with it.
The originalist also has an open mind when it comes to stages. Instead of banning every stage that might be a problem, they want to wait for actual problems in the tournament scene. If someone says "Hey... Onett is broken! You can just camp the edge and win that way!", the originalist challenges him to abuse this to its fullest. If it turns out to be broken it'll be obvious in the tournament scene quickly and we'll have enough data to justify a ban. If someone asks why a stage is banned, we can tell them. Whoever the person who discovered why it was broken wins some extra money, so there's built-in incentive for testing this stuff at a high level. It won't be someone winning a few friendlies; it'll be someone winning multiple tournament matches against people trying to beat it.
The constructivist comes at the game with a scalpel. They know the game can be better and intend to remove the fluff that creates unsatisfactory results.
The constructivist is a huge fan of surgical changes. If they see Dedede infinite DK, they wonder why anyone would ever allow that technique. It obviously eliminates DK from the game, so why not just ban it and allow DK to play in tournaments without this threat?
The constructivist doesn't necessarily do whatever knee-jerk reactions tell them to do, but they take notice of gut feelings, community outrage, and things that go against the grain of what they feel is competitive. While pictochat's hazards may have no outcome change to a series of sets, they may be unacceptable to a constructivist because they do not fit the standard of play on other stages. While the klap trap on Japes comes on a strict timer, the constructivist may not believe that timing the klap trap is a skill we should ever be tested on.
The constructivist has a very close-minded approach to stages. Instead of taking the originalist approach of "Does this stage take away anything from the tournament scene", the constructivist asks "What does this stage add to the tournament scene". There may be no problems with a stage like PS2 in tournament; it could have consistent results, a clear and obvious pattern, and no balance complaints. This doesn't stop a constructivist from saying "Why should we be playing in zero gravity, on ice, and on conveyor belts?" and banning the stage because it doesn't add substance to their idea of balance.
However, I’d also like to draw the reader’s attention towards one particular quote.
-There's no universal "this is competitive" mindset
This is the worst problem with constructivist philosophy. Two people can have the same mindset, but one can think that something is completely unnecessary in the tournament scene while others don't have a problem with it. This creates a clash of interests. Originalists don't have this, and instead clash over the interpretation of data. Over the course of time, originalists will generally get enough data to sway one side over the other. Constructivists do not. If one feels that infinites are anti-competitive because you can't do anything once you're in their grasp, but another feels they are only anti-competitive if they are near impossible to avoid, you have a clashing of values that can never be resolved.
Past these two all-encompassing philosophies are a number of other ones that borrow elements from one or the other, and set them in a different light, though an important thing to note is that they do not necessarily justify ruleset construction mentality, but rather, reflect their outlook on competitive play as a whole. I will touch briefly on two of them since by now you should get the idea of this article.
There are those that subscribe to David Sirlin’s ‘Play to Win’ philosophy that is generally associated with the idea that players who are seeking to win a game should do so, discounting any moral or ethical dilemmas as long as any strategy or tactic they employ is legal within the rules of a competition. I will posit nothing as fact when it comes to this mentality since these players may be originalist in regards to infinites, but constructivist in regards to stage lists.
One of this vein of thinking’s most important concepts to understand is that ‘Fun is subjective’. This means that regardless of whether you think camping is not fun to watch, it should not be factored into any kind of decision based on a ruleset.
The last philosophical approach I wish to address should actually be split into two veins of thought which I shall name ‘Definitive and Providential’. Which I personally believe has represented an important juncture in ruleset design.
The Definitive reader will strive for a smash game that features as few unpredictable outcomes and elements as possible whilst the Providential reader will oppose the removal of these elements without good reason or evidence.
Essentially, the crux of the Definitive argument is that the existence of random elements in the game makes the game less competitive in term’s of a player’s direct influence in the progress of a match.
However, the Providential reader shall discredit this by acknowledging that the existence of random elements that affect characters on a universal scale helps provide balance rather than take it away.
Item play is a key example of this; whilst the Definitivist will assert that items cause unnecessary, unwanted random elements to influence a match unfairly, Providentialists will assert that the existence of a random, universal set of attacks is actually beneficial to the balance of the cast. Arguments for many stages such as pictochat are also similar.
“So now that we know everybody is right and nobody is wrong, how can we possibly create a fair, competitive landscape for Brawl?”
It’s simple, Democracy. In that regard, the BBR has been the right step to make all along. Even if you have an informed opinion, to vote you should also be eligible to do so within your country.
But we shouldn’t be voting on ‘Ban X stage’ yet.
We should be voting on ‘Adopt X philosophy’.
And if you disagree with any of this, remember, it's okay
The point is that you're allowed to
*In this thread we are not discussing the Official BBR Recommended Rule List 3.0 as there is already a thread for that. Please stay on topic and don't wan off to other discussions.*
A common excuse I see when people complain about the new rule list is that "no one is forcing you to use our new rule list, it's just a general outline that can be used..."
By saying this it does omit any responsibility for the creators of the new rule list. However, how true is that statement? Sure we can NOT follow the rule list and do what we want, but isn't that the purpose of having a common set of rules that everyone follows? For all we know, I could set my own list of Neutrals/Counterpicks. Why not increase the time to 10 minutes instead of 8? Why not ban MK or any of the suggested stages listed in this new rule list? Because when someone runs rules that don't follow the norm, they are accused as being bias, unfair, limiting the competitive play style that Brawl has to offer, or being a scrub.
By doing anything outside of what one of the most respected and knowledgeable organizations, the BBR, my say as a tournament organizer in Kingman is easily argued against. It is because my say isn't as strong as an organization that has their rules stickied on the forum that hosts "The Largest Smash Bros Community." Anything I say as an individual that has no official status is overlooked as being scrubbish.
If the answer is just "TO's obviously shouldn't follow the new rules if they really feel that they are that bad," how will this solve the problem in the big picture. Sure for that tournament the rules can be bent into whatever is 'better,' but unless the rules can keep the same from tournament to tournament, the results will be very unstable. It is almost like playing a different game all together if rules can be easily changes from place to place.
Are we really open to follow whatever rules we want and still be looked at as a competitive community? Should we as a community follow one rule list? As tournament organizers, can we really host anything that isn't what the BBR thinks is 'recommended' without question by the players who join our tournaments? If using BBR's rules is out of the question, where do we turn to for answers for a more proper rule list?
Just a reminder, this thread isn't on a discussion for what is the "best rules list for competitive brawl." This is just a discussion about how true it is for TO's to follow whatever they want instead of BBR's rule list without coming off as scrubs, and how rules in general should be done in tournaments: different rules that can be flexible anywhere anytime, or should we as a community keep a solid set of rules that need to stay the way they are everywhere.
Official BBR Recommended Rule List 3.0
Super Smash Brothers: Brawl
This is the official rule set version 3.0 of the Smash Back Room: Brawl (BBR). The rules at any particular tournament are always at the discretion of the tournament organizer, but we recommend this rule set as a base guideline for all tournament organizers to use.
--- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---
General rules:
3 Stock
8 minute timer
Items are set to "off" and "none"
- If the timer runs out, the victor is determined first by stock and then by percentage.
- Resolving Ties: If percents are the same or both players die simultaneously, there will be a 1 stock, 3 minute, same characters, same stage rematch.
- All sets with the exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above should be played out for any "finals" matches)
- In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors.
- You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
- Extending Meta Knight's Dimensional Cape by leaving the ground and returning to it while invisible is banned. (For example, flicking the C-Stick up while holding down on the control stick during the move will cause this to happen.)
- Stalling is banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while using an infinite to run out the timer rather than to score a KO is. As such, any infinite chain-grabs, locks, etc. cannot exceed 300%.
- Any action which prevents the game from continuing (i.e. by causing the game to crash or causing all characters to freeze indefinitely) is banned. If the Tournament Organizer or a judge can conclusively determine the player responsible for the failure, that player loses the interrupted game. Players are expected to know their characters and prevent this from happening.
- Some interactions (for example, a throw with a wind attack) can cause one character to become frozen until being hit. If this happens, the free character is expected to capitalize on this in a timely manner; a failure to do so is stalling.
Set format (In Order of Procedure):1. Opponents make their
character select screen choices for the first match. *
2. Opponents start the stage striking procedure.
The stage striking order changes depending on the number of stages allowed. When reading this order, “1” is player 1 and “2” is player 2. The optimal striking orders are as follows:
- 3 Stages: 2-1
- 5 Stages: 1-2-2-1
- 7 Stages: 1-1-2-2-2-1
- 9 Stages: 1-1-1-2-2-2-2-1
3. Each player may announce one stage to be banned for counterpicks of the set.
4. The first game is played, using the stage chosen during step 2.
5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List. **
6. The winner of the previous match chooses their character.
7. The loser of the previous match chooses their character.
8. Repeat steps 5-7 for all proceeding matches.
*Double blind character selection may be called for the first match.
Also, the choices made here include the character's color and whether the player will start as Samus or Zero Suit Samus, as Zelda or Sheik, or as a particular Pokemon for Pokemon Trainer.
**No player may choose a stage they have already won on in that set unless agreed upon by both players.
Additional rules for Doubles play:
Team Attack must be set to ON.
Sharing stocks is allowed.The controller ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
If the clock expires in a team match and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has no stocks and 0%).
In team play, causing both characters of a team to become frozen (i.e. by interrupting a throw with a wind attack) is to be treated the same way as freezing the opponent in singles. Leaving only one of your opponent's characters frozen is legal since the teammate can work to undo the freeze.
Optional Rules:
- Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
- The Mages DQ rule: After a match has been called, if a player is 2 minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After 6 minutes, he will be given a loss of the entire set.
- Color Blind Rule: In team games, it may be requested that certain characters be assigned a specific team color in order to prevent any unnecessary confusion. For instance, Sonic, Lucario, or Falco may be requested to be assigned the blue team color.
Recommended Stage List:
The below Starter/Counter list has a list of three stages, followed by three sections of two stages each. In order to use this, start with the top three stages in the list, and adjust the starter list between 3 and 9 stages by going down the list and adding the next two stages until the desired number of stages is reached. Keep in mind that "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Pokémon Stadium" is a correct use of this, but "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Final Destination" is not. Go down the list; do not mix and match. Any remaining stages not used in the Starter list will be moved to the tournament's Counter list.
The Counterpick list is a list of stages that should be universally allowed as legal Counterpick stages.
The Counter/Banned list is a list of stages that may be allowed as a legal Counterpick stage or banned from tournament play based on the tournament organizer's discretion.
The Banned list is a list of stages that should be universally banned from tournament play.
Starter/Counter
- Battlefield
- Yoshi's Island
- Smashville
- Lylat Cruise
- Pokémon Stadium
- Final Destination
- Castle Siege
- Delfino Plaza
- Halberd
Counterpick
- Luigi's Mansion
- Norfair
- Frigate Orpheon
- Pokémon Stadium 2
- Port Town Aero Dive
- Distant Planet
- Pictochat
- Jungle Japes
- Rainbow Cruise
- Green Greens
- Brinstar
Counter/Banned
- Yoshi's Island (Melee)
- Pirate Ship
Banned
- Mushroomy Kingdom 1
- Mushroomy Kingdom 2
- Mario Circuit
- Rumble Falls
- Bridge of Eldin
- Spear Pillar
- Wario Ware
- New Pork City
- Summit
- Skyworld
- 75m
- Mario Bros.
