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|nsdefname=Bonus Fruit | |nsdefname=Bonus Fruit | ||
|nsdefdmg=4% (cherry), 6% (strawberry), 8% (orange), 9% (apple), 12% (melon), 9% (Galaxian), 8% (bell), 15% (key) | |nsdefdmg=4% (cherry), 6% (strawberry), 8% (orange), 9% (apple), 12% (melon), 9% (Galaxian), 8% (bell), 15% (key) | ||
|nsdefdesc=Holds out his hand and cycles through the collectable fruit and items in the ''Pac-Man'' series.<ref name="Bonus">[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlzdGRBEA Pic of the Day: June 19, 2014]</ref> Each fruit and object has distinct properties, and is associated with a distinct level of charge.<ref name="Bonus"/> It takes 2.37 seconds (specifically 142 frames) to fully charged, and Pac-Man can either throw the charged fruit/object if the special button is pressed once, or continue charging if the button is held down. If charging is interrupted, holding down the special button will make Pac-Man resume charging from the most recent charge. It can be charge canceled and, while charging in midair, Pac-Man's [[gravity]] will be decreased. The thrown projectile functions as an [[item]], which can be grabbed by Pac-Man or opponents with good timing. Pac-Man can only create one fruit/object at a time, and cannot create another if it is being held by an opponent. Due to its fast speed and high power, Bonus Fruit's key is one of Pac-Man's most viable KO options, as it KOs middleweights at 140% while near the edge. Outside of this, Bonus Fruit can be used for intricate [[zero-to-death]] combos that are initiated by repeatedly using [[jab reset]]s and [[footstool jump]]s on an opponent while [[Item throw#Directions and strength|dropping]] any of its fruits/objects. Can aid Pac-Man's already impressive recovery if immediately thrown. | |nsdefdesc=Holds out his hand and cycles through the collectable fruit and items in the ''Pac-Man'' series.<ref name="Bonus">[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlzdGRBEA Pic of the Day: June 19, 2014]</ref> Each fruit and object has distinct properties, and is associated with a distinct level of charge.<ref name="Bonus"/> It takes 2.37 seconds (specifically 142 frames) to fully charged, and Pac-Man can either throw the charged fruit/object if the special button is pressed once, or continue charging if the button is held down. If charging is interrupted, holding down the special button will make Pac-Man resume charging from the most recent charge. It can be charge canceled and, while charging in midair, Pac-Man's [[gravity]] will be decreased. The thrown projectile functions as an [[item]], which can be grabbed by Pac-Man or opponents with good timing. Opponents can hit Pac-Man to forcibly drop his fruit, either while he's charging or holding his fruit; the latter can also be done to opponents by hitting those who are holding a fruit. Pac-Man can only create one fruit/object at a time, and cannot create another if it is being held by an opponent. Due to its fast speed and high power, Bonus Fruit's key is one of Pac-Man's most viable KO options, as it KOs middleweights at 140% while near the edge. Outside of this, Bonus Fruit can be used for intricate [[zero-to-death]] combos that are initiated by repeatedly using [[jab reset]]s and [[footstool jump]]s on an opponent while [[Item throw#Directions and strength|dropping]] any of its fruits/objects. Can aid Pac-Man's already impressive recovery if immediately thrown. | ||
|nsc1name=Freaky Fruit | |nsc1name=Freaky Fruit | ||
|nsc1dmg=2% (cherry), 4% (strawberry), 2% (orange), 9% (apple), 13% (melon), 7% (Galaxian), 6% (bell), 10% (key) | |nsc1dmg=2% (cherry), 4% (strawberry), 2% (orange), 9% (apple), 13% (melon), 7% (Galaxian), 6% (bell), 10% (key) | ||
|nsc1desc=Each fruit/object deals less damage, but has more erratic behavior, such as the key instantly disappearing but [[meteor smash]]ing aerial opponents instead of launching them. The visual effect surrounding the fruit/object during the cycle is orange instead of yellow. | |nsc1desc=Each fruit/object deals less damage, but has more erratic behavior, such as the key instantly disappearing but [[meteor smash]]ing aerial opponents instead of launching them. Also takes much longer to cycle past the orange, and fruits disappear upon hitting any hitbox, with the exception of the Galaxian and Bell. The visual effect surrounding the fruit/object during the cycle is orange instead of yellow. | ||
|nsc2name=Lazy Fruit | |nsc2name=Lazy Fruit | ||
|nsc2dmg=2% (cherry), 5% (strawberry), 8% (orange), 9% (apple), 12% (melon), 3% (Galaxian), 8%/10% (bell), 10% (key) | |nsc2dmg=2% (cherry), 5% (strawberry), 8% (orange), 9% (apple), 12% (melon), 3% (Galaxian), 8%/10% (bell), 10% (key) | ||
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|ssdefname=Power Pellet | |ssdefname=Power Pellet | ||
|ssdefdmg=10% (start-up), 4% (dash), 12% (ending), 17% (combined hit) | |ssdefdmg=10% (start-up), 4% (dash), 12% (ending), 17% (combined hit) | ||
|ssdefdesc=Extends a trail of Pac-Dots that ends with a Power Pellet, and then transforms into his wedge form before propelling himself to eat them. The trail can be extended to a maximum of six Pac-Dots, while the dash has a controllable trajectory that can allow for [[mindgame]]s and even recovery. It also grants [[super armor]] after Pac-Man eats the Power Pellet, and upon extending a full trail, its last hit will be strong enough to KO middleweights at 119% while near the edge. Interrupting it during its start-up drops the Power Pellet, which heals 2% and can be eaten by any character. Pac-Man can act out after the move and is able to automatically ledge-snap throughout its duration, but if he bumps directly into a surface during the chomps, it stops and he suffers from a lengthy tumbling animation that can cause him to self-destruct or be punished. | |ssdefdesc=Extends a trail of Pac-Dots that ends with a Power Pellet, and then transforms into his wedge form before propelling himself to eat them. The trail can be extended to a maximum of six Pac-Dots, while the dash has a controllable trajectory that can allow for [[mindgame]]s and even recovery. It also grants [[super armor]] after Pac-Man eats the Power Pellet, and upon extending a full trail, its last hit will be strong enough to KO middleweights at 119% while near the edge. Pac-Man is able to fast fall immediately during the move's ending lag, and will not go off ledges during a grounded chomp if the trail does not go past a ledge. Interrupting it during its start-up drops the Power Pellet, which heals 2% and can be eaten by any character. Pac-Man can act out after the move and is able to automatically ledge-snap throughout its duration, but if he bumps directly into a surface during the chomps, it stops and he suffers from a lengthy tumbling animation that can cause him to self-destruct or be punished. | ||
|ssc1name=Distant Power Pellet | |ssc1name=Distant Power Pellet | ||
|ssc1dmg=10% (start-up), 1% (initial dash), 2% (dash), 6% (ending) | |ssc1dmg=10% (start-up), 1% (initial dash), 2% (dash), 6% (ending) |
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