Post by m0th64 on Apr 5, 2016 7:03:52 GMT
I'm a by-the-numbers kind of person, so I can understand how having an items-on meta may worry players who like to remove all chaos from the equation. Fortunately, while items cannot be turned off, very few things in Shrek Super Slam are completely random. All items spawn in set places and at set times in a match, so I think it would be a good idea for our community to have a guide on item usage somewhere on Shrekboards. I may have missed some things, so feel free to add on any more information you feel is important. Let's get right into it, then.
General Item Info:
There are three classes of normal items, from what I can tell. These are small, medium and large, with the difference defined by how long it takes to pick up the item and how much it encumbers the player's character to hold them, as well as the effects the items have on hit. These items can be thrown at the opponent or released into the air by shielding. You cannot double jump while holding an item, and your single jump height will be reduced. Small items, such as the bottles on Medieval Chef and the mannequin heads on Gepetto's Workshop can be picked up and thrown very quickly and have no encumbrance effect besides taking away a character's double jump, and have no effect on hit beyond doing damage. Medium items take slightly longer to pick up and slow the player's run speed slightly while carrying them, but do more damage on hit. Large items require a massive amount of time to pick up and throw and slow the player's run speed down even more, but send the opponent into knockdown on hit. Large items include things like the table on Gepetto's Workshop and the cart on Fat Boy.
Here's some info on timings and hidden effects of certain items that I've found.
-Metal Potion: Makes the user invincible for about 9 seconds. Can be used with other items, since it is not held.
-Ice Wand: Projectile weapon, melts away after 4 seconds even if shouldered, maximum of 9 shots during this time. Can hit opponents out of knockdown. Traps the opponent in ice, but makes them difficult to combo as they will slide away after a hit or grab.
-Reflect Mask: The wearer will automatically powershield and reflect all projectiles and thrown items for 15 seconds.
-Cannon: 10 shots, cannonballs reflect off of solid walls but not invisible ones. Sends opponents into knockdown on hit.
-Trumpet: Fires 10 slow-moving homing bullets, useful to set up combo starters.
Hammer: Melee weapon, 8 swings, no effect besides damage afaik
-Sonic Spinball: Lets you roll around at high speed like Sonic the Hedgehog while throwing out a constant hitbox for 5 seconds.No double jump while using this item. It turns you blue, you can't tell me this item wasn't inspired by Sonic.
-Beehive: Throw it at the opponent and they'll lose directional control of their character for 7 seconds. During this time they will also be forced to jump 3 times. However, dash attacks still work while under its effect and their direction can even still be controlled.
-Ham: Melee weapon, 5 swings, stuns opponents. Can be deshouldered and swung in like 2 frames so it's a really good combo tool.
-Fart Wand: Two shots, covers a wide area and deals damage.
-Pot O' Gold: thrown in a high arc, explodes 1 second after hitting the ground and sends opponents into knockdown. Probably the worst item in the game since opponents can literally just walk away from it.
-Gravity Wand: 6 shot projectile, traps opponents and lets you slam them around into walls at high speed for massive damage. They can mash out but it takes about five times as long as normal mashouts. Basically a free slam imo.
-Invisibility Potion: Makes the drinker invisible for 7 seconds. During this time, homing attacks or lock-on attacks will miss (Dronkey's aerial, Humpty's birds, Robin Hood's arrows, even some wall dashes)
-Mines: release 5 bursts of 5 mines that float in the air around the player. The mines explode on contact with an enemy, popping them up into the air. The mines linger for 10-12 seconds, then explode automatically if no opponent has activated them. Useful for walling opponents out as well as juggling/grab setups.
-Torch: Fires 5 shots that travel in a straight line. Hits opponents on the ground.
-Royal Crown: Stuns an opponent anywhere on the stage, even if they're in shield. One-time use, activates immediately on pickup.
-Magnet: Pulls an enemy toward the user from a distance. 3 shots, causes a really funny animation when used on a shielding opponent that has no effect as far as I can tell.