- Flat Zone 2
- Hanenbow
- Shadow Moses Island
- Green Hill Zone
- Temple
- Onett
- Corneria
- Big Blue
Notes
This ruleset is the recommendation of the Brawl Back Room for how to run competitive Super Smash Brothers: Brawl tournaments.
We do not condemn TOs for holding tournaments with alternative or even noncompetitive rulesets. It was through experimentation and open but critical thinking that we reached these recommendations, and
we encourage TOs to continue the search for improvements and novelties.
However, there are rules which, after debate,
we do not recommend for competitive tournaments:
- Except as noted in the definition of stalling, the BBR is opposed to the banning or restriction of any character's infinites.
- The Bowser suicide klaw rule present in the SBR Ruleset 2.0 has been removed.
The BBR now recommends that the game's verdict should always be honored; a victory screen should decide the winner. Any Sudden Death (excluding time-outs) should be treated as a tie; which are resolved with a 1 stock, 3 minute, same characters, same stage rematch.
- The BBR is opposed to the institution of a Ledge Grab Limit of any number (for any character) for use in determining the winner of a match by time out.
- Athough the BBR disapproves of players "coaching" other players during a tournament match, the universal and fair enforcement of a rule to prevent it appears to be improbable.
Other Notes
- Tournament Organizers should make their policy regarding the use of codes, file replacements, and the like clear. The BBR suggests that larger scale tournaments should have little to no tolerance for the use of cosmetic hacks. Those permitting use of such hacks should be advised that the uninformed use of even cosmetic changes might cause unintended gameplay changes, and even informed uses can affect the outcome of the game whenever the DVD's loading time becomes a factor.
- Also, to avoid legal repercussions, to avoid loading time changes, and to deal with the uncertainty as to the existence of changes to the game, USB/SD loaders and DVDs not manufactured by Nintendo should not be used at tournaments.
- Whenever time permits, pool play should precede double elimination bracket play. Pool results can eliminate players as necessary and should be used to seed the bracket. Also, the semi-final and championship sets should be in at least best of 5 format.
- The use of wireless controllers should be discouraged because of interference, unreliability, and time hindrance, but wireless controllers should not be banned.
- Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches.
- Drugs and alcohol should be prohibited due to minor involvement and potential legal issues.
A tournament whose rules follow these guidelines may include a note in its opening post (suggested beneath the tournaments title in smaller font) that reads "Follows BBR Recommended Ruleset 3.0".
None of this is my work, it is merely a compilation of others' work done by me, so you don't have to
A HUGE note to all- all sets of frame data are incomplete, aside from the Ike boards.
For those of you who maintain/are working on your character boards' frame data threads, I would suggest using the Ike frame data threads as a sort of template to base your own research on.
Character Specific Frame Data-
Bowser:
http://www.smashboards.com/showthread.php?t=206219
Captain Falcon:
http://www.smashboards.com/showthread.php?t=216778
Diddy Kong:
http://www.smashboards.com/showthread.php?t=239185
Donkey Kong:
http://www.smashboards.com/showthread.php?t=202958
Falco:
http://www.smashboards.com/showthread.php?t=187546
Fox:
http://www.smashboards.com/showthread.php?t=240800
Game & Watch:
http://www.smashboards.com/showthread.php?t=189251
Ganondorf:
http://www.smashboards.com/showpost....73&postcount=2
Ice Climbers:
http://www.smashboards.com/showthread.php?t=232593
Ike:
http://www.smashboards.com/showthread.php?t=202837
Jigglypuff:
http://www.smashboards.com/showthread.php?t=216922
King Dedede:
http://www.smashboards.com/showthread.php?t=224054
Kirby:
http://www.smashboards.com/showthread.php?t=144039
Link:
http://www.smashboards.com/showthread.php?t=228233
Lucario:
http://www.smashboards.com/showthread.php?t=211488
Lucas:
http://www.smashboards.com/showthread.php?t=255033
Luigi:
http://www.smashboards.com/showthread.php?t=175652
Mario:
http://www.smashboards.com/showthread.php?t=219407
Marth:
http://www.smashboards.com/showthread.php?t=204825
Metaknight:
http://www.smashboards.com/showthread.php?t=205614
Ness:
http://www.smashboards.com/showthread.php?t=207559
Olimar:
http://www.smashboards.com/showthread.php?t=225377
Peach:
http://www.smashboards.com/showthread.php?t=246380
Pikachu:
http://www.smashboards.com/showthread.php?t=223901
Pit:
http://www.smashboards.com/showthread.php?t=268872
Pokemon Trainer:
http://www.smashboards.com/showthread.php?t=224610
ROB:
http://www.smashboards.com/showthread.php?t=255281
Samus:
http://www.smashboards.com/showthread.php?t=185822
:shiek: Sheik:
http://www.smashboards.com/showthread.php?t=248288
Snake:
http://www.smashboards.com/showthread.php?t=258332
Sonic:
http://www.smashboards.com/showthread.php?t=233106
Toon Link:
http://www.smashboards.com/showthread.php?t=193918
Wario:
http://www.smashboards.com/showthread.php?t=210128
Wolf:
http://www.smashboards.com/showthread.php?t=194120
Yoshi:
http://www.smashboards.com/showthread.php?t=249046
Zelda:
http://www.smashboards.com/showthread.php?t=218082
Zero Suit Samus:
http://www.smashboards.com/showthread.php?t=238787
Misc. Frame Data-
•Jump Squat Frame Data: this is how many frames it takes for a jump oos to actually occur for *insert character*
Also, oos upB and oos usmash are NOT effected by jump-squat, only aerials, usmash and upB both cancel the jump-squat animation, explaining why they are so fast oos as compared to aerials
Good stuff RocketPSIence :D
Quote:
Originally Posted by
RocketPSIence
Alright guys, I went into BrawlBox and got how long each animation took. Here is my findings:
JumpSquat Frame Data:
captain - 6
dedede - 5
diddy - 5
donkey - 7
falco - 5
fox - 5
gamewatch - 6
ganon - 6
ike - 8
kirby - 5
koopa - 9
link - 8
lucario - 6
lucas - 6
luigi - 6
mario - 6
marth - 6
metaknight - 5
ness - 6
peach - 6
pikachu - 5
pikmin - 6
pit - 6
pokefushigisou - 6
pokelizardon - 8
pokezenigame - 5
popo - 5
purin - 6
robot - 6
samus - 5
sheik - 5
snake - 10
sonic - 8
szerosuit - 5
toonlink - 8
wario - 7
wolf - 7
yoshi - 7
zelda - 7
Remember this is the length of the animation, so when you are calculating the first actionable frame, you have to add one.
•
Rolls, spotdodges, and airdodges
http://www.smashboards.com/showthrea...ighlight=frame
•
Ledge grab invincibility/some general info about ledge-dropping
http://www.smashboards.com/showpost....5&postcount=56
That's it for the misc. section, but item specific frame data would be amazing, such as glide toss frame data and oos item throw frame data.
Another thing that would be great is shield drop/power shield frame data. Is it the same for all characters, or is it unique to some?
New request added to the list-
Every single character's ledge frame data.
I'm thinking that if someone is thinking about doing this on their own, they could work from the top of the tier list down, as the tier list does dictate which characters need to be more or less known about ;P
Frame data people- any threads I should read in order for me to test for frame data on my own?
__________________
Welcome to the official project thread for '
Item Standard play'!
This is a moderator-approved Brawl Tactical thread.
REALLY IMPORTANT NOTICE:
GET ALL CURRENT TEST SPAWN POINT PACS AT THIS DL LINK!
It is now possible to (kind of) control spawn points of items! Allow me to explain. Early in this thread, there was a big debate over whether Brawl had a hard-coded list of spawn points for items on each stage, or if the game randomly/procedurally determined where an item will spawn. I'm happy to report that the answer is...
...BOTH!
See, in each stage PAC file, there is a section called ModelData[100], and nested deep within this file is a list of bones for each stage, some of which are assigned to item spawns. Using the positions of these bones (stored in (X, Y, Z) format under "Translation"), we can create boxes of areas where the game will allow items to spawn, at which point the game will randomly select a point inside this valid area to spawn items.
This is VERY important. This means that, with hacking, we can find the most balanced and fair areas to spawn items on each stage and restrict item spawns to only those areas!
In order to test this, anyone with Homebrew can download
my hacked test PAC for Final Destination. This file restricts item spawns to the diamond in the middle of FD,
high above the respawn platforms. Go ahead; turn Gooey Bombs on and see if any spawn on top of your Smash attacks now! The added height means you can react to item spawns, and the small central spawn area means that stage control is actually TOTALLY important (plus, the time it takes to go get an item and return to edgeguard means players recovering have a fairer time).
Test this out, and maybe we can hack all the spawn points to be fair and balanced on each stage!
IMPORTANT NOTICE 2:
For a little while, I have been working on a side-project in my spare time for fun, but it's turned into something I think TO's would actually like. So, I'm going ahead and releasing what I'm tentatively calling a "TO Tools Pack." The pack includes a custom-built and large-monitor/projector optimized Powerpoint that can be edited and tweaked from my template to allow tournament rules to be continuously and efficiently circulated to a large group of players, something every TO I'm sure will appreciate. Also included is a picture pack that was designed to be used either separately or (optimally) in conjunction with the powerpoint. The included picture pack allows a TO to make his stage (or item, for ISP) listing and custom build a picture of a Neutral/Counterpick/Banned color-coded stage/item select screen that allows players to quickly identify tournament-legal stages/items. What's better is that it's all easy to use (I use it with MS Paint) and it allows you to use ANY combination of stages/items and stages of legality.
You can grab the .rar, complete with Readme files, at the following link:
http://www.megaupload.com/?d=TY9L4UGM.
Panda's Comments: I've decided to sticky this thread for several reasons, one of which is that there IS a small subset of people who enjoy playing with items, so this thread could be of help to them. The effort that has gone into Jack's project should be commended, and although there are still a few kinks to work out here and there, it is as close as you can get to a competitive item ruleset for now.
That said, NO TROLLING OR FLAMING WILL BE TOLERATED IN THIS THREAD. If you don't like items then don't bother participating in this discussion. This is only for those who enjoy item play, not those who enjoy belittling those who use items themselves.
Click here to visit Jack's other thread where he discusses the ruleset he has created to accompany this item list. [Jack's Edit of Panda's Edit: Since a lot of discussion now happens in this thread, I've decided to merge the thread Panda linked to with this one. The thread you are currently reading in Brawl Tactical will now function as the main discussion thread for both ISP's item list AND ruleset. I'm keeping the link here because a LOT of discussion happened there, and so without that thread, a lot of context is lost. Much thanks goes out to SamuraiPanda for his support and stickying powers.]
[NOTE: This thread concerns offical rulesets and playstyle discussion for the creation of a unified approved item listing for item-based tournament play. This thread is
NOT for:
*flaming
*discussion of whether items (in general) are tournament viable
*discussion concerning the 'randomness' of items
*trying to replace any form or facet of current, established tournament play
*etc.
All of the above will not be tolerated. If you are looking to discuss whether items should be allowed in tournaments, you have come to the wrong place.]
