ShadowLink84
Smash Hero
blargh **** comp
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I thought Fox's drill shine was banned. Bah my mistake on that.It doesn't matter. Honestly, the IC's had ground combos they could perform that could kill people at the point at which Wobbling is guaranteed. The ONLY reason people cry about this is because it takes so long to do. If it was instantaneous they wouldn't say anything. Seriously... why aren't you complaining about Fox's shine? It kills people at earlier percents and is fairly easy to perform. Oh wait, it's hard to pull off on someone who is good! Wait... it's the same for Wobbling!!! How about that!
If you are a good player and well versed in how to deal with Wobbling... it isn't a big deal. It's just something to be aware of in a match. The fact of the matter is that EVEN WITH WOBBLING, IC's aren't the best character in the game. Tournament matches haven't devolved into Ice Climber's only, nor has it devolved into forcing people to use an IC climber in order to beat the IC's.
wobbling drill shining and all that jazz are no different from infinites in MVC2, and look at how that 8 yr old game is still a tourny legend
stop *****ing and learn from it.
a good player doesn't get caught in stuff like that.
Capsules can be turned off now, however.The big reason you don't play with items is capsules. As long as you have items on, the will occasionalley appear, even if you keep items at low, or limit the number of items to one. And as you well know, thrown capsules have considerably good knockback, not to mention that some of them are explosive. The randomness prevails.
No, it doesn't and DeDeDe can still throw random capsules and other items even if all items are off.*sighs*
The 'Crate' option turns off capsules. It turns off wheelie crates. It turns off Party Balls. It turns off Barrels.
Hell, turning it off stops Dedede from randomly throwing capsules.
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Capsules cannot be turned off. Items are therefore banned.
If you look at that thread, you'll notice that I was the one who posted that information. Dedede will throw capsules if Items are off, but individually containers are still on.No, it doesn't and DeDeDe can still throw random capsules and other items even if all items are off.
Haha. So there is no way a barrel can drop on you if you only have the bat, for example, enabled? I kept hearing that containers could not be COMPLETELY controlled.well what do you know, suddenly half the arguments just went out the window.
More like 1/3.well what do you know, suddenly half the arguments just went out the window.
Banana peel: Enough of these get on the stage (about 4-5 on FD), then movement becomes pretty much impossible for all parties without slipping and getting severely punished by powerful moves. Just like all those pesky banned stages.BANANA PEEL, MR SATURN, and SMOKE BOMB --- these ok so far, that is 3 items so far that don't have any DIRECT objections.
You bring up good points about other games being slightly random but you said it yourself, why deal with randomness you can turn off? There are plenty of other random elements in Smash, mis-fires, Peach's Down B, DeDeDe's Forward B that we already have to deal with, we don't need any more.There's probably no point in posting to an 11 page thread and maybe 2.3 people will read this post, but I'll post it anyway.
The problem with Smash is the argument over how the game is to be played. Since Smash isn't made for competitive playing, we have to make rules to create a competitive environment. I agree that some items aren't that broken, but I think the main argument is that item spawning is random. Okay, so here are some examples of COMPETITIVE fighters that are RANDOM!
Super Street Fighter 2 Turbo
The last iteration of the game that started it all. This game is random as balls; it's obviously not as chaotic as Climbers' stage with pokeballs on Very High, but it definitely has ingame-programmed randomness.
Randomness of Super Turbo
-Damage
-Stun meter
-Startup time (up to 3 frames)
-720 motion doesn't always work
-Some combos don't work half the time
-Throw-vs-throw priority
Guilty Gear XX Accent Core
Also a highly competitive game, and surprisingly balanced. There is a certain level of randomness in the game, most notably Zappa and Faust. Zappa's only inherent move is to summon a random ghost, and the ghost he picks determines his moveset. Faust can throw random items (I guess you can compare this to Peach although Peach gets regular turnips 99% of the time).