Romeo Drive:
There are two ways to acquire items on this stage - the first is from a spawning location on the right side of the balcony, and the second is by traveling through portals that will open up throughout the match as people are slammed into the stage. Since your character will automatically try to pick up an item each time they step into a portal that spawns one, make sure you de-shoulder any items you want to keep before traveling through a portal. An active item will not be replaced, but a shouldered one will.
The balcony location will spawn an item every 15 seconds. The items stay present for 10 seconds before vanishing. The 15 second counter to the next item spawn starts as soon as the previous item is either picked up or vanishes. (This mechanic is present on other stages, though the timers are completely different with each spawn location.) The items that are spawned here are the metal potion and the hammer. Usually the items alternate appearances, but occasionally two hammers in a row will appear. I've never seen the same item spawn more than twice in a row on this stage.
The portals are organized with two on the balcony, and four on the bottom level of the stage. For reference, we'll consider them Top Right, Top Left, Bottom Far Right, Bottom Center Right, Bottom Far Left and Bottom Center Left:
-Top Right and Bottom Far Right are the blue portals. These portals do not give you an item when you step through them.
-Top Left and Bottom Center Left are the green portals. Entering Top Left will give you a cannon, while entering Bottom Center Left will give you a trumpet.
-Bottom Far Left and Bottom Center Right are the orange portals. Entering Bottom Far Left will give you an ice wand, while entering Bottom Center Right will give you a reflect mask.
Medieval Chef:
This stage features two main ways of acquiring items - the first is from a spawning location on top of the chandelier, and the second is from the dinner tray on the staircase at the back of the room. The dinner tray spawns three items when someone is slammed into the back wall: A beehive, a ham, and a pot of gold. The beehive and ham always spawn immediately, though the pot of gold is sometimes delayed. These items can only appear three times per match, once for each stained glass window behind the dinner tray.
The location on the chandelier spawns a new item 18 seconds after the previous item vanishes or is picked up. The items are available for 11 seconds after they spawn before vanishing. (Note that they take longer to span that the Romeo Drive items.) The items that spawn here are the fart wand and sonic spinball. Unfortunately, it appears to be completely random what order they spawn in. I've had them alternate and I've gotten 4-5 of the same item in a row while testing this.
Gepetto's Workshop:
The primary spawn point on this stage is behind the bookshelf in the far right corner. These items will not spawn until after the bookshelf is destroyed, but they spawn in very quick succession. The items are available for 9 seconds after appearing, and respawn only 8 seconds after the previous item was grabbed or vanished. The items that appear here are the reflect mask, sonic spinball and fart wand. From my testing they always appear in this order: Mask, Fart Wand, Spinball, Fart Wand, Mask, Fart Wand, Spinball, Fart Wand, etc. There is also a cannon on this stage, obtained by slamming an opponent into the fireplace.
Fat Boy:
There are three spawn points on this stage. The first is on top of the statue's hand. This spawn point is difficult to get to, but only spawns ham and spawns it very quickly, 9 seconds available, 8 seconds to respawn. After the statue is destroyed (which requires an enemy to be slammed into it three times), this will stop spawning and be replaced by a second spawn point on stone pathway on the left side of the stage. This spawn point is much slower and only spawns gravity wands. They are available for 12 seconds, and respawn after 32 seconds. The third and final spawn point is on top of the castle. This location is active even if most of the stage is destroyed. The castle location spawns cannons, invisibility potions and beehives. They are available for 11 seconds and take 36 seconds to respawn, making this one of the slowest spawn points in the game. They also appear to spawn in a random order.
Beanstalk:
There are two spawn points on this stage. The first is on top of the leaf platform at the top of the stage. This location spawns Trumpets and Mines in a seemingly random order. These items are available for 11 seconds and require 13 seconds to respawn. The second location is inside the outhouse on the left platform. This location only spawns items once the outhouse has been destroyed (which requires that an opponent be slammed into it) an only drops fart wands. The fart wands are available for 11 seconds and take 15 seconds to respawn.