Mission Statement:
This mission of the 'Item Standard Play' project is :
A ) To experiment to find a unified list of items that are 'approved' for item-based tournament play, as well as 'approved' playstyles and rulesets for the creation of item-based tournaments. As in any tournament format,
final discretion is always in the hands of the tournament organizer.
B ) To create a scene that can/will act as a stepping stone for the introduction of casual players into the traditional tournament scene without forcing them to 'abandon' all of the conventions of casual play.
C ) To create a scene that current tournament players can go to, if they so choose, that has an alternate style of play than what they are used to.
D ) To create a unified place that tournament organizers can come to discuss, create, and advertise item-based tournament events.
Plans:
This thread's purpose is to catalog all of the information, theoretical and real-world, concerning formalized competitive item play. Just like how tier lists and rulesets go through iterations, ISP is ever-evolving as well. New advancements in Brawl's metagame can cause future changes to ISP rulesets; nothing in this thread is "set in stone". This means that we would hope that, although we currently have a formalized (and widely accepted) ruleset, more testing must always be done.
In order to be as open-minded and thorough as possible, all items must be tested in a range of various circumstances (1v1, 2v2, and FFA; all of which Online and Offline). Prior knowledge from Melee must, for the sake of accuracy and true balance, must be discarded, especially in light of the inclusion of a new physics engine (Havok). To accomplish this, we ask that those who would like to contribute to the project post in this thread details pertaining to item experimentation; the results of numerous experiments will ultimately determine future versions of our final item list.
[NOTE: Simply stating that Item A is broken is not enough; sufficient testing must occur.]
We ask that your post include:
*Number of rounds (the more rounds played, the more accuracy; note that each round must be identical, i.e., the same players, the same items, the same stage, the same characters, etc.)
*Stage played on
*Rules of match (Time/amount, stock/amount, special rules, etc.)
*Characters played
*Number of wins for each player/character
*Number of kills for each player/character
*Any other information you deem important
Also, if possible, note the relative skill of all players; for instance, if P1 is much more skilled than P2 and P3, make note.
If you have any questions/concerns/requests for the project, please contact me (JackKieser) either by PM or by AIM. Your support and encouragement is appreciated.
OFFICIAL RULESET INFORMATION:
As of 5/24/09 at 11:34 PM:
Thanks to the testing, balancing, research, and discussion of many, many people, we finally have a draft for a balanced and fair item listing, as well as a ruleset for use in tournaments. Speaking for everyone a part of the ‘ISP’ project, we can’t thank everyone enough for their help and support; this would have never happened if the community around SWF hadn’t put (at least some) of their support behind it. Special thanks go out to those who don’t even agree with competitive item play, but still discussed and debated with us to work towards a consensus.
Here is the result of nearly two months of extensive testing, balancing, and discussion:
NEUTRAL ITEMS:
(Sandbag) (Food) (Warp Star) (Bunny Hood) (Beam Sword) (Lip’s Stick) (Star Rod) (Super Scope) (Fire Flower) (Motion Sensor Bomb) (Freezie) (Smoke Ball) (Pitfall) (Mr. Saturn) (Green Shell) (Banana Peel) (Franklin Badge) (Screw Attack)
COUNTERPICK ITEMS:
(Assist Trophy) (Dragoon) (Metal Box) (Home-Run Bat) (Hammer) (Ray Gun) (Cracker Launcher) (Gooey Bomb) (Hothead) (Spring) (Unira)
BANNED ITEMS:
(Smash Ball) (Pokeball) (Containers) (Blast Box) (Maxim Tomato) (Heart Container) (Super Mushroom) (Poison Mushroom) (Starman) (Superspicy Curry) (Lightning) (Fan) (Golden Hammer) (Bob-Omb) (Smart Bomb) (Deku Nut) (Bumper) (Soccer Ball)
CHANGES FOR 2v2 PLAY:
Item Spawn Rate – Changed to
‘Medium’
(Team Healer) - Neutral
(Smash Ball) – Moved to Counterpick
(Superspicy Curry) – Moved to Counterpick
(Cracker Launcher) – Moved to Neutral
BRACKET PROCEEDINGS:
Double-Elimination
Best of Three (3) Sets, with a Best of Five (5) Finals
Matches Consisting of 3-Stock with an Eight (8) Minute Time Limit
In the event of dispute, controller ports may be decided by Rock-Paper-Scissors
No player may choose a stage they have already won on in that set unless agreed upon by both players.
Ties will be broken by lives, followed by percentages; if percentages are tied, then a One (1) Stock Sudden Death match will be played (no time limit)
Each player may declare One (1) stage and/or One (1) item to be stricken from the entirety of the set
BRACKET CHANGES FOR 2v2:
Controller ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
Team Attack will be set to ON
Life Stealing will be allowed
Each team may declare Two (2) stages and/or Two (2) items to be stricken from the entirety of the set.
Color Blind rule: Should a player have a color-based disability, he or she may request in a teams match to have a specific color for their team. This is so characters such as Lucario or Sonic can be granted the blue team so that there is not unnecessary confusion.
MISC. BRACKET RULES:
Metaknight's Infinite Cape glitch is banned.
If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser.
Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
Stalling is banned. Stalling is the act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 300% has been reached so as to prevent excessive stalling.
Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
The Mages DQ rule: After a match has been called, if a player is two minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After six minutes, he will be given a loss of the entire set.
MATCH PROCEEDINGS:
1st Match –
Double-blind character selection (may be waived with agreement of both players)
Each player may declare stage/item strikes
Opponents start the stage striking procedure
Match begins on stage chosen during strike
Subsequent Matches –
Loser selects stage from Neutral / Counterpick list
Winner selects character
Loser selects character
Winner counterpicks One (1) item
Loser counterpicks One (1) item
Match Begins
MATCH PROCEEDINGS FOR 2v2:
1st Match –
Controller port selection
Double-blind character selection (may be waived with agreement of all players)
Each team may declare stage/item strikes
Opponents start the stage striking procedure (1221 order as determined by RPS)
Match begins on stage chosen during strike
Subsequent Matches –
Losing team selects stage from Neutral / Counterpick list
Winning team selects characters
Losing team selects characters
Winning team counterpicks One (1) item
Losing team counterpicks One (1) item
Match Begins
Taken from SBR Recommended Brawl Stage Lists:
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
Stages in the Starter/Counter and Counter/Banned list did not receive 2/3 majority, and therefore you are given the option to put those stages in either category, as we did not come to a consensus on it.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. There must be an odd number of starter stages.
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Delfino
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Corneria
Distant Planet
Frigate Orpheon
Green Hill Zone
Jungle Japes
Luigi's Mansion
Norfair
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Yoshi's Island (Pipes)
Counter/Banned
Green Greens
Mario Circuit
Onett
Port Town Aero Dive
Skyworld
Banned
75m
Big Blue
Bridge of Eldin
Flat Zone 2
Hanenbow
Hyrule Temple
Mario Bros.
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Rumble Falls
Shadow Moses
Spear Pillar
The Summit
Wario Ware
Any rule-list that closely follows this guideline may include a note in its opening post (suggested beneath the tournaments title in smaller font) that reads "ISP Certified".
ADDED MAY 24th, 2009: Alternate Rulesets
The following rulesets have been suggested for use and tested in a tournament setting.
DugFinn / Houston 2v2 ISP:
Item List:
NEUTRAL ITEMS:
(Smash Ball) (Sandbag) (Food) (Warp Star) (Bunny Hood) (Beam Sword) (Lip’s Stick) (Star Rod) (Hammer) (Golden Hammer) (Super Scope) (Fire Flower) (Motion Sensor Bomb) (Freezie) (Smoke Ball) (Pitfall) (Mr. Saturn) (Green Shell) (Banana Peel) (Franklin Badge) (Screw Attack) (Team Healer)
COUNTERPICK ITEMS:
(Assist Trophy) (Dragoon) (Metal Box) (Home-Run Bat) (Ray Gun) (Cracker Launcher) (Gooey Bomb) (Hothead) (Spring) (Unira)
BANNED ITEMS:
(Pokeball) (Containers) (Blast Box) (Maxim Tomato) (Heart Container) (Super Mushroom) (Poison Mushroom) (Starman) (Superspicy Curry) (Lightning) (Fan) (Bob-Omb) (Smart Bomb) (Deku Nut) (Bumper) (Soccer Ball)
TESTED AT WHOBO:
WHOBO Post in this thread.
(PS: DF, if I made any mistakes here, please let me know.)
OFFICIAL ITEM IMPRESSIONS:
These are the results of item testing that the 'Item Standard Play' project has been working on for the past two months. The goal of the project is to create standardized and accepted formats for item play in tournaments and in order to do this, certain criterion were established. For the sake of understanding, I will set out these criterions now:
Preservation of Risk/Reward: The basic concept of 'punishment' in a fighting game. Every move has a risk/reward value that affects its usefulness and effectiveness in any given situation, and acceptable items must preserve this vital relationship. If an item has too little risk for too much of a reward, then the item is to be deemed 'broken' and must be disabled from play; conversely, if an item has too much risk for a very small amount of reward, then the item shall be deemed 'redundant' and should be removed from play in an attempt to condense item listings (this is not as important as removing 'broken' items, however).
Acceptable Counter Systems in Place: Every move must have a counter; if there is no counter, than strategically there is no reason not to use it at all times. For an item to be considered 'balanced' it must always have at least one counter at all times. If an item does not have at least one global strategic counter, then it shall be deemed 'broken' and banned from play.
Acceptable Level of Effect on Match Outcome: Applicable to both items and stages. If an item has a dramatic effect on battle to the extent that an entire match can ride on the item's use, then the item should be considered 'broken' and banned from play. This criterion has the most grey area because items in and of themselves are designed to effect the outcome of a match. Thus, acceptable levels of interference must be maintained; small changes in match dynamics are acceptable, while items promoting 'spawn camping' and like strategies should be banned. As a corollary to this, we must also take into account if an item forces its effects on a player (for instance, by spawning on top of a player); items of lower effect can have more leeway on this rule, while items with vast effects must only be usable by player decision.
A recent addition to this list is the ‘counterpick’ list of items; previously, items were either deemed ‘approved’ or ‘banned’. This allows for a few very important changes to item play. Introductory matches in a set must maintain a certain level of integrity, and having an approved ‘neutral’ list of items, much like in the case of neutral stage picks and double-blind character selection, ensures that a significant advantage is not enjoyed by either competitor during the first match. This also allows for greater congruency with established tournament play, further bridging the divide between ‘casual’ players who are looking to enter the tournament scene and seasoned tournament players looking for new and fresh competition (both players and styles).
Using these criterions, these are the 'ISP' project's impressions on each of the 49 items available for Brawl tournament play. These are, by no means, set in stone, at least for now; however, because I wished to make a decision on each of the items at least once, I have laid out our impressions below. There will be three possible outcomes for any given item: Neutral (and accepted for round 1 play), Counterpick (and thus only available in round 2 and onward) or Banned (unavailable for the entirety of the set).
As of 7/3, this list will apply to both 1v1 and 2v2 play. Many of the items function more or less the same, regardless of ruleset. There are, however, a few key items that have significant functional differences when used in 2v2 play. In these cases, I will have a supplementary paragraph following the standard 1v1 ruling for 2v2 play. For all 2v2 rulings, assume that Friendly Fire is active. If there is not a separate paragraph for any item, assume the ruling is the same for 2v2 as it is for 1v1.
