Pac-Man (SSB4): Difference between revisions
Custom Side Specials and Dire Hydrant have some uses.
KingKRool868 (talk | contribs) (Added this so that misunderstand doesn’t happen again) |
(Custom Side Specials and Dire Hydrant have some uses.) |
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His Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can cost Pac-Man a stock if he is careless. Despite being strong, Power Pellet is highly predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be used by the opponent, and his Pac-Jump, though giving great vertical height, can also be used by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a good Pac-Man player must keep watch of where his items are in order to inflict the highest knockback possible at a safer range, and avoid his items' abilities being turned against him. | His Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can cost Pac-Man a stock if he is careless. Despite being strong, Power Pellet is highly predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be used by the opponent, and his Pac-Jump, though giving great vertical height, can also be used by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a good Pac-Man player must keep watch of where his items are in order to inflict the highest knockback possible at a safer range, and avoid his items' abilities being turned against him. | ||
Pac-Man benefits from his [[Character customization|custom moves]]. Freaky Fruit deals less damage, but each fruit and object has its own erratic pattern and thus can provide even greater mix-ups. Lazy Fruit is slower and deals less damage, but the fruits and objects take longer to disappear, which enables them to be usable more than once and provide different mix-ups. Power Pac-Jump functions like a traditional recovery move in that it only provides one jump, but it immediately launches Pac-Man very high and enables him to hit multiple times while ascending, making it suitable for offensive playstyles. Meteor Trampoline decreases in height after each jump, but the fourth jump can [[bury]] grounded opponents and, true to its name, [[meteor smash]] airborne ones, as its name implies. On-Fire Hydrant does not shoot out as far, but it shoots fireballs instead of water, shoots three times instead of twice, takes less damage to launch, and the hydrant itself deals more damage. | Pac-Man benefits from his [[Character customization|custom moves]]. Freaky Fruit deals less damage, but each fruit and object has its own erratic pattern and thus can provide even greater mix-ups. Lazy Fruit is slower and deals less damage, but the fruits and objects take longer to disappear, which enables them to be usable more than once and provide different mix-ups. Distant Power Pellet is much more maneuverable which allows Pac-Man to mix up his recovery more easily at the cost of less damage and knockback. Enticing Power Pellet travels less distance but produces a windbox which can be used to gimp recovering opponents and is much more powerful. Power Pac-Jump functions like a traditional recovery move in that it only provides one jump, but it immediately launches Pac-Man very high and enables him to hit multiple times while ascending, making it suitable for offensive playstyles. Meteor Trampoline decreases in height after each jump, but the fourth jump can [[bury]] grounded opponents and, true to its name, [[meteor smash]] airborne ones, as its name implies. On-Fire Hydrant does not shoot out as far, but it shoots fireballs instead of water, shoots three times instead of twice, takes less damage to launch, and the hydrant itself deals more damage. Finally Dire Hydrant explodes when it touches a surface, opponent, or after a set distance which makes it less risky to use since opponents cannot launch the hydrant, the explosion improves the move's horizontal range, and because Pac-Man jumps higher when he deploys the hydrant it can be used to dodge projectiles. | ||
Overall, while Pac-Man excels at mindgames and damage racking, his moveset's overall low base knockback and poor range makes it difficult for him to KO opponents. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can decide the momentum of not only himself, but even the entire match. | Overall, while Pac-Man excels at mindgames and damage racking, his moveset's overall low base knockback and poor range makes it difficult for him to KO opponents. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can decide the momentum of not only himself, but even the entire match. | ||
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|dairdesc=A series of [[Stomp (archetype)|stomps]], similar to {{SSB4|Lucas}}' down aerial. Although it has minimal start-up lag, it is Pac-Man's overall least useful aerial attack, due to its initial hits not keeping the opponent properly trapped, while it only deals average knockback and has the second highest amount of landing lag out of his aerials. As with up aerial, it causes Pac-Man to float slightly, although the effect is much more subtle. | |dairdesc=A series of [[Stomp (archetype)|stomps]], similar to {{SSB4|Lucas}}' down aerial. Although it has minimal start-up lag, it is Pac-Man's overall least useful aerial attack, due to its initial hits not keeping the opponent properly trapped, while it only deals average knockback and has the second highest amount of landing lag out of his aerials. As with up aerial, it causes Pac-Man to float slightly, although the effect is much more subtle. | ||