Just because a game has a level of randomness doesn't mean it doesn't have competitive value. Some items might actually be decent in competitive play. I find it interesting that he compared it to supers; in some games you have super meters that can be used for other things besides supers, so some people don't even use them at all. A good example is Alex in Third Strike; basically pick the SA with the most meter just so you can do EX moves. Alex's supers are okay, but some may argue that his EX moves are way better. So in a game with items, you might decide that Marth's A attacks are far better than a Parasol's. I'm not 100% endorsing items; I just think people are too quick to discredit them. If I had the choice though, I would still say No Items because it would be nice to reduce the randomness of the game as much as possible. If there was an option to turn off ST randomness, I think many players might consider it (then again the game remains unchanged for over a decade.. any change might be considered blasphemy).
thats because your like every other item lover thats come to defend the use of items with what appears to logic, when is in fact desperation.The above statement has likely been made before. Im perfectly aware that this post may fall on deaf ears, but I'd rather people read my thoughts,
No they cant, you work for supers by fighting your opponents and when the time is right your strike, a ba-bomb appears at your feat and suddenly you've won the game. Big difference there...Items can be equated to 'supers' in Street Fighter.
No it dosnt, Pick up>throw>Lugia>Win, the hammer takes more skill than most of.. all of the pokeballs and most of the other items, throwing a home run bat at someone on a edge with low damage can easily kill them. Where is the skill in that? Items take skill yes but a different kind of skill. A skill that is a far lower grade than the other kinds. I was an item player and I was good at it, then after a while I turned off items because I realized how they get in the way and just take the skill out of the game. And THEN I found out about the competitive community. Its not just a competitive scene thing. Its when a smasher grows out of having to rely on items and grows beyond running around hoping that an item will spawn, grows beyond the limited part of the game that is just items and hoping that one will drop and lead to their victory or at least tip the scales in their favor.It takes skill to properly employ an item.
Pick up>throw>Lugia>Win... In some cases you may as well be, Unless of course you took out items you referenced. Still taking out all unfair items would be taking out the fun of the items. Whats fun about them is that they are unfair.Having an item does not make you god.
Yes it does give you a very distinct advantage and saying the falcon punch is unfair is not only different its friggen stupid, the falcon punch is powerful but its so very slow and gives you more than enough time to dodge it. Items , Exploding capsule Pick up> throw> win. Without the falcon punch wind up. Its similar to getting the knee without warning at high damage, or jiggly's rest.It doesnt give you a distinct advantage. Its like saying that falcon punch is unfair.
I agree wholeheartedly.If you stand in front of a falcon punch and dont move, you deserve to get hit by a falcon punch.
Again, super moves do NOT = items. and Melee was designed for both ways of playing. Sakurai himself has stated that brawl is about finding your own way to play, all smashes have been designed to be played without items. A developer of sakurai's caliber wouldn't just say, "hey lets have the chaos(items) turn off that this game thrives on without a solid "bare bones" fighter."Taking items out of a game that is specifically designed to have items in it is like taking super moves out of street fighter.
"Bare bones smash" as you call is far more technical than your precious item based battles, items make people play like idiots, running around in circles until finally their god-sent items appears and they win the game. Most item smashers are in fact, the worst smashers in the world because they rely on little to no skill to win a match. I don't always play with items, but I do for fun when Im smashing with my friends who don't like turning off items (Or as just about every smash noob calls them.. weapons) Items have a place. And its NOT in tourneys where one ba-bomb or thrown beam sword or capsule can win a game because someone was lucky enough to have one spawn next to them. The object of a tourney CAN NOT be achieved with items on, plain and simple.The object of the tourny is to find out whos the best at Smash, not that best at What I Say Smash Is. We should be playing Sakurai's Smash Bros, not Bare Bones Smash Bros.
I agree , many items could be used in tournament play, but the fact remains that even that small number of items can turn the tide because one player got lucky.Of course an argument can be made for several obvious items. Healing items, containers, hammers, pokeballs, and invincible stars. Those items hardly encompass 'all items' though.
I already addressed this topic.So, to summarize the above. Items are not 'unfair' (with a few exceptions). They are meant to be used, and are just as legitimate as supers in 2d fighting games.
