Escape the FAN [media=youtube]wTiLyNv_Qtw[/media] Avoid Assists [media=youtube]KsQaymTTAVw[/media]’
EDIT - ill get back to updating this first post soon. Been busy making vids!
This thread is dedicated to items. The information we wish to compile here (and will be edited into the first post) is:
-Uses of items (even the obvious stuff)
-Defenses against items
-Odd or little known facts about items
To start, some testing has been done by various sources on item spawn time. On Low, an item will appear every 20-25 seconds. On medium, every 10-14 seconds. This is VERY consistant. Smashball-only spawn times are shown to not follow this pattern.
So if you have time, take one of these items and try to find out the following; How much damage does it do? (Both when ‘used’ and when thrown, if applicable). Can you catch it? Can you dodge it? Can you block it? Does anything special happen if you perfect shield it? When it hits on the ground, which way does your opponent fly? How about when it hits in the air? Have you found any neat tricks to maximize the damage you do with your items? Have you found any neat tricks to minimize the damage your foes deal to you with their items?
So just reply with anything interesting about items that you find. I’ll edit it in.
Ill edit in a lot of my own stuff later.
UPDATE 1 - Editing for focus. Start filling in the blanks with the basics and I’ll update the first post with your content as often as I can.
Hammers can still break, leaving you vulnerable. Also, the head can be thrown to cause some serious dmg/knockback.
Golden Hammers can backfire sometimes. When that happens, it makes a squeaky noise when it’s supposed to be hitting. It causes no damage or knockback and you can’t do anything else until the effect ends.
You can’t double jump while holding the Hammer, Golden Hammer or Cracker Launcher. You can hover with the Gold Hammer by mashing on the A button.
Mr. Saturn rapes shields
Timer and Lightning can backfire randomly in different ways. either it will affect all your enemies, affect only you or affect EVERYONE. Lightning can also randomly make characters bigger instead of smaller.
Bonsly and Electrode are the only two Pokemon that can be picked up and thrown.
The Beam Sword extends pretty far when used in a tilt or smash attack.
Dragoon, Bonsly and the Home Run Bat (f-smash) are the only items almost always guaranteed to earn a OHKO. The only time they’re not is when there are walls involved.
Pitfall spikes enemies in midair. It’s a OHKO if it hits someone off the edge, regardless of damage.
Warp Star spikes if it hits someone in midair.
You can now fire the Ray Gun, Fire Flower and Super Scope in midair AND while moving forward.
Hotheads increase in size when hit by fire or electricity before they’re thrown, but it doesn’t last as long. It’ll revolve around certain stages like Battlefield and FD.
Super Mushrooms appear to greatly increase the amount of damage your attacks do. It also increases the size of any items held. Poison Mushrooms have a similar, yet opposite effect.
Screw Attack affects only the first and second (or first midair) jump. For characters with multiple midair jumps, they have full use of their remaining jumps but they will be normal and not Screw Attacks.
Reflected Pokeballs (and Hotheads and other extended effect items that don’t hurt the user) will react as if the reflecting player had thrown it.
Soccer Balls will travel with the same trajectory as another character would when hit by an attack. I.E. Hit with Ganon’s f-tilt and the ball will travel at a low trajectory as if he had hit someone else with it. It only damages during the “fiery” part of its movement.
Does anyone know what effects the knockout of the Dragoon pieces and Smashballs out of people?
I’ve had sometimes where I’ve beat the crap out of people and they retain them, but I can get hit once and immediately drop mine. I’m wondering if it’s random or if specific damage/certain attacks lead to guaranteed knockouts of the items.
"A Super Scope has 48 bullets, divided into three forms:
Regular (10 shots, 48 percent max damage)
Medium charge (8 shots, 83 percent max damage)
Full charge (3 shots, 84 percent max damage)"
You could “create” an ammo count with the Fire Flower based on just a normal A-press. If you do that, then a Fire Flower has 12 shots… If you hold A for as long as possible, then a Fire Flower has about 7 seconds worth of ammo."
Hammers are not a wall of damage. Touching someone on the backswing won’t kill you.
Thus it becomes much easier to punish someone holding a hammer.
If you get killed by a hammer early in it being held, don’t hesitate to rush back in. Get off the spawn platform and smash the opponent while still invincible. A hammering opponent near the edge is a dead opponent.
there are far easier ways of punishing the hammer. mainly, blocking and attacking.
perfect block on the black hammer gives everyone a free throw.
perfect block on the gold hammer gives everyone but tether characters a free throw.
falling hit box attacks will go through the hammer every time (bowser downb, g&w dair, kirby downb).
sex kicks will go through the hammer, but risk getting hit if the hammer users percentage isn’t high enough to cause a knockdown.
rapid attacks will go through the hammer consistantly if timed correct (peach dair)
characters can also outrange the hammer (ganondorf nuetral a). be weary of clashing though.
reversals as well work on the hammer.
look for chain throws on hammer users if you get the chance. no airtech means continuous throwing towards the end of the stage.
you can block bom-ombs.
when thrown, the magic wand will spike slightly downwards. if this knocks someone off the platform, they will be angled slightly downwards after traveling off the edge.