|grabname= | |grabname= | ||
|grabdesc=Emits [[Boss Galaga]]'s tractor beam from his hand. | |grabdesc=Emits [[Boss Galaga]]'s tractor beam from his hand. While it has above average range, it consists of a series of three hitboxes with short delays in between with no grabboxes when the beam extends fully and retreats. This, along with its significant start-up and ending lag, makes it notoriously punishable and often considered the worst grab in the game. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.25% | |pummeldmg=3.25% | ||
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|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% | |uthrowdmg=5% | ||
|uthrowdesc=Tosses the opponent straight upward. | |uthrowdesc=Tosses the opponent straight upward. If Pac-Man is pushed upwards by the Fire Hydrant's water it can combo into an up aerial, but otherwise it lacks combo potential and is not very damaging. It can still be used as a kill throw starting at about 200%. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1.5% (hits 1-3), 6% (throw) | |dthrowdmg=1.5% (hits 1-3), 6% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and transforms into his wedge form to chomp them. It has decent combo potential, most notably into Bonus Fruit's key at 0% and up to medium percentages, although it can also combo into his dash attack or [[Power Pellet]] at low percentages. At low to medium percentages, if the opponent fails to tech the down throw, Pac-Man can also lock them with a short hopped forward aerial and thus perform another set-up. | |dthrowdesc=Pins the opponent to the ground and transforms into his wedge form to chomp them. It has decent combo potential, most notably into Bonus Fruit's key at 0% and up to medium percentages, although it can also combo into his dash attack or [[Power Pellet]] at low percentages. At low to medium percentages, if the opponent fails to tech the down throw, Pac-Man can also lock them with a short hopped forward aerial and thus perform another set-up. If Pac-Man is being pushed by the Fire Hydrant's water it can true combo into a forward or neutral aerial, though this can be hard to pull off. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|dsdefname=Fire Hydrant | |dsdefname=Fire Hydrant | ||
|dsdefdmg=9% (drop), 13% (flying), 10% (tumbling), — (water) | |dsdefdmg=9% (drop), 13% (flying), 10% (tumbling), — (water) | ||
|dsdefdesc=Drops a fire hydrant below himself that shoots water. When it receives enough damage, it is launched as a powerful projectile that travels in the trajectory of the move that launched it. The launched hydrant can be used to hit opponents, or potentially Pac-Man himself if it is sent flying by an opponent. While flying, it is powerful enough to KO middleweights at 147% while near the edge. If placed on a steep enough slope, it will tumble down the slope until it disappears. The water does not deal damage, but has a [[push]] effect that can allow for mindgames, mix-ups, and even [[gimp]]s. Due to it functioning as a constantly active hitbox, the hydrant can actually be [[counterattack]]ed and [[Pocket]]ed while it is stationary. | |dsdefdesc=Drops a fire hydrant below himself that shoots water. When it receives enough damage (13%), it is launched as a powerful projectile that travels in the trajectory of the move that launched it. The launched hydrant can be used to hit opponents, or potentially Pac-Man himself if it is sent flying by an opponent. While flying, it is powerful enough to KO middleweights at 147% while near the edge. If placed on a steep enough slope, it will tumble down the slope until it disappears. The water does not deal damage, but has a [[push]] effect that can allow for mindgames, mix-ups, and even [[gimp]]s. Due to it functioning as a constantly active hitbox, the hydrant can actually be [[counterattack]]ed and [[Pocket]]ed while it is stationary. | ||
|dsc1name=On-Fire Hydrant | |dsc1name=On-Fire Hydrant | ||
|dsc1dmg=6% (drop), 15% (flying), 4%/5%/6% (tumbling), 6%/4% (fireballs) | |dsc1dmg=6% (drop), 15% (flying), 4%/5%/6% (tumbling), 6%/4% (fireballs) | ||
|dsc1desc=The fire hydrant shoots fireballs instead of water, which can harm opponents and Pac-Man himself. The flames do not fly out as far, but | |dsc1desc=The fire hydrant shoots fireballs instead of water, which can harm opponents and Pac-Man himself. The flames do not fly out as far, but are shot three times instead of twice. The hydrant itself deals more damage, but has less knockback, and requires less damage to be launched compared to Fire Hydrant. | ||
|dsc2name=Dire Hydrant | |dsc2name=Dire Hydrant | ||
|dsc2dmg=9% (drop) | |dsc2dmg=9% (drop) | ||
|dsc2desc=The fire hydrant explodes on impact with an opponent, surface, or after a set distance. The explosion does not harm Pac-Man, but it has low knockback and lacks Fire Hydrant's versatility. | |dsc2desc=The fire hydrant explodes on impact with an opponent, surface, or after a set distance. The explosion does not harm Pac-Man, but it has low knockback and lacks Fire Hydrant's versatility. Pac-Man jumps higher compared to the other down specials when he drops the fire hydrant, which gives him a way to dodge projectiles if timed right. | ||
|fsname=Super Pac-Man | |fsname=Super Pac-Man | ||
|fsdmg=15% (per hit) | |fsdmg=15% (per hit) |