Please feel free to contest any of the below impressions with solid data that does not contradict the above stated criterion:
Smash Ball
[BANNED] - Unfortunately, there isn't much that can be said about Smash Balls in 1v1 play. With most items, regardless of the character you are using, the effect of the item remains the same; Smash Balls were not designed with this in mind, however, and as such are not balanced in such a way as to give each character an equally powerful or effective Final Smash. This, in combination with frames of varying invincibility, wildly differing ranges, and the ability to change the outcome of a match in a single fell swoop renders Smash Balls out of the question for 1v1 play.
Smash Ball 2v2
[COUNTERPICK] – Smash Balls actually function quite differently in 2v2 play than in 1v1, and the reason is that you are now able to hit your teammate. The biggest flaw with Smash Balls in 1v1 was that there is little to no downfall to activating a Final Smash at any time; if all else fails, one could simply activate the move to gain invincibility frames in order to dodge a hit, and even if the move misses, nothing is really lost. If a teammate and Friendly Fire is added in, things become more complicated. No Final Smash is unable to be dodged, but many of the more ‘overpowered’ Final Smashes are quite hard to dodge indeed; this, however, counts for both your enemies and your friends, meaning that if a team isn’t well coordinated a badly placed Final Smash can (and probably will) seriously injure a teammate (the Landmaster is an excellent example of this). As noted earlier, however, every Final Smash, be it DK’s or Marth’s, is able to be dodged, so a team that has practiced around each other’s Final Smashes is at a significant advantage; even Pit’s or Dedede’s Final Smashes (which now homes in on teammates due to Friendly Fire) can be easily dodged if one practices his timing enough. It is for these reasons that we move Smash Balls to the counterpick list for 2v2 play.
Assist Trophy/Pokeball
[COUNTERPICK] /
[BANNED] - I wanted to keep these items separate in this assessment, but I just couldn't; they work the same, have the same faults, and affect the match in the same way. Assists and Pokeballs break all three of the criterion for a balanced item: there is no risk to using them (as all you have to do is pick them up and you gain their effects), the Assist/Pokemon summoned is invincible and in many cases can chase you down, and a single Assist/Pokemon can net even low % kills (especially in the case of the Legends and Isaac). It should be noted, however, that Assist Trophies and Pokeballs have a very distinct difference in activation methods, namely that Assists are activated upon acquisition (and thus have an accompanying animation), while Pokeballs double as a mid-strength projectile. Because of this difference, a player activating an Assist Trophy can be punished in a way that a player throwing a Pokeball cannot; this makes Assist Trophies a little less broken than Pokeballs. [As it stands, there are a few Pokemon and Assist Trophies that are vastly more powerful than the rest (the Legends and Issac come to mind), but
as Keits demonstrates, even the more powerful Assists are able to be dodged. It should be noted that these overpowered Pokemon/Assists are very rare, indeed; this does not excuse them from our balance criterion, however, which is why we have decided to make them counterpick pending further tournament evidence; if it is demonstrated that uber Pokemon/Assists degenerate item play, they will be disabled. Current item players must remember that these items will not be active unless they are activated by a player, however, so whoever activates them takes these risks into account willingly. Keeping this in mind, though, powerful Pokemon spawn more frequently than powerful Assists, so Pokeballs remain banned.]
Containers
[BANNED] - This refers to the Crate, Barrel, Capsule, and Party Ball items collectively. These items, on the surface, seem to be balanced. There is a large risk to using the Crate, Barrel, and Party Ball items because of the drastic movement reduction received while holding them, the only reward being another item (possibly a heavier hit on the opponent), each item has a basic counter (the large containers have abysmal range, while the capsule is easily air/spot dodged), and they usually only effect the match by releasing another item... but this isn't always the case. A rigged container will always do massive damage and knockback, and there is no way of telling which containers are rigged and which aren't. While this seems like it should be included with 'Risk/Reward', containers, by their very nature, have a higher probability than other items to spawn, and because of their bulk there is a decent chance that they can (and will) spawn in the range of an attack in progress; if this happens, a player may take damage through no fault of his/her own, damage that can and, in many cases, will kill in one shot. This happens frequently enough that these items break the third criterion by a large margin, and thus must be disabled.
Blast Box
[BANNED] - This container-like item operates completely different than normal containers in that it always causes a massive explosion, but can only be triggered by a strong attack or anything with the fire/explosive property (for instance, Red Pikmin, Link's Bombs, and Din's Fire). This item shares the container's main fault, though, in that the explosion caused by it is relatively easy to set off (and can be done at a distance with many characters) and causes low % kills with ease (a dummy Mario was killed from the center of FD at ~50%). The effect that these boxes can have on a match is immense; enough to where it's risk of use cannot outweigh its effect. Blast Boxes, for this reason, must also be disabled.
Sandbag
[NEUTRAL] - Sandbag is an interesting item in that, out of all of the items on this list, I would wager that it has the least impact on the outcome of a match; Sandbag’s only purpose is to be hit with attacks, and it cannot cause any direct harm to players. When hit, Sandbag has a chance to spawn a separate item randomly beneath it, but this happens rarely on the 'Low' spawn rate. The only other effect that Sandbag can directly have on a match is that the game considers Sandbag a character, and thus tries to keep any and all spawned Sandbags on screen at all times, sometimes causing the screen to rapidly change focus upon a spawning Sandbag. Sandbags have the very useful strategic purpose of being a wall to attacks, however, and this strategy lends itself to a great usefulness. Because of the strategic value and the fact that it does not violate any of our three criterions, Sandbags are balanced enough for item play.
Food
[NEUTRAL] - Small items that replenish anywhere between 1-10% damage, food can have a drastic impact on matches... but only when used in conjunction with containers capable of spawning multiple food items at once. On a singular basis, food can, at most, recover a single hit's worth of health, and are usually not worth fighting over. These items inhabit a grey area in item play because they have such a small influence on battle in general, but influence the greatest part of a fight (amount of health). They have little risk to use, but also little reward. There is no 'counter' in the traditional sense, but a single hit can negate any advantage gained by using the item, which could be considered a counter. Single food items cannot have a drastic effect on battle simply by virtue of the small amount by which they heal. Items do, however, have two important uses outside of battle. Activating food for tournament play adds another item at which the game must use to calculate probability for spawning; effectively diluting the item pool and reducing the effect other items have on the outcome of a fight. Activating food also allows certain stage's background effects to be used in battle (Smashville's balloons and Yoshi's Island's Shy Guys, for example), allowing certain stages to operate at their fullest. I see no reason why food items should not be allowed for tournament play, but this may very well be an item left up to tournament director's discretion.
Maxim Tomato/Heart Container
[BANNED] - These two items, much like Assists/Pokeballs, operate so similarly that it would not be prudent for me to make a distinction between the two. These items break all three of the established criterion of balance in very obvious ways. There is literally no viable risk/reward system in place, as the risk to use these items is very small, but the reward is very high (50% or 100% healed, respectively), and in a fight where every % counts, this is simply too much. There is no way to counter the use of these items, other than perhaps to prevent their usage, but this is not an acceptable counter by any means. The effect that these items can have on battle should be obvious; in many cases, each of these items could provide anywhere from a half to full heal, effectively giving a player an extra stock to work with, and this is unacceptable. These items must be banned.
Dragoon
[COUNTERPICK] - This item is a tough one to nail down because it skirts the line with all three of the balance criterion. Risk/reward is in place, if only in the sense that you have to actively gather all three parts to use the Dragoon, and if the opponent happens to be holding one of the parts, you are forced to engage him/her in order to complete the Dragoon. Once the item is used, however, risk/reward breaks down, as there is no reason not to use it (and usage is automatic, so even if there was a risk, you'd have to use it anyway), and firing it launches a OHKO shot that you cannot be knocked out of. The Dragoon has many counters to its completion, but only one counter to its use: air/spot dodging and even this counter can be quite ineffective. Like any other move, prediction is key when dodging (and using) the Dragoon; any move with lag can be punished, but a smart player will refrain from this and stay mobile. The dominant strategy when using the Dragoon is to gather all three pieces (in some for) on the field, then KO the opponent without using the Dragoon, opting to KO him/her with the Dragoon after he/she re-spawns, gaining a 0% KO; this is a powerful strategy, but holds the same fault that a shot must be aimed properly and must connect. This is a good strategy, but diminishes in usefulness the better a player is a dodging and being mobile. This item will be allowed on the counterpick list to determine whether it is truly broken or if players simply haven’t learned how to dodge it effectively.
Super/Poison Mushroom
[BANNED] - These items are the only two items that affect each other's viability as balanced items, which makes them unique. Alone, there is no risk/reward system in place; if only Super Mushrooms are on, there is no reason not to use them, as they give significant buffs, while if only Poison Mushrooms are activated, there is no reason to ever use them as they only give negative effects to the player. Together, however, a risk/reward system is evident. Because there is little graphical difference between them, even on a high-definition TV it is easy to mistake one for the other, and so there is a definite risk to using the mushrooms, as a player could easily be mistaken and get drastically reduced effectiveness in battle when he thought he would be getting improved effectiveness. Regardless of the mushroom, the effects are rather simply countered, as well. Poison Mushrooms may make someone easier to kill when hit, but it also makes them a harder target to hit and running away from your opponent is just as easy as it normally is; on the same token, an opponent in Super form is easy to combo due to their size and low knockback, so pressure is a very effective counter to use on a Super opponent. The main drawback of these mushrooms is that they activate on physical contact, which means that, more so than any other items (save Lightning), these items cause the most problems in terms of spawning on top of players. Both items interrupt all animations, meaning that a bad spawn can stop any attack (even a recovery attempt) dead in its tracks, which is, unfortunately, a very large problem. As it stands, both of these items have such an effect on battle that, as of now, they must be banned in tournament play.
Warp Star
[NEUTRAL] - Simply put, a perfectly balanced item. The Warp Star has an interesting take on the risk/reward system, as it is a low-risk/high-reward item, but its inherent properties allow it to still maintain a semblance of R/R balance; this is due to the aiming mechanism providing a natural counter to the item's use at all times: ease of dodging. The Warp Star has a limited range of aiming, which means that many times a player can simply run out of range of the star, but even if this is not an option, all it takes is a simple well-timed air dodge for a player to completely negate the Warp Star. A great pressure item, the Warp Star is highly recommended for item play.
Starman
[BANNED] - The Starman has been the subject of contention ever since the original Smash Bros. and this Starman is no different. Many view the Starman as broken because it is perceived to be a low-risk/high-reward item, but is it really? The only thing that a Starman guarantees is that the player using it becomes invincible for 10 seconds; it is still up to the player to make the most of this invincibility. If the player is unable to connect a hit within those 10 seconds, then the most that has been done is prolong the battle for 10 seconds, hardly a significant effect unless the player is purposefully trying to run down the clock. This is the inherent counter to the Starman; simply not getting hit, which is purely in the hands of the opposing player. A skilled player can easily dodge a non-invincible player for ten seconds, and should be able to do so to a player under the effect of the Starman. However, the Starman does have the disadvantage of activating upon contact, meaning that fast characters (ones that are inherently harder to dodge anyway) have the upper hand in reaching and activating the Starman first. Also of note is the fact that, because of gained invincibility, it is impossible to knock a Starman-effected player out of attack animations, thus creating another disadvantage for the opponent. As it stands, though runaway tactics are the norm now, this cannot be guaranteed in the future and seeing as this is the only counter to a Starman-effected opponent, the Starman must be banned in official play.