Yea, it could possibly be, I hope so bad that Every single stage is tournament legal because the limited number of stages in melee just flat out gets boring, And one of the things im looking forward to in brawl is change. No items will be in tournaments, simple as that, they are still just as random and detrimental to the skill of the player, but of course fun.Stock. Most of the stages. Healing items, hammers, pokeballs, and invincible stars (and any other obviously broken items that Im not aware of) off. All other items on. Containers are fine now because fake ones are marked.
Do you honestly think after 200+ posts no one has done EXACTLY what you just did? Did you honestly think your post was relevant to the thread any more? I don't want to seem mean, but considering you didn't bother to read the other pages of the thread there was no way your post would mean anything.post
I guess I didn't think about that. The randomness I listed is probably more comparable to misfires, random bombs, and whatnot than to items. But items do add something unique to Smash, and I would assume it's what originally drew people to the game. I can't say that for myself since I took little interest in the game until I heard about the competitive community that was developing. Since I entered the game way after the competitive scene was established I never really questioned their legality since the decisions for items to be banned was already made, and I simply accepted that this was for the competitive good. I don't claim to 100% understand why items are gamebreaking since I rarely play with them, but here's what I gather:You bring up good points about other games being slightly random but you said it yourself, why deal with randomness you can turn off? There are plenty of other random elements in Smash, mis-fires, Peach's Down B, DeDeDe's Forward B that we already have to deal with, we don't need any more.
Possibly, but I think Nintendo's ability to create a game for casual appeal brought people to the game. Items and dynamic stages bring a certain level of unpredictability and (dare I say it) "fun". Competitive value doesn't always bring in the huge crowds, but making a game for casual fun does. I'm sure everyone has their own reason for liking the game (I myself didn't care much for it until someone showed me the competitive side of it), but I think it's safe to make the assumption that a lot of players are drawn by the unique gameplay (items are a part of that).The Nintendo characters brought people to the franchise.
Not items.
But in FPS' spawn times are always exactly the same. If its 1 minute 30 seconds it will always be 1 minute 30 seconds. And the Sniper is always going to spawn in the same place every minute and a half. That's not how it works is Smash.I haven't read anything that wasn't on this current page, so forgive me if I'm restating something that has been stated 100 times before and just ignore my post.
I don't care about items or no items either way, but I just thought I'd mention this.
But I believe items don't just spawn in random locations. In Melee anyway.
They have set spawn points, and a set amount of time between appearing. The time isn't always the same, but there's a window depending on how you set the timing from very low to very high.
So in a way, items are similar to spawn points in FPSs. You can predict where they will appear and be there. In FPSs, you camp the spawn points to kill. In Smash, same basic principle.
Just thought I'd throw my bit in.
And item spawning is fairly regular as well. 30 seconds - 1 minute usually.But in FPS' spawn times are always exactly the same. If its 1 minute 30 seconds it will always be 1 minute 30 seconds. And the Sniper is always going to spawn in the same place every minute and a half. That's not how it works is Smash.
Did you turn off any items?^^^@tatsuman
After playing Brawl for unknowing amount of hours, I played a lot of matches with items on and so far I find it fair this time around. Item placement isn't much of an advantage as far as I can tell and shows up pretty randomly. Also, each item has a advantage/disadvantage and easily can be knocked out from the opponent as much as being used against an opponent. Hell, I had a fair share of matches when I didn't get the items and the opponent got most of the items and I still made it alive. I still believe that items should be turned on for tournaments or at least have a section to satisfy the middle. However, there is going to be the majority who will believe that skill with character is what matters than skills with items.![]()
Press ZDude, ever since Smash 64, it does take skill in order to use the items effectively. However, banning them from tournaments is just another way to "even" the playing field. Major reason why items are off is because the items "explode" which "tide" the outcome or become a "pain." Mainly the reason is that the fear of getting KOed by an item is stupid than getting KOed by an opponent. Ha ha, tourneyf- get their no item "neutral" ground game going, but really, if you have skill on evading items as much as using them effectively, then why would you really turn them off.
Press Z
C stick forward
Wow I just killed you with no effort.
It isn't hard to evade items are you kidding, you automatically catch them during dash attacks and aerials how does that take skill.