Dragon's Hall:
There are two spawn points on this stage, as well as special items hidden within normal items. The two spawn points are on top of the chandeliers. The top chandelier spawns Torches and Pots O' Gold in random order.These items are available for 9 seconds and respawn after 13 seconds. The lower chandelier only spawns mines. These are also available for 9 seconds but take 18 seconds to respawn. Finally, each breakable item on the stage contains a fixed special item which becomes available once per game, after the breakable object is thrown at an opponent. The rocking horse and the back left block never contain items. The trunk on top of the left stairway always contains a cannon, the front left block always contains an ice wand, and the front right block always contains a metal potion.
Giant's Table:
Statistically speaking, this stage is weird. There are two spawn points (the windowsill and the far right side of the floor) on this stage that both spawn the same four items, hammers, gravity wands, royal crowns and magnets. The first three items ttend to spawn with similar frequency, while magnets are less common. (a sample test of 21 item spawns produced only 2 magnets) Strangely, while the items from both spawn points consistently linger for 12 seconds before disappearing, the respawn time for items on this stage varies seemingly at random. I timed 15 item spawns at each location. The windowsill location averaged about 63 seconds, but I observed times as low as 40 seconds and as fast as 77 seconds. The right side location averaged a respawn time of 62 seconds but ranged from 45 seconds to 73 seconds. That said, regardless of whether it's 40 seconds or 70 seconds, these are still the two slowest item spawns of all the legal stages in this game. (Arguably, though, this is balanced out by the fact that royal crowns and gravity wands are broken, and by there being two spawn locations)
There is also a single fart wand obtained by slamming an opponent into the harp. So there's that.
Trophy Room:
This stage has a single spawn location on top of the back wall. This location spawns invisibility potions, torches, gravity wands, hammers and cannons in a seemingly random order, though cannons seem to be the least common. The items are available for 12 seconds before vanishing, and usually respawn after 15 seconds (though testing produced some anomalous respawn times of 20 or 25 seconds) The most notable thing about this stage is that the stage will not spawn another item until the previous item has been used. Grabbing and shouldering an item will prevent further items from spawning until that item is thrown away, and if an item is held for longer than the respawn time before being used, the stage will spawn a new item immediately upon its use. (throwing an item away counts as using it). Also notable is that this stage is not damaged when players are slammed, so no new items or spawn points will appear.
General Item Info:
There are three classes of normal items, from what I can tell. These are small, medium and large, with the difference defined by how long it takes to pick up the item and how much it encumbers the player's character to hold them, as well as the effects the items have on hit. These items can be thrown at the opponent or released into the air by shielding. You cannot double jump while holding an item, and your single jump height will be reduced. Small items, such as the bottles on Medieval Chef and the mannequin heads on Gepetto's Workshop can be picked up and thrown very quickly and have no encumbrance effect besides taking away a character's double jump, and have no effect on hit beyond doing damage. Medium items take slightly longer to pick up and slow the player's run speed slightly while carrying them, but do more damage on hit. Large items require a massive amount of time to pick up and throw and slow the player's run speed down even more, but send the opponent into knockdown on hit. Large items include things like the table on Gepetto's Workshop and the cart on Fat Boy.
Here's some info on timings and hidden effects of certain items that I've found.
-Metal Potion: Makes the user invincible for about 9 seconds. Can be used with other items, since it is not held.
-Ice Wand: Projectile weapon, melts away after 4 seconds even if shouldered, maximum of 9 shots during this time. Can hit opponents out of knockdown. Traps the opponent in ice, but makes them difficult to combo as they will slide away after a hit or grab.
-Reflect Mask: The wearer will automatically powershield and reflect all projectiles and thrown items for 15 seconds.
-Cannon: 10 shots, cannonballs reflect off of solid walls but not invisible ones. Sends opponents into knockdown on hit.
-Trumpet: Fires 10 slow-moving homing bullets, useful to set up combo starters.
Hammer: Melee weapon, 8 swings, no effect besides damage afaik
-Sonic Spinball: Lets you roll around at high speed like Sonic the Hedgehog while throwing out a constant hitbox for 5 seconds.No double jump while using this item. It turns you blue, you can't tell me this item wasn't inspired by Sonic.