Metal Box
[COUNTERPICK] - Causes the user to gain the 'metal' property, reducing knockback taken but also increasing fall speed and limiting the usefulness of jumps. The Metal Box puts its risk/reward right out there by giving obvious strengths and weaknesses to the user. Lateral movement properties (such as running speed) and general strength (and knockback given) are unaffected by the Metal transformation, which allows for a very balanced set of advantages and disadvantages. The Metal Box may be activated accidentally if it spawns on a player performing an attack, but this is most certainly an exception, not the rule, and thus does not affect the item's balancing very much. Does not break any of our tenants of balance, and is an overall average item. [Although this item does not break any of our criterions completely, the fact remains that this item may be activated by random spawn without the intent of either player. This property is common of the items that are on the Counterpick list.]
Bunny Hood
[NEUTRAL] - The logical opposite of the Metal Box, the Bunny Hood increases lateral speed (while on the ground only) and a dramatic boost to jumping height. The Bunny Hood does not alter fall speed, character weight, or knockback given/taken, but does come with the obvious disadvantage of reduced character control due to the increased speed. For certain characters, the Bunny Ears can be a godsend while for others they can make a character nearly unplayable. A very situational item, yet the lack of character control can very visibly reduce the reward of speed, and rarely effects battle in a way that gives one player a dominant and uncounterable advantage over another. Approved for item play.
Superspicy Curry
[BANNED] - Another point of contention in the Smash community, the Superspicy Curry ultimately cannot stand to the test of balance. There is no visible risk to using Curry, as the only effect on player control that it has is forcing a player to always run, which isn't enough of a disadvantage (if it can even be considered one at all) to outweigh the very great advantage of constant and hard-to-avoid damage given to the opponent. Incredible at accumulating damage, edge guarding, preventing combos and approaches, and creating a variety of setups, the Curry can be a fatal weapon even in the hands of a non-skilled player. The Curry does not provide invulnerability, however, which makes a Curry user just as susceptible to long range attacks and projectiles as ever; this one small weakness, however, does not outweigh the very powerful strengths of the item, and as such it has been deemed too 'broken' to be allowed in item play.
Superspicy Curry 2v2
[COUNTERPICK] – One of the greatest faults of the SSC was that, although Smash DI could help one escape from it, it was overpowered in the sense that its range and versatility allowed for edgeguards and setups without requiring an adequate amount of skill in return; much in the same way for Smash Balls, the inclusion of Friendly Fire changes things in 2v2. In 2v2, it is just as easy to catch a friend in your flames as it is a foe, especially if the opposing team is coordinated enough to keep close to your teammate. Great care has to be taken when using the SSC in 2v2, so we will move it to the counterpick list.
Timer
[BANNED] - The Timer has the Super/Poison Mushroom's risk/reward system condensed into a single item, and as such creates its own inherent balance, but the effect of the Timer on the course of the battle outweighs that balance. The risk to using the Timer is that, on occasion, the Timer will slow all combatants down or slow only the user down, whereas the reward is the possibility of being able to drastically out speed the opponent; unfortunately, the rate of backfire is quite low, and there is no way to predict a backfire (it was once thought that the direction of the clock hand's movement hinted at the outcome of picking up a Timer, but that has since been disproven). Luckily, a player under the effect of the Timer gets the added bonus of increased air dodge length, meaning that skilled players will spend the majority of their time under the effect of the Timer spamming air dodges; even if hit one or two times, so much time is spent in air dodge invincibility animation that the user can only get a small number of hits in before the effect is over (it should be noted, however, that the length of cooldown time between air dodges is increased, as well, so strategy must be employed when dodging attacks in slowdown mode). A recent discovery, however, has yielded the finding that anyone possessing an 'electric' property attack can use the Timer to exploit the 'slowdown' effect (dramatic animation that freezes the target of an electrical attack in extra stun frames) of electrical attacks to freeze a target in place with no way for the target to move,
racking up
damage in a
variety of
ways. Because so many characters can exploit this technique, it falls out of the realm of balance and must be outright banned.
Lightning
[BANNED] - Lightning has many of the same problems that the Timer does, and as such share a lot of the same sentiment. The main difference (and the point that elevates Lightning above the Timer) is that the tiny status effect is not nearly as destructive as being slowed to a crawl; at least you still have full control of your character. All of the same theories that apply to Poison Mushrooms apply to Lightning, with the added bonus of having the Lightning able to backfire on its own (much like the Timer). The level of risk involved in using Lightning is roughly 50/50 (or more accurately, 33/33/33, as there seems to be a roughly even chance that the previously mentioned effects, as well as the effect of making every player on the field tiny, will occur), and you can't get more balanced than that. Unfortunately, the killing blow to the Lightning item is the fact that it is touch activated, and thus can affect play on spawn, potentially causing a player to activate it without wanting to. As such, the Lightning will have to be banned in tournament play.
Bludgeoning Items
Because most bludgeoning items operate in generally the same way, I am going to make a general statement about this type of item and cover the individual aspects in detail afterwards.
Bludgeons all share some common characteristics that make them ideally balanced items at their core. These items, more so than most others, require a level of skill to use above and beyond what most items call for in that these items have a very finite range (when not thrown, of course). Risk/reward is usually preserved well in bludgeons because a whiffed attack usually leave the user open enough for counterattack, and a single hit from one of these weapons is usually not powerful enough to kill, unless at very high percentages. Range is their primary counter, as are all of the usual conventions for dodging attacks (because bludgeons operate, at a basic level, just like any other physical attack). As most bludgeons change the available moveset of the operating character (altered nairs, F-Smash, and dashes), they are able to change the dynamic of a fight without being the primary cause for a win.
Beam Sword
[NEUTRAL] - The Beam Sword is a very balanced item, weak in knockback while still providing advantages and incentives to the holder. The extension of the Beam Sword's range upon charging a Smash attack is very useful for faking out opponents, and gives the user enough room so that even if the attack whiffs, as long as the opponent is at maximum range there is little chance of punishment. This comes at the cost of power, as the Beam Sword takes large amounts of accumulated damage and full charges in order to really shine as a KO item; once a player reaches KO point with this item, it is much more efficient to just throw the sword than to try to land a final slash (or even better, use another move to KO). Weak without being useless, the Beam Sword is great for item play and is approved.
Home-Run Bat
[COUNTERPICK] - Make no mistake: when used for its F-Smash, the Home-Run Bat is a very high-risk weapon. The conservation of risk/reward simply means that the higher reward something has, the higher risk it must have as well, and the Home-Run Bat delivers on this promise. As a projectile, it is much more efficient at causing damage and kills, but it is just as easy to dodge as any other thrown projectile, be it a boomerang or a turnip. [It must be noted and considered, however, that even when used as a simple thrown item, the Home-Run Bat has one of the highest amounts of knockback in the game, and can turn the tides very easily. To allow this in the first fight of a set, the match designed to be the most equal, could cause complications in the future. This item will be moved to the counterpick list.]
Fan
[BANNED] - On the opposite side of the coin, the fan is a low-risk, high-reward nightmare. Not only does cut through shields like a hot knife through Kirby, but it also traps the opponent in a near-infinite of repeated jabs that is so difficult to DI out of, you might as well call it impossible. It is beyond easy to get someone over 200% with this item and as such has been banned from play.
Lip's Stick
[NEUTRAL] - Arguably the most balanced bludgeoning item in the game (possibly tying the Beam Sword, if not outright beating it), Lip's Stick embodies all three of the balancing criterion established above. It is completely restricted by its range, having a smaller range than even some regular F-Smashes. The flower contact with this item causes may drain health, but the rate of drain is completely proportional to the strength of the connecting blow, which jives with risk/reward because the longer you charge the attack, the higher damage the flower will do at the price of having a greater chance of missing altogether (if the opponent can predict well). As a basic bludgeon, it is not powerful enough to KO at almost any decent percentage without being charged, and as such can hardly be blamed in many cases for the outcome of the match. An altogether great item, Lip's Stick is approved for play.
Star Rod
[NEUTRAL] - A unique item in that it is the only item in the game capable of acting as both a projectile and a bludgeon (without having to be thrown), the Star Rod opens up a lot of interesting strategies. The fact that different characters act differently when shooting stars (some characters can fire two stars in quick succession, while most are restricted to firing off one star at a time), as well as how a star can be launched from both tilts and Smashes, lends itself to a level of strategic value that other bludgeons can't compare to. Add to that an average risk/reward, average strength, and average range and you have an item perfectly suited for tournament play. Accepted for play.
Hammer
[COUNTERPICK] / Golden Hammer
[BANNED] - Taking the concept of risk/reward and stretching it as thin as it can, these two items wildly fluctuate between 'balanced' and 'broken' depending on who you talk to. Both items can either be low- or high-risk items, only requiring that you pick them up to use, but also being two of the most easily gimpable items in the game (Golden less so, due to its floatation ability). They can either be very low- or very high-reward items in that one shot is usually all it takes to kill at higher percentages ('higher percentages' meaning the high 60-70's for the Golden Hammer); ledgestalling, thanks to the increased amount of invincibility frames, almost always causes even the Golden Hammer to fail to connect. Hammers of the normal variety have additional weaknesses, as well. Because of the nature of the weapon, disjointed hitboxes are very effective counters (if timed properly), and certain characters (such as Luigi, for example) can even break through the Hammer to hit its user. Other projectiles seriously impede a Hammer user, making it difficult to approach, in addition to Hammer users being completely vulnerable from underneath. Characters with counter moves also out-prioritize the Hammer's attack, and due to the item's predictability means that counter-wielding characters will rarely get hit by a Hammer swing. [Even though the Hammer skirts the line of what constitutes a ‘broken item’, the sheer power behind the item should not be allowed in the first fight of a match. Similar to the Home-Run Bat’s ruling, it would be irresponsible to allow the Hammer to be activated in a neutral match, so it will be moved to the counterpick list.]
Super Scope
[NEUTRAL] - The Super Scope is a very basic projectile item with a lot of added versatility, thanks to the new ability to move while firing. The ammo for this gun goes fast, as it is very easy to simply go semi-auto with it and use up half of your clip in a matter of seconds (which is significant because not every shot registers as a hit; on average, one out of every two shots will register if rapid firing, and the average drops to one every three if you are moving towards the target while firing). The ability to charge a shot to varying levels of power can be downright deadly thanks to the new movement mechanic (allowing charging and aiming at the same time, whereas before you had to hope that the enemy would fall or walk into a charged shot). Charged shots are signified by a loud noise, however, and thanks to multiple air dodges, it really isn't that hard to dodge a charged shot. The charged firing speed is just slow enough to warrant such power behind a single shot, and so we have determined that this item is balanced enough for tournament play.
