Item Knowledge Database

Don’t have the damage settings but I can give info on Jigglypuff’s Final Smash. When activated, she grows to the top of the screen which will push away players and destroy/absorb items. When she reaches max size, she will yell, causing an all direction smash effect to anyone touching her, then she’ll shrink back. The impotant notes are that since she expands until she reaches screen height, the move is more effective if she is at a lower altitude on a stage because she grows bigger). The smash effect is live until she has fully reduced in size so unwary players can kill themselves if they try to horizontally recover too soon. Finally, while it doesn’t do actual damage, the smash effect can kill your partner even if team attack damage is off.

Hello!

I’ll elaborate on some details I’ve noticed for Jiggly’s final smash;

On small stages it is positively devastating. For example, she can fly underneath Final Destination/Battlefield, activate her final smash and it becomes incredibly difficult to dodge. It is possible to dodge (especially for characters with a lot of air control), but for certain characters like Ike it can be insanely difficult.

The invincibility from clinging onto the ledge (when your flashing) prevents her from pushing you and also makes you immune to her smash effect when she ‘pops’. So skillful use of vertical recovers and the ledge can feasibly lead you to dodge it even if she’s right above you.

Seeing as this thread was locked, I guess this is the place to discuss it…

I’d be interested in how the observations Wobbles made change on different stages. Is the distribution of item spawn points roughly the same on all stages, or do some have a a higher concentration of spawn points in certain areas? That could affect stage controlling strategies pretty significantly.

I know that in Melee, items would always spawn at the same spots. It was most notable on Temple.

Brawl might follow the same pattern.

I would totally test that out, Sample, if I hadn’t given my copy of Brawl to my brother. From my other stuff it seemed that there were no set spawn points, at least on FD. Either that, or the number of spawn points were so high that there’s no point learning them.

More important is the spawn timer… for Medium, which is the EVO set, items spawn every 8-14 seconds. Two tests of 4 minute matches showed that they NEVER took longer than 14 seconds and NEVER came faster than 8 seconds apart. I’m guessing with a bit of practice you can get a feel for when items should drop.

someone in that smashboards thread thinks they’ve discovered that items are more likely to spawn at the spawn points close to the players, but i cant understand his research at all so i’ll leave it to someone else to explain it

Not that this is an interesting tidbit compared to the above, but since Final Smashes were being talked about before this and I’m liking to forget…

During the online tournament, I found that Snake will apparently exit the bottom of the screen instead of the top of the screen to initiate his Final Smash if he is closer to the bottom. He’ll still return from the top of the screen, though (thankfully).

Outside of that, I’m sure there’s something I was going to mention last time that I’ve now forgotten. Hmmm…

Any tips on avoiding snake’s final smash?

Also have you guys noticed the smash ball sometimes avoids one player and heads towards another one? I wonder if when you’re losing, a smashball has a tendency to move towards you more?

Honestly I doubt that.

I don’t play again Snake (or at least, the few times I play against Snake, the items are never on), so I’d have to say from my own experience that the best way to avoid Snake’s final smash is to be reactive.

Just wait until he fires. Seriously.

Even if you have a really fast character, you’ll likely to get hit once if you run around like a manic and get hit once allows him to juggle you with at least one more hit, which may kill you depending on how high the ceiling of the stage is.

Spot dodging doesn’t work and rolling is almost as bad. Holding on to the ledge can only save you so much as well. So either try to stay in the air the entire time (which is impossible) or just wait for him to fire and then get the hell out of dodge.

Easier said then done, but I’m sure the people that play with items on could figure out the best ways to react with their characters.

For instance, if I was still playing Luigi (GODDAMN TRACTION ISSUES!!! but I digress), I’d probably just react via Tornado on the ground since that has the greatest land speed.

Stuff like that.

I really haven’t noticed that, though it wouldn’t surprise me.

Smash Ball seems erratic as hell, but there has to be some method to its madness.

Anyway, I think the other thing that I was thinking was to not throw Bumpers if it will hit another solid item like a Freeze or a Mr. Saturn, but that seems kind of obvious…

We’re doing some item research on SWF, and this is what I personally found:

I haven’t really tested it further than that, so I’m not positive that is true. Just use 2 marios on either side of FD, with one of the marios losing, and observe the results. I had bananas, starman, and the smashball on during that initial test.

Also, a user by the name of Xiivi found this:

Wow good shit Panda, I’ve noticed that about “equipped” smashballs, dragoon pieces, and holding items. I’ll get hit with something light as hell and lose my item, but they just have to touch me and mine drops. I was always like DAMN YOU SAKURAI WHAT IS THIS RANDOMNESS? But I guess it’s not random then.

Also for the smashball hovering to a losing player, I kind of expected that. Can you test and see if it avoids the winning player more then the losing one? Like last night in a match I was trying to get one that was above me, I jumped up and it moved up a proportional amount. I repeated to jump and have it do the same thing many times, and eventually ran out of jumps and had to fall back down, and then it IMMEDIATELY moved down to ground level next to the losing player right in front of him and made no attempt to dodge his attack.

That’s kind of messed up.

The Damned: How about in lag though? You can’t really react in time to avoid the shots. >_<

I doubt they have the exact same tendencies and idiosyncracies present in human vs CPU and human vs human play. But who knows?

If you reread the post, he actually said it was human vs human that he ran the tests on.

And sorry Samurai, I honestly don’t really care to test the stuff any more. I’m pretty much done with this whole thing. And honestly, if we somehow find out that items spawn closer to the loser or something, then we’d probably be faced with the ‘theorycraft’ of “Well then, you have to just be on top of the losing player.” Somehow pro-item users ‘theorycraft’ automatically negates all anti-item users ‘theorycraft’ so I’ve given up trying to win an argument that was already lost before it began.

Yeah I noticed that too. I don’t think there’s any hope in those arguments, lol.

eh, this really isn’t the thread for “guessing” so lets not go “theorycraft” on anyone.

this is a knowledge database. its supposed to be about facts and tactics. not about someone testing something twice and proclaiming it truth. its not about arguing if items are shitty or not, its more if what you are saying is true.

so, no items bashing in the items knowledge data base.

it’d be like going on wikipedia and putting in stupid shit on the page of some actor you hate.

Xiivi is at it again. I’m surprised ya’ll haven’t jumped at the opportunity and started doing tests yourselves yet. But anyways, here’s Xiivi’s newest stuff:

Didn’t we already know that?

I knew it.

The mere posibility of rubberbanding built into the ‘randomness’ was one of the key reasons to play 2 STOCK matches in 3 out of 5 sets.

Ok the dragoon is banned,shame you guys can’t read and whats the problem with the smashballs hits while winner having it?

Who isn’t going to use their special within 3 sec after getting it? The only reason would be if you have the SB and your opponent is at 100%+ and you want to get rid of that stock without using your SB but thats taking a risk. So you just proved the game takes more skill with items on! Are you sure you’re not pro-items?:razz: