Power Pellet: Difference between revisions
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#'''Distant Power Pellet''': The trail of pellets is much longer and deploys faster, summoning a Power Pellet followed by eight Pac-Pellets. This trail is as long as more than half of Final Destination, but Pac-Man's momentum after eating the Power Pellet is extremely short, making the move's horizontal distance the same as the standard variation. This move is extremely maneuverable, as the path of the Pellets can be changes in any direction with relative easy, making it a viable horizontal recovery option, or used for combos. It is possible to create several small loops with the trail, which can result in Pac-Man trapping the opponent when he turns into his ball form. Upon startup, if the enemy is immediately next to Pac-Man, they will be hurt by 10%, and 1% or 2% if they are hit while in the middle of the trail. This move's sweet spot at the end of the trail is weakened, dealing 6% to 7% of damage, and has less knockback. | #'''Distant Power Pellet''': The trail of pellets is much longer and deploys faster, summoning a Power Pellet followed by eight Pac-Pellets. This trail is as long as more than half of Final Destination, but Pac-Man's momentum after eating the Power Pellet is extremely short, making the move's horizontal distance the same as the standard variation. This move is extremely maneuverable, as the path of the Pellets can be changes in any direction with relative easy, making it a viable horizontal recovery option, or used for combos. It is possible to create several small loops with the trail, which can result in Pac-Man trapping the opponent when he turns into his ball form. Upon startup, if the enemy is immediately next to Pac-Man, they will be hurt by 10%, and 1% or 2% if they are hit while in the middle of the trail. This move's sweet spot at the end of the trail is weakened, dealing 6% to 7% of damage, and has less knockback. | ||
#'''Enticing Power Pellet''': This trail is extremely short, and takes longer to deploy. The Power Pellet that is summoned is slow, and is surrounded by a vortex that has a strong [[pull]] effect. It is followed by only two Pac-Pellets. This move only travels less than half of Final Destination's length. The vortex will drag nearby opponents directly into the move's sweet spot, making it a strong attack. This move deals 13% damage when Pac-Man chomps on an opponent, and deals 19% with strong knockback when the opponent is hit by the sweet spot. This move can KO at 80%. | #'''Enticing Power Pellet''': This trail is extremely short, and takes longer to deploy. The Power Pellet that is summoned is slow, and is surrounded by a vortex that has a strong [[pull]] effect. It is followed by only two Pac-Pellets. This move only travels less than half of Final Destination's length. The vortex will drag nearby opponents directly into the move's sweet spot, making it a strong attack. This move deals 13% damage when Pac-Man chomps on an opponent, and deals 19% with strong knockback when the opponent is hit by the sweet spot. This move can KO at 80%. | ||
<gallery> | |||
File:powerpelletcustom1.JPG|Distant Power Pellet being used in {{for3ds}}. | |||
File:powerpelletcustom2.JPG|Enticing Power Pellet being used in {{for3ds}}. | |||
</gallery> | |||
==Origin== | ==Origin== |
Revision as of 22:39, October 7, 2014
Power Pellet | |
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Pac-Man using Power Pellet in Super Smash Bros. for Wii U | |
User | Pac-Man |
Universe | Pac-Man |
Power Pellet (パワーペレット, Power Pellet), is Pac-Man's side special move in SSB4.
Overview
Pac-Man deploys an 8-bit Power Pellet, which is followed by a max of five 8-bit Pac-Pellets. The direction of the trail can be changed slightly by moving the control stick, and when the special button is let go, Pac-Man turns into his ball form and follows the trail. The Pac-Pellet trail extends about one fourth the length of Final Destination, but Pac-Man can travel a farther distance after consuming the Power Pellet, traveling a little more than half of Final Destination's length. The trail can be stopped at any time by letting go of the special button, cutting the trail short. When Pac-Man finishes this move, he will not go into his helpless state, and can follow up with his second jump or up-special, making this a viable horizontal recovery. However, when used in the air, Pac-Man will still drop down, and the Pellet trail follows him.
If the opponent is in Pac-Man's path as he is in his ball form, they will be hurt by 4% for every time they are chomped on. Pac-Man will grow bigger and radiate yellow for a second when he eats the Power Pellet. If an enemy is hit when Pac-Man is in this state, they will be inflicted 10% to 12% of damage, and has decent knockback. This sweetspot can KO at around 130%.
If Pac-Man is interrupted before he begins to travel or before he gets to the Power Pellet, the Pellet will fall to the ground. It can be used as a healing item, recovering 1%. When the trail is aimed at the ground, Pac-Man will trip onto the ground upon impact. Additionally, if the path is aimed at the wall, Pac-Man will fall into his hurt animation upon impact for a moment, unable to do anything until the animation ends. However, Pac-Man will not get hurt in the process.
Customization
Customization was added in Super Smash Bros. 4. Power Pellet has two variations:
- Distant Power Pellet: The trail of pellets is much longer and deploys faster, summoning a Power Pellet followed by eight Pac-Pellets. This trail is as long as more than half of Final Destination, but Pac-Man's momentum after eating the Power Pellet is extremely short, making the move's horizontal distance the same as the standard variation. This move is extremely maneuverable, as the path of the Pellets can be changes in any direction with relative easy, making it a viable horizontal recovery option, or used for combos. It is possible to create several small loops with the trail, which can result in Pac-Man trapping the opponent when he turns into his ball form. Upon startup, if the enemy is immediately next to Pac-Man, they will be hurt by 10%, and 1% or 2% if they are hit while in the middle of the trail. This move's sweet spot at the end of the trail is weakened, dealing 6% to 7% of damage, and has less knockback.
- Enticing Power Pellet: This trail is extremely short, and takes longer to deploy. The Power Pellet that is summoned is slow, and is surrounded by a vortex that has a strong pull effect. It is followed by only two Pac-Pellets. This move only travels less than half of Final Destination's length. The vortex will drag nearby opponents directly into the move's sweet spot, making it a strong attack. This move deals 13% damage when Pac-Man chomps on an opponent, and deals 19% with strong knockback when the opponent is hit by the sweet spot. This move can KO at 80%.
Distant Power Pellet being used in Super Smash Bros. for Nintendo 3DS.
Enticing Power Pellet being used in Super Smash Bros. for Nintendo 3DS.
Origin
In the original Pac-Man, the main goal was to eat all the pellets in the maze, each of which always follows in a perfect line. Power Pellets appear on different points of the stage and allow Pac-Man to become invincible and eat ghosts. Similar Pellet trails appeared in the Pac-Man World games, where chomping on a red pellet would make Pac-Man proceed to chomp on a path of them, similar to how the move is used.
Gallery
- Pacpellets.png
Pac-Pellets and Power Pellets as they appeared in the original arcade game, Pac-Man.