Ray Gun
[COUNTERPICK] - The original Ray Gun had a fatal flaw: at almost any percentage, it was exceedingly easy to kill by carrying an opponent off the edge with a volley of shots. Thanks to altered timing, DI having more of an influence on physics, lowered hitstun, and Brawl's general floatiness, the Ray Gun can now only do this at low percentages, and even then it is very possible to break out of a Ray Gun volley. Ray Gun 'infinites' notwithstanding, however, the Ray Gun is actually a very underpowered item. The shots, even at higher percentages, have a relatively low amount of knockback, and unless playing at 200%+ levels, a Ray Gun shot probably won't KO. The shots are a little harder to dodge than most other projectile shots due to their elongated hitboxes, but they are still able to be circumvented by a skilled player (or one playing an agile character), although larger or heavier characters still have trouble. Unless used to carry the opponent off the stage or thrown at the enemy, the Ray Gun simply isn't powerful enough to pose a serious threat to a competitor. [Although it is harder to do and more situational in nature, Ray Gun gimp kills do still exist, however, so this must be taken into account; as member Yuna is quick to point out, ‘If something is possible to do, people will master it.’ As such, we will move the Ray Gun to the counterpick list.]
Fire Flower
[NEUTRAL] - The runt of the projectile game, the Fire Flower is a low-risk/medium-reward item that has some strategic uses and can apply pressure well in some situations. The Fire Flower has roughly the range of most of the bludgeon items (that is to say, slightly longer than the reach of a Smash attack), and the flame that it spews does little damage, but at a constant rate, which is able to trap enemies against walls. The flame knocks the opponent just far enough back to where the flame can only hit once or twice if both combatants are standing completely still. This amount of knockback is just enough to where most characters can jump over the flame, even if actively taking damage from it, and escape with relative ease. In most cases, the loss of nair and ‘A’ attacks outweighs the benefit of a constant volley of flame, and so this is a very situational item, nowhere near the level of unfairness to warrant a verdict of 'broken'. The Fire Flower, thus, is approved for item play.
Cracker Launcher
[COUNTERPICK] - Easily the most brutishly powerful of the projectile items, the Cracker Launcher only has one real strategy: land a shot and continue to try to juggle the opponent. The Cracker Launcher has a lot of strength behind its shots, but at a big price: it is notoriously difficult to aim, is slow, and forces the user to lose all other attacks for the duration of use, along with the loss of a second jump (while a second jump may be used after the Launcher has been discarded, the action of throwing the item takes time, precious time that may cause a death in certain situations). The Cracker Launcher's true power comes in off-the-top kills, which are actually quite easy once a single hit has been landed (assuming the user fires fast enough). Projectile knockback is good, but not enough to place the target out of range of follow-up shots afterward, making juggling pretty easy. In addition to this, the item itself is large, lending itself two important properties: while traveling a shorter distance when thrown, throw-knockback is very, very good, and due to traveling speed (coupled with size) it is possible to be hit even when attempting to dodge (as the item may still inhabit space with the target after dodging animation is completed). The final straw, however, comes in how the Cracker Launcher’s shots interact with the user or more accurately how they don't. With any other explosive-style attack, an object detonated at the user's feet will harm the user as well. In the case of the Cracker Launcher, a player could fire an entire clip at his feet and not take a single percent of damage. [The Cracker Launcher has been a point of contention for a while now; we had banned it simply because we thought it would be better to be overly stern than overly lenient, but with the inclusion of a counterpick list, hopefully both sides will be satisfied; they aren’t a neutral item, but can be activated in subsequent matches.]
Cracker Launcher 2v2
[NEUTRAL] – The main weakness of the Cracker Launcher in 1v1 play is how spammable the projectile can be; once grabbed, there is practically no reason to refrain from firing. This dynamic changes in 2v2 play because of, like many items, the inclusion of a teammate target. Mindlessly firing shots can very well get your teammate killed, and like many other items in 2v2, this is a natural counter to its use, as a foe can stick close to your teammate to prevent you from risking catching him in the crossfire. The Cracker Launcher will be moved to the neutral list pending relevant tournament data on its use; it is very possible that this item may need to remain on the counterpick list for 2v2.
Bob-Omb
[BANNED] - The main offender of risk/reward imbalance, the Bomb-Omb has a terrible habit of spawning in inopportune times and in inopportune places. The most volatile item in the game, Bomb-Ombs take very little skill to use (just throw and forget), have immense power (causing 35% damage and KO'ing at ~65%), and reward the user for a very basic action (throwing an item) by giving out extreme damage and even more extreme knockback. The very semblance of imbalance, the Bomb-Omb is banned from item play.
Motion-Sensor Bomb
[NEUTRAL] - The Motion-Sensor Bomb is the very semblance of strategic item usage. Incredibly simple to use, the MSB stays on the field for a preset amount of time; unlike in previous games, if a MSB has not been detonated after this period of time passes, then it simply disappears. The MSB has decent knockback (when detonated, not when thrown), and is usually considered a low-risk/medium-reward item; it is only low-risk if you remember where you placed it, and is usually not detonated in tournament play other than by extreme accident, as they are easy to spot and easy to fight around. If both combatants remember the position of the bomb, it more than likely will never be detonated, but it is very useful as an edgeguard when set on the side or edge of a stage. The MSB is also the only explosive item that cannot detonate until after it is thrown. Very balanced for a bomb item, the MSB is approved for item play.
Gooey Bomb
[COUNTERPICK] - An altogether unique item, the Gooey Bomb can be unbalanced if two characters of greatly differing speeds are playing each other due to the 'sticky grenade' mechanic; luckily, the Gooey Bomb is a pretty weak item for a bomb, usually only threatening with a KO at ~85% on most characters and only causing 22% damage on detonation (the highest kill percentage and lowest damage percentage, respectively, out of all the traditional bomb-type items). Also able to act as a sort of impromptu timer bomb when thrown on the stage, the Gooey Bomb can be used to pressure an opponent into avoiding a certain part of the stage until the bomb detonates. [In all actuality, the real reason that the Gooey Bomb causes so many balance issues is because of how they can detonate on spawn, causing accidental kills. By moving this to the counterpick list, it ensures that the players have taken this possibility into consideration and places the responsibility for the outcome squarely on their shoulders. Time will tell whether people will use this responsibly.]
Smart Bomb
[BANNED] - An item built off of the concept of chaos. The Smart Bomb is incredibly finicky, having marginal chance to either fail to detonate or to misfire. What truly unbalances this item is the Smart Bomb's blast radius; it is entirely possible to miss the target but still have him/her get caught in the resulting blast, and so this item frequently rewards players who lack the skill to properly aim the bomb. Though it is possible to tap DI to the side of the explosion to save oneself from the brunt of the knockback, this item will do at about 33% damage if a player is caught in the blast, and though it cannot kill until the ~140% range, it causes dramatic effects on the battle. Due to the extreme ease of use and the disproportional amount of damage and knockback, this item has been deemed too 'broken' for item play.
Deku Nut
[BANNED] - Another bomb item of disproportional power, the Deku Nut packs a serious punch for such a small item. This item has the added benefit of providing the user with a contingency plan should the nut miss the target but land nearby: instant stun status for the target. This item rewards the user whether he hits or not, causing ridiculous knockback if it connects; it is fully possible to KO with a Deku Nut at lower percentages, even around the 65-75% mark. On the flip side, it is very easy to miss with this item because of its small size (easily the smallest item in the game that can be thrown). However, the fact that even a miss can result in a stunned opponent, along with the disproportional knockback and the fact that a mis-spawned Deku Nut can result in either a kill or a stun means that this item should be banned from tournament play.
Freezie
[NEUTRAL] - The Freezie is a very simple item that, considering the effect it has on a target, really isn't very intrusive when observed closely. The Freezie is a (relatively) small projectile that is easily dodged, so careful aim is required to use properly. If it connects, the freezing effect doesn't last long enough to cause a major advantage to one player, and actually has certain properties that cause it to be less broken than one would assume, mainly the fact that frozen characters take little knockback (aside from the initial knockback the item itself causes), unlike, for instance, the 'buried' effect al la DK's side-B. At lower percentages, it is possible (by a small margin) to gimp KO an opponent by freezing him/her while recovering, but the more pressing question is how one would get someone so far off of the stage at low percentages. This item, while allowing a few free hits on an opponent, simply isn't invasive enough of an item to truly be considered 'broken', and thus is approved for item play.
Smoke Ball
[NEUTRAL] - A great mindgaming item. The Smoke Ball's particle cloud is, most times, not thick enough to really hide the actions of a player unless the player(s)’ obstructed color is similar to the background color of the stage. The ability to 'stick' an opponent with this item is actually a bad thing for the player using the item, as only a strong blow will knock off an attached Smoke Ball and while covered by the cloud predicting the target player's actions will become more difficult. Both players stand to gain the same rewards and risks from using this item no matter who throws it, and so this item can be deemed low-risk/low-reward (or at most medium reward, but that's a stretch) and invades only a marginal amount on the battle. Recommended for item play.
Pitfall
[NEUTRAL] - The Pitfall is an interesting item in that it is an extension of an already existing Smash Bros. move: DK's side-B. The Pitfall's effect of burying an opponent is very powerful, and as any Jigglypuff player can attest to, the reward of a free charged Smash attack is no laughing matter. However, because it is an extension of an approved Smash Bros. move, this on its own cannot be enough to consider the Pitfall broken. As far as the properties of the item itself, the Pitfall is invisible when set, but it is difficult, even on a large stage, to forget where a Pitfall has been placed. Pitfalls generally last in a set state for about the same amount of time as a Motion-Sensor Bomb before automatically disappearing from play, which can be useful as a pressure item to force a player away from a certain portion of the stage. It is also a useful gimp killing item, as the Pitfall has a Meteor Smash property when it connects with a mid-air target. All in all, the Pitfall is a borderline item but is easy to dodge and has varied strategic uses, and so this item is currently approved for tournament play.
Hothead
[COUNTERPICK] - The Hothead is a largely situational item, but as a projectile it is pretty powerful. It is large, which makes it difficult (in proportion to most other projectiles) to dodge, but it does have flaws. The Hothead does terribly on stages with walk-off edges as it is unable to circle around the stage like it can do on floating levels, and even on some floating levels, the Hothead can be finicky and refuse to circle around the stage; this probably can be marked up to irregular level shapes confusing the item AI. If there are floating or secondary platforms on any level, the Hothead can be easily dodged by simply staying away from the main platform, rendering it useless (aside from a pressure item). Ultimately, though, the Hothead gives the player who deploys it the advantage; it can cover stages very quickly and efficiently, does decent knockback even at lower percentages, and can grow by touching it with anything possessing the fire, explosive, or electrical properties, in addition to the fact that the player that sets it is unaffected by it. It is, however, possible to reflect a deployed Hothead with certain moves (or by perfect shielding as it is thrown) and change its master. In addition to this, the Hothead gives any character with fire- or electric-based attacks a 'mini-buff' of sorts, as a Hothead's contact with any attack with these properties causes it to grow in size, speed, and power. I would be remiss if I didn't note, however, that there are many problems with reflected Hotheads, especially if they have already been fed Fire/Electrical/Explosive attacks in that glitches exist in a few situations with a few reflection moves (for instance, Pit's Side-B) that cause even a tiny Hothead to become a OHKO killing machine, impossible to stop or reflect. The causes of these situations are currently unknown, and thus cannot be accounted for mid-fight. We will approve the Hothead for tournament play pending further review and input from the community, however we will move it to the counterpick list to reduce its possible effect on battle.