-Beehive: Throw it at the opponent and they'll lose directional control of their character for 7 seconds. During this time they will also be forced to jump 3 times. However, dash attacks still work while under its effect and their direction can even still be controlled.
-Ham: Melee weapon, 5 swings, stuns opponents. Can be deshouldered and swung in like 2 frames so it's a really good combo tool.
-Fart Wand: Two shots, covers a wide area and deals damage.
-Pot O' Gold: thrown in a high arc, explodes 1 second after hitting the ground and sends opponents into knockdown. Probably the worst item in the game since opponents can literally just walk away from it.
-Gravity Wand: 6 shot projectile, traps opponents and lets you slam them around into walls at high speed for massive damage. They can mash out but it takes about five times as long as normal mashouts. Basically a free slam imo.
-Invisibility Potion: Makes the drinker invisible for 7 seconds. During this time, homing attacks or lock-on attacks will miss (Dronkey's aerial, Humpty's birds, Robin Hood's arrows, even some wall dashes)
-Mines: release 5 bursts of 5 mines that float in the air around the player. The mines explode on contact with an enemy, popping them up into the air. The mines linger for 10-12 seconds, then explode automatically if no opponent has activated them. Useful for walling opponents out as well as juggling/grab setups.
-Torch: Fires 5 shots that travel in a straight line. Hits opponents on the ground.
-Royal Crown: Stuns an opponent anywhere on the stage, even if they're in shield. One-time use, activates immediately on pickup.
-Magnet: Pulls an enemy toward the user from a distance. 3 shots, causes a really funny animation when used on a shielding opponent that has no effect as far as I can tell.
Romeo Drive:
There are two ways to acquire items on this stage - the first is from a spawning location on the right side of the balcony, and the second is by traveling through portals that will open up throughout the match as people are slammed into the stage. Since your character will automatically try to pick up an item each time they step into a portal that spawns one, make sure you de-shoulder any items you want to keep before traveling through a portal. An active item will not be replaced, but a shouldered one will.
The balcony location will spawn an item every 15 seconds. The items stay present for 10 seconds before vanishing. The 15 second counter to the next item spawn starts as soon as the previous item is either picked up or vanishes. (This mechanic is present on other stages, though the timers are completely different with each spawn location.) The items that are spawned here are the metal potion and the hammer. Usually the items alternate appearances, but occasionally two hammers in a row will appear. I've never seen the same item spawn more than twice in a row on this stage.
The portals are organized with two on the balcony, and four on the bottom level of the stage. For reference, we'll consider them Top Right, Top Left, Bottom Far Right, Bottom Center Right, Bottom Far Left and Bottom Center Left:
-Top Right and Bottom Far Right are the blue portals. These portals do not give you an item when you step through them.
-Top Left and Bottom Center Left are the green portals. Entering Top Left will give you a cannon, while entering Bottom Center Left will give you a trumpet.
-Bottom Far Left and Bottom Center Right are the orange portals. Entering Bottom Far Left will give you an ice wand, while entering Bottom Center Right will give you a reflect mask.
Medieval Chef:
This stage features two main ways of acquiring items - the first is from a spawning location on top of the chandelier, and the second is from the dinner tray on the staircase at the back of the room. The dinner tray spawns three items when someone is slammed into the back wall: A beehive, a ham, and a pot of gold. The beehive and ham always spawn immediately, though the pot of gold is sometimes delayed. These items can only appear three times per match, once for each stained glass window behind the dinner tray.
The location on the chandelier spawns a new item 18 seconds after the previous item vanishes or is picked up. The items are available for 11 seconds after they spawn before vanishing. (Note that they take longer to span that the Romeo Drive items.) The items that spawn here are the fart wand and sonic spinball. Unfortunately, it appears to be completely random what order they spawn in. I've had them alternate and I've gotten 4-5 of the same item in a row while testing this.