Mr. Saturn
[NEUTRAL] - A (very) basic projectile with, Mr. Saturn, at first glance, is nothing to be impressed by. He does menial damage, nearly no knockback, and doesn't have any discernable strategic uses besides possibly deterring an opponent from launching an attack; hardly a threatening item. Mr. Saturn does have one strength, though: he eats through shields like none other. This, however, is really his only real strength, completely negated by simply not shielding. Mr. Saturn would be great at pressuring an opponent, except for the fact that player's can't use any A moves while holding him (pressing A in combination with anything will result in him being thrown), and so he can't really be used to force an opponent to eat an attack because of the lack of attack options a player has while holding him. Totally average in every way, Mr. Saturn simply isn't a threat, and thus is approved for item play.
Green Shell
[NEUTRAL] - A powerful one-hit item, the Green Shell is the definition of the basic projectile item. The only strategy in using a Green Shell is to aim and fire, and so there isn't much that can be said about it. In terms of risk/reward, the only real risk in using a Green Shell is that it may bounce off of a stage element and come careening back towards the thrower, but this is hardly a large threat, as it is restricted to ground movement (once it comes in contact with the ground once) until it is picked up again and is very easy to jump over, even for the heavier/larger members of the roster. This item relies solely on the thrower's ability to aim and the target's ability to dodge. It skirts the line of breaking the first rule of item balance, but it is easily countered and has only a decent amount of effect on the outcome of battle. The Green Shell is approved for item play.
Banana Peel
[NEUTRAL] - Unlike the Pitfall (which was based around an existing move), the Banana Peel has been introduced alongside Diddy Kong's Down-B. Unlike the Pitfall, though, these operate in exactly the same way as Diddy's bananas, having no strategic or operative differences. The easiest call out of all 49 items, the Banana Peel is approved for item tournaments.
Bumper
[BANNED] - The Bumper is a highly contested item, very powerful and with simple, yet deadly uses. In terms of risk/reward, the Bumper is pretty even. Although the setter has a situational advantage in that he/she gets to choose the placement of the Bumper itself, the item does not distinguish between players, and so the setter can just as easily knock someone into a Bumper as he can be knocked into a Bumper. As an edgeguarding item, there is no equal. If set right at the edge, its hitbox denies access to the ledge while sending a possible recovery attempt back off the stage. Of course as previously noted, this strategy can backfire if the Bumper is placed before an enemy is launched (either making it harder to KO off the sides of a stage or, in extreme cases, allowing the opponent to knock the player off the stage and having the Bumper edgeguard the player instead). There is a great amount of strategy involved in using (and abusing) the Bumper, but the fact is that, when used as an edgeguard, the Bumper has no real counter, which breaks our second criterion completely. The Bumper will be banned for item play.
Spring
[COUNTERPICK] - A much more balanced version of the Bumper, the Spring has a variety of uses, but unlike the Bumper, all of these uses have effective counters. The primary use of the Spring is for a vertical boost, which can assist in evading an enemy (or approaching an enemy already sent skyward by another attack). The Spring has a small chance to fall on its side, in which case it acts as an impromptu Bumper, sending players who come in contact with it careening off to the side, though not as fast nor as far as the Bumper would have. When the Spring has fallen on its side, it can be used as an edgeguarding device for opponents who approach the ledge from medium angles (when recovering from a high angle, the Spring can usually be jumped/Up-B'ed over, while low-angle approaches simply grab the ledge; the Spring's hitbox is not large enough to cover the edge). As a thrown projectile, it has decent knockback, but is easily dodged; more interesting is the ability to KO off of the top by throwing upwards at a high enemy (in which case the Spring will cause the opponent to vault off the top of the screen). There is a problem with the Spring, though, in that some characters can use it to stall and/or spam attacks without punishment. This tactic only works as long as the Spring is out, though, and so it is not the end-all-be-all of tactics. This is a problem, however, and so we will place the Spring on the counterpick list to neutralize this risk from round 1 matches.
Unira
[COUNTERPICK] - On the surface, the Unira seems like an average throwing item, but beneath the surface lies a lot of properties that give the user a stark advantage. The Unira is an item that 'sets' itself by ejecting spikes when thrown or hit by an attack (strike one, seeing as it can effect play on spawn without a player wanting to activate it), and is capable of (when thrown) killing a player at ~85-95%, a decent level indeed. When set, however, the Unira gains significant properties. After it has been set, the user is immune to damage by the Unira, meaning that he/she could conceivably stand on top of the Unira indefinitely without too much danger from retaliation outside of ranged or projectile attacks. A set Unira also possesses a 'vacuum effect', meaning that if a opposing player is simply standing near an Unira (but not close enough to take damage), the Unira will move the player into damage range itself. The Unira can be deactivated by striking it, retracting the spikes and readying it for another throw, but the vacuum effect makes this difficult for characters lacking disjointed hitboxes; it is, however, possible to deactivate a Unira with any character (even Jigglypuff, with the shortest arms in the game, can turn off a Unira with a well-timed Pound). Another strategy when dealing with activated Uniras is to simply hit them into the opponent, a la the Soccer Ball item. If hit by a strong enough attack, the Unira will fly off and the spikes will remain activated until the Unira comes in contact with the ground again. All in all, the Unira is a powerful item (about as powerful as a Gordo) that gives the user a small (yet noticeable) advantage, but can be countered by a smart player. Thus, for the sake of experimentation the Unira will be allowed, but we will move it to the counterpick list pending further review.
Soccer Ball
[BANNED] - A unique item, the Soccer Ball cannot be picked up at all. To use this item, it must be hit with a strong attack, after which it will fly off in the trajectory that said strong attack would have sent a player. When the Soccer Ball does this, it gains a fire aura and does decent damage, but extreme knockback. If not hit, the item is completely useless and harmless. The Soccer Ball is very harm to aim due to its activation method, but a problem occurs when the Ball spawns in the vicinity of two players engaged in close-quarters combat; in this case, 9/10 times an attack will connect with the ball, sending it into the opponent without a player meaning to do so (many times causing a kill). While Soccer Balls have some strategic value (especially in terms of air-interception and edge-guarding), its power is simply too much to be ignored, especially when it can be activated upon spawn in such a random manner. Because of this, the Soccer Ball will be banned in tournament play.
Franklin Badge
[NEUTRAL] - The Franklin Badge is a great item as far as balancing is concerned. There is no risk in terms of picking up or using the item, as its effect is automatic (reflection of any projectile as if a permanent Fox-style reflector is up), but its effect on battle is important: projectile camping is rendered useless by this item, effectively forcing close-quarters engagement. This is important, especially considering the current metagame. The Badge can also be knocked off of a player with a strong enough attack, allowing the opponent to pick it up instead. A very simple item with far reaching implications, the Franklin Badge will be allowed for tournament play.
Screw Attack
[NEUTRAL] - Another very simple item, the Screw Attack shares a few important properties with the Franklin Badge. When picked up, effects are immediate and automatically activated, however in this case of the Screw Attack its effect (a spinning, lightly damaging, low-knockback attack) is only used when jumping. This allows for greater use of aerial approach and footstool jumping (as the attack keeps foes close until the last shot, it is easy to catch an opponent in the attack and spam 'jump' to activate a footstool jump as soon as the attack ends). The Screw Attack can also be knocked off of the user with a strong enough attack to be picked and used by the opponent. Overall, the Screw Attack does such small damage, has such little knockback, and has such low priority that it really isn't too impressive an item and it certainly doesn't seriously break any of our balance criterion. As such, the Screw Attack is approved for item play.
Team Healer (2v2 Only)
[NEUTRAL] – (Thanks go out to Swordplay and MysticKenji for information regarding the Team Healer item) The Team Healer is the only item that has no effect in 1v1 play; as a matter of fact, it won’t even spawn unless Team Brawl is activated, regardless of item switch settings. Because of this, the Team Healer is arguably the least understood item out there, and as such there are some quirks to its use that must be understood. The Team Healer operates like most projectile items in that the item does not affect battle upon pickup; rather, the effects of the Team Healer are observed when it is thrown at another player. Unlike any other item, though, the Team Healer (as the name implies) heals whoever is hit by the thrown item… most of the time. Like many other items, there is inherent risk to using this item in that the effects it has on battle is randomized (in this case, between healing damage and causing damage). In normal team play, the Team Healer will always heal a partner, but will randomly heal or hurt if it contacts an enemy; due to Friendly Fire, this now applies to both friend and foe, and so the item will randomly either heal or hurt any player it contacts. Approved for 2v2 play, use caution with this item.
ITEMS APPROVED THUS FAR:
(Sandbag) (Food) (Warp Star) (Bunny Hood) (Beam Sword) (Lip’s Stick) (Star Rod) (Super Scope) (Fire Flower) (Motion Sensor Bomb) (Freezie) (Smoke Ball) (Pitfall) (Mr. Saturn) (Green Shell) (Banana Peel) (Franklin Badge) (Screw Attack)
COUNTERPICK ITEMS THUS FAR:
(Assist Trophy) (Dragoon) (Metal Box) (Home-Run Bat) (Hammer) (Ray Gun) (Cracker Launcher) (Gooey Bomb) (Hothead) (Spring) (Unira)
BANNED ITEMS THUS FAR:
(Smash Ball) (Pokeball) (Containers) (Blast Box) (Maxim Tomato) (Heart Container) (Super Mushroom) (Poison Mushroom) (Starman) (Superspicy Curry) (Lightning) (Fan) (Golden Hammer) (Bob-Omb) (Smart Bomb) (Deku Nut) (Bumper) (Soccer Ball)
CHANGES FOR 2v2 PLAY:
Item Spawn Rate – Changed to
‘Medium’
(Team Healer) - Neutral
(Smash Ball) – Moved to Counterpick
(Superspicy Curry) – Moved to Counterpick
(Cracker Launcher) – Moved to Neutral
Other Important Info:
TESTERS:
Jack Kieser (Phaze): 3566-1264-7112
Sephi_hatu (Sephi): 0087-1978-8381
Metallic_Igloo: 3523-1714-9284
nesdude: 2492-3777-7739
Rich: 0860-3024-9262
Trexxen (Trexn): 0774-3925-3469
POSTS WITH TEST DATA / WRITE-UPS:
Jack Kieser Item Test 1
nesdude Test 1
nesdude Tests 2 & 3
Jack Kieser 2v2 Test 1
Jack Kieser 1v1 Test 2
Jack Kieser Human 1v1 Test #1
'Item Standard Play' Online Tournament (4/19/08)
'Item Standard Play' 5/24 1v1 Tournament
VIDEO EXPERIMENTS:
Bombs / Pokeballs:
http://www.youtube.com/watch?v=oNkWlrubGgM
nesdude Test 1 (feat. Dragoon):
http://www.youtube.com/watch?v=Scuzoo3neLQ
nesdude Test 2:
http://youtube.com/watch?v=J1yRjgtnwv4
nesdude Test 3 (feat. multiple Smash Balls):
http://youtube.com/watch?v=k5WvDF6eXyI
Past News
*Good news for people who want to help test, but have no idea where to start! I finally got on my computer and made a template in Wordpad to help give people direction when they are testing. The template has slots for your input and places to put data pertaining to the test setup AND results! Unfortuantely, it's not post compatible (meaning you can't copy/paste the results into a post for SWF), but I'll work on that.
The 1v1 version can be found here,
while the 2v2 version can be found here. One note: make sure your margins are .5" all around, or else the formatting goes all the hell.
The Brawl Competitive Discussion, Advice & Resources Thread
*This thread is something of a work in progress at the moment
The aim of this thread is to provide all players with a centralized thread for:
- General discussion pertaining to the current competitive Brawl metagame
- A thread in which players may ask questions or advice pertaining to competitive play
- An index of useful threads that players new and old a like may wish to reference
The goal of this thread is to reduce stickied thread clutter, encourage on topic posting in individual threads in the Brawl Tactical Discussion sub-forum and to further bring together the smash community by providing a general thread for it to discuss topics as it pleases without the need to justify an entirely new thread.
All the global rules apply;
- Don't SPAM
- Don't flame or harass
- Don't go off-topic
(Talk about strategies to defeat XXXX Character, not about your grandmother's cookies)
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Resources
The following threads are a list of previously stickied and/or useful threads. It's an ongoing process to add all of these however. A majority to begin with will include a list of threads SamuraiPanda collated himself (I'll be copying them all directly
from here). Also the format is mostly stolen from that thread too
Collated by Vyse (Me):
"Match-up Chart & List" by Rajam
http://www.smashboards.com/showthread.php?t=226315
A comprehensive match-up chart/list constructed using match-up ratios agreed upon by individual character sub-forums.
"COMPLETE Frame Data Directory" by Dekar173
http://www.smashboards.com/showthread.php?t=258564
A complete directory of frame data threads for each character in Brawl.
"Your First Tournament - A Guide to Making the Most of It" by SCOTU
http://www.smashboards.com/showthread.php?t=216416
Your first tournament may be a daunting experience at first, but with this little writeup by SCOTU, you should get by just fine
"A Guide to Playing Smash Competitively" by SCOTU
http://www.smashboards.com/showthread.php?t=226635
Want to get competitive but don't know where to start? Start right here!
"Theory Craft and Mix up game: Seeing where "on paper" meets "in match" ~Essay" by RedHalberd
http://www.smashboards.com/showthread.php?t=261496
Learn about common misconceptions people make when watching videos and theorizing in game scenarios.
"Smash School" by Vrael
http://www.smashboards.com/showthread.php?t=243706
A thread aimed at newer players. This thread gets new players in contact with people whom can 'teach' them about the character they would like to learn.
"Internal Character Mechanics Valukes" by Amazing Ampharos
http://www.smashboards.com/showthread.php?t=244329
A comprehensive rating list of the 11 most significant attributes in each character. A must read.
"Smash Lab Standard Terms List" by SCOTU
http://www.smashboards.com/showthread.php?t=227773
Auto-Cancel? Hitstun? What do these terms mean? SCOTU and the former 'Smash Lab' members came up with a rigid list of definitions for many terms relating to Brawl and Smash in general.
"Visible Offensive Collision Bubble PSA Archive" by AMKalmar
http://www.smashboards.com/showthread.php?t=255290
A directory of files that can be used with 'Hacked' Wii's that allow players to view the actual range of attack hitboxes. Another similar thread is found here:
http://www.smashboards.com/showthread.php?t=256398
"A Complete Guide to DI and Survival" by swordgard
http://www.smashboards.com/showthread.php?t=221969
What is DI and how do I do it? This is a comprehensive guide to just that - an essential skill for all top level smashers to learn.
Collated by SamuraiPanda:
* "Playing to Learn" by MookieRah
http://smashboards.com/showthread.php?t=176650
This incredible guide explains what a "newbie" vs a "pro" is, and details the mindset that anyone intending on becoming good in Smash should have. A must read for almost anyone.
* "Keep Losing? Try this..." by cwjalex
http://smashboards.com/showthread.php?t=160643
Before you jump into any advanced techniques, or swim through walls of text and numbers, you may find this thread that covers the basics of competitive gameplay much more useful.
* "Show me something NEW - How to become one of the greats" by Gimpyfish62
http://smashboards.com/showthread.php?t=190956
Everyone's favorite Gimpyfish made this thread to encourage and guide everyone out there that dreams of becoming one of the best Smashers out there.
* "Brickwalls and Traps: The keys to victory" by Emblem Lord
http://www.smashboards.com/showthread.php?t=183816
Want to learn some more theory behind what separates the pros from the rest of the crowd? Emblem Lord's thread can help you take your game to the next level.
* "Momentum" by Omnigamer
http://smashboards.com/showthread.php?t=179124
One of my favorite threads in this list, you can learn about one of the most important concepts in competitive Smashing: Momentum.
* "~The Psychology of Smash~" by Mighty_mo76
http://smashboards.com/showthread.php?t=190258
In yet another theory thread, Mighty_mo76 bestows some knowledge that many people could potentially find useful.
* "~Beyond the Game: random words of wisdom~" by Mighty_mo76
http://smashboards.com/showthread.php?p=4918895
Tired of the theory threads yet? Well, this one details some of the basics of maintaining your game, and how you can continue to improve.
* "Character Rankings List" by Ankoku
http://smashboards.com/showthread.php?t=165954
In this extremely popular thread, Ankoku gathers and details tournament results for every character in the game. He maintains and updates a rankings list of the top tournament winning characters in this thread that has become an incredible resource to the community.
"The C-Stick Compendium - A Comprehensive Guide" by Taymond
http://smashboards.com/showthread.php?t=156176
Everything you want/need to know about the C-Stick into one awesome guide!
"The Physics of Attacks (DI included)" by Scotu
http://smashboards.com/showthread.php?p=4158733
This is an excellent read that should be recommended to most people who are new to the competitive scene of smash, although I'm sure many veterans will learn much from this thread as well.
"A better 'Super Armor List' Thread" by NoVaLombardia
http://smashboards.com/showthread.php?t=163775
You'll be amazed at how much super armor there is hidden in the game, on characters you'd least expect, too. This thread is an ongoing community effort to identify any/all super armor that can be found in the game. Help out if you can! *Updated* This new thread is actually being constantly revised and added to, which is a very welcome addition!
"Project Vertical: Kill Percents, Stage Ceilings, Character Usmash/Uair Knockback" by Thinkaman
http://smashboards.com/showthread.php?t=156908
Want the exact percent that your main can KO from the top? This thread has all the numbers you could ever want that have anything at all to do with the upwards direction.
"Weight Lists" by Mew2King
http://smashboards.com/showthread.php?t=162374
Want to know the exact weights of characters? Well look no further than M2K's extremely detailed guide. Its not just a simple list, there is a surprising amount of information!
"Character weight list, fall speed list and random things" by MrSilver
http://smashboards.com/showthread.php?t=162546
Mew2King isn't the only one who has made a weight list, as MrSilver comes in with his own method of making one. But MrSilver also includes some other interesting tidbits, as well as a good list of the fall speeds for characters.
"*IMPORTANTÉ*. In-depth analysis of attacks that trip your opponent!" by mugwhump
http://smashboards.com/showthread.php?t=149978
A very interesting thread that analyzes all those attacks that make you fall. And to top it off, mugwhump made a topic that was boring into something most more fun (and funny) to read.
"Mechanics of Tripping" by Hitaku
http://smashboards.com/showthread.php?t=162850
Tripping, without doubt the worst addition to Brawl, needed to be analyzed in all its forms. A little while back, Hitaku did quite a few calculations, and thanks to him we now know enough about tripping to debunk many rumors, as well as confirm a few. If you're only going to pick a few threads to read, this thread is definitely worthy.
"B Move Edge Momentum Shifts" by Tyr_03
http://smashboards.com/showthread.php?t=158881
One of my favorite things to do with Mario now is run off the edge while doing the cape for that nice boost. And thats all thanks to this thread on the momentum you can gain by doing a B attack while moving off the edge.
"Wall Clinging - An in-depth look at this new exclusive tech (also: Wall Jumping)" by Yuna
http://smashboards.com/showthread.php?t=142700
With a new game comes new mechanics, that we smashers are left to figure out in detail. To study a bit more about Wall Clinging, Yuna came to the rescue by figuring out many things you wouldn't expect about such a simple mechanic.
"List of Spikes in Brawl" by kamekasu
http://smashboards.com/showthread.php?t=163968
No information is ever unwelcome here on SWF, as even a list of spikes in the game can come in handy. Although, you may be surprised at how many "hidden" semi-spikes characters have!
"B-Reversal/Reverse Special List" by 3GOD
http://www.smashboards.com/showthread.php?t=166774
By now, if you've read the information before this, you should know exactly what information this thread contains. Its very handy to have a list like this nearby when you're trying to experiment with characters!
"autocancelled aerials" by Tyr_03
http://www.smashboards.com/showthread.php?t=169171
Haven't you heard? Autocancelling is like the new L-cancel for Brawl, and an essential technique to learn for some characters. This is an awesome reference to see what moves can autocancel.
"Lists of All True Combos In Brawl" by Rhyfelwyr
http://smashboards.com/showthread.php?t=168036
The word "combo" when applied to Brawl is a touchy subject for many, but Rhyfelwyr went on a quest to find out what Brawl has to offer in that area. Quite the interesting thread.
"Horizontal Aerial Movement Speed List" by 3GOD
http://smashboards.com/showthread.php?t=167952
While there is some things you may have expected, there are still a couple of surprises to be found in this list. Aerial movement refers to how much control a character has while in the air. Very worthwhile information to know about the characters.
"An in-depth look at Brawl's buffering system" by Doval
http://smashboards.com/showthread.php?t=167109
Buffering could very well be an essential skill in the future of Brawl, so having such an expansive overview of the system is an essential addition to this thread.
"Blastzones and how they work in Brawl" by Tyr_03
http://www.smashboards.com/showthread.php?t=167095
Did you know that you fall slightly faster when you are shown on-screen in that magnifying glass? Yeah, neither did I! This thread is an interesting read, although its probably nothing more than a bit more knowledge to quench your thirst.
* "Glide Toss Lengths" by BurningCrusader777
http://www.smashboards.com/showthread.php?t=172861
A guide that details the lengths of glide tosses for characters. With the glide toss being one of the most important and basic ATs of Brawl, this thread can really help.
* "All about wavebouncing" by RKey
http://smashboards.com/showthread.php?t=191605
Quite the extensive guide on how to "wavebounce" (not the official name, btw) with or without the B-stick.
* "The Superlatives - Strongest attacks in each category" by OrlanduEX
http://www.smashboards.com/showthread.php?t=174342
Simply put, the strongest KO attacks in each category. This thread is just a fun, quick read.
"Need some advice or have a question about something? Ask here!" by SamuraiPanda
http://www.smashboards.com/showthread.php?t=174236
This thread is one by the man himself. I've linked it here so that people may find it easily should they wish to view the old advice thread again.
Feel free to suggest more to me!
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Well that's all I have for the moment. Please respect this thread, but also please have fun. The discussion in this thread is up to you guys, so as long as it's smash related, go right for it.
Don't forget to drop myself or other mods a PM if you ever need anything.