Gepetto's Workshop:
The primary spawn point on this stage is behind the bookshelf in the far right corner. These items will not spawn until after the bookshelf is destroyed, but they spawn in very quick succession. The items are available for 9 seconds after appearing, and respawn only 8 seconds after the previous item was grabbed or vanished. The items that appear here are the reflect mask, sonic spinball and fart wand. From my testing they always appear in this order: Mask, Fart Wand, Spinball, Fart Wand, Mask, Fart Wand, Spinball, Fart Wand, etc. There is also a cannon on this stage, obtained by slamming an opponent into the fireplace.
Fat Boy:
There are three spawn points on this stage. The first is on top of the statue's hand. This spawn point is difficult to get to, but only spawns ham and spawns it very quickly, 9 seconds available, 8 seconds to respawn. After the statue is destroyed (which requires an enemy to be slammed into it three times), this will stop spawning and be replaced by a second spawn point on stone pathway on the left side of the stage. This spawn point is much slower and only spawns gravity wands. They are available for 12 seconds, and respawn after 32 seconds. The third and final spawn point is on top of the castle. This location is active even if most of the stage is destroyed. The castle location spawns cannons, invisibility potions and beehives. They are available for 11 seconds and take 36 seconds to respawn, making this one of the slowest spawn points in the game. They also appear to spawn in a random order.
Beanstalk:
There are two spawn points on this stage. The first is on top of the leaf platform at the top of the stage. This location spawns Trumpets and Mines in a seemingly random order. These items are available for 11 seconds and require 13 seconds to respawn. The second location is inside the outhouse on the left platform. This location only spawns items once the outhouse has been destroyed (which requires that an opponent be slammed into it) an only drops fart wands. The fart wands are available for 11 seconds and take 15 seconds to respawn.
Dragon's Hall:
There are two spawn points on this stage, as well as special items hidden within normal items. The two spawn points are on top of the chandeliers. The top chandelier spawns Torches and Pots O' Gold in random order.These items are available for 9 seconds and respawn after 13 seconds. The lower chandelier only spawns mines. These are also available for 9 seconds but take 18 seconds to respawn. Finally, each breakable item on the stage contains a fixed special item which becomes available once per game, after the breakable object is thrown at an opponent. The rocking horse and the back left block never contain items. The trunk on top of the left stairway always contains a cannon, the front left block always contains an ice wand, and the front right block always contains a metal potion.
Giant's Table:
Statistically speaking, this stage is weird. There are two spawn points (the windowsill and the far right side of the floor) on this stage that both spawn the same four items, hammers, gravity wands, royal crowns and magnets. The first three items ttend to spawn with similar frequency, while magnets are less common. (a sample test of 21 item spawns produced only 2 magnets) Strangely, while the items from both spawn points consistently linger for 12 seconds before disappearing, the respawn time for items on this stage varies seemingly at random. I timed 15 item spawns at each location. The windowsill location averaged about 63 seconds, but I observed times as low as 40 seconds and as fast as 77 seconds. The right side location averaged a respawn time of 62 seconds but ranged from 45 seconds to 73 seconds. That said, regardless of whether it's 40 seconds or 70 seconds, these are still the two slowest item spawns of all the legal stages in this game. (Arguably, though, this is balanced out by the fact that royal crowns and gravity wands are broken, and by there being two spawn locations)
There is also a single fart wand obtained by slamming an opponent into the harp. So there's that.
Trophy Room:
This stage has a single spawn location on top of the back wall. This location spawns invisibility potions, torches, gravity wands, hammers and cannons in a seemingly random order, though cannons seem to be the least common. The items are available for 12 seconds before vanishing, and usually respawn after 15 seconds (though testing produced some anomalous respawn times of 20 or 25 seconds) The most notable thing about this stage is that the stage will not spawn another item until the previous item has been used. Grabbing and shouldering an item will prevent further items from spawning until that item is thrown away, and if an item is held for longer than the respawn time before being used, the stage will spawn a new item immediately upon its use. (throwing an item away counts as using it). Also notable is that this stage is not damaged when players are slammed, so no new items or spawn points will appear.