You don't even know. Before I had a secondary, everyone felt weird to me. I played Mega Man only once 3DS came out and up until Wii U, I had barely touched the rest of the cast because they felt awkward. They had jabs... and they were different from their ftilts... and their usmash was stronger than their utilt...
Oh fun. I get to talk more Pacman. Essentially, @
BSP, it seems like you expect your opponent to wait while you setup... which doesn't happen. It's like waiting on Snake to set up C4/mines in Brawl. Makes no sense.
Point by point, here we go.
If the hydrant is launched or just jumped over, you can't set down another one until it disappears. If your opponent is at mid-range, setting down a hydrant will leave you open to be punished. It's equivalent to throwing out a whiffed utilt, so it's not terrible, but it will immediately put you on the defensive. If you're standing on it and your opponent can launch the hydrant quickly, it's unblockable since you're standing and can't dodge in time. Trampoline I'll get to later.
The no flow is not dependent on what he is doing while the opponent is trying to maneuver. The flow is that even if you hit someone with a hydrant, you still have to wait to setup again and by that time your opponent has reset. This is unlike Duck Hunt's can, which can be used right after it explodes, and can be setup with a pigeon or gunman at the same time to cover throwing out another can. You can even make the can explode/fall off the stage so you can use it again once your opponent has gotten past it. Same with Bowser Jr.'s Mechakoopa.
Fox can't launch it with lasers (95% sure. Just tested it) but Sheik definitely can with needles. As can Mega Man with pellets. The reason why they have yet to launch it on you is because it requires the hydrant HP to be low enough. They're not going to "wait," they're just going to start attacking you. If you're hiding right behind the hydrant, well, okay. Maybe they'll have to wait. However, it's still neutral. You have to jump over it to cross or deal with the water blasts just like your opponent. Otherwise, you've given up stage control. If you're charging bonus fruit, how are you doing that without giving up stage control or control of the hydrant? On the ground, you'll be pushed back to the ledge and now the hydrant firmly is in the control of your opponent. If you're charging bonus fruit in the air, you're nowhere close to being able to hit the hydrant in addition to being in no position to punish crossing over the hydrant, so you lose possession of the hydrant.
The hydrant's water blasts can also save someone from eating a punish after hitting it. Since they'll drift backwards after launching, you're in no position to attack and you still have to deal with this hydrant coming at you. Something I learned while doing a bit of homework on the character to respond.
Stronger characters can use it better because they can launch the attack with a safer move than you can. Ganondorf can probably launch it with ftilt which is by no means as laggy as your fsmash. You may not be getting hit by your own hydrant, but you still have to deal with it. If it's flying straight at you because the opponent knows the angle his hit will launch it at (and you're in its trajectory) you have to deal with it. Launched hydrants aren't Din's Fire. They're still large projectiles. If you're keeping it in situations where it won't get launched by your opponent, what good is it doing? What's its job? Shoot water while you charge bonus fruit? That's not the utility I think you are trying to get at when thinking of "stage control."
The same is even more true for your opponents and your opponents have a better grab than you. You may be able to charge bonus fruit on the other side, but while you're doing that you lose your utilt option which is a good anti-air and the opponent can bait punishes and eliminate any end lag by jumping on your trampoline, something you can't do. If you're not next to the trampoline waiting to punish an aerial approach, then the trampoline doesn't do anything for you much like the hydrant if you're far away. Once the trampoline goes away... then what? Put up another one and retreat?
So, use trampolines aggressively. I can get on board with that. You know what that's not doing? Controlling the stage and setting up traps. If you hit with up-B, then you've set up the trampoline. I'm all for that. However, if you're throwing up a trampoline in neutral... that makes no sense. And your anti-little mac strategy is to put them closer to the edge... also known as giving up position. So you've given up stage control and he waits it out, now he has the entire stage at his back and you don't have anywhere to go.
I've considered what Pac is doing while the opponent is trying to weave their way in. But how are you setting up these traps in the first place? You're not setting up a trampoline for free, and setting down a hydrant doesn't give you much more of an advantage than it does your opponent. If you're charging BF, you're not close to the hydrant or in a position to punish any approach.
Pages back I talked about some of the hydrant traps. Like bouncing a hydrant off the edge. You should be able to get through all traps sometimes (traps give you a favorable situation where you have a good chance of landing a hit), but if there's one option that consistently beats your trap, that trap isn't worth anything. It's like placing a cage over a mouse only for it to have an escape hole.
I'm going off of the frame data in the academy. Projectile created on frame 12. I wouldn't make up numbers without a disclaimer of it being off my memory unless it's something I know well like MM utilt f6 or dtilt f5 or DK/MM BAir f4. 12 frames isn't awful (I think MM's skull barrier reflector is 11 or so) but it's not great.
Trampoline definitely limits ground games. Hydrant creates a neutral situation. Your argument hinges on one thing, giving you time to charge bonus fruit. If I'm anyone who has a charge attack (brawler, gunner, samus, robin, DK, Lucario, and Shulk to a degree with his arts) I'll gladly charge mine while you charge yours. Because...
Bonus fruit isn't even that good. -gasp-
It's not spammable, so it can't exert much pressure, and the reward on hit isn't high enough to base your entire game on charging it up unlike Samus' Charge Shot. Especially when you have characters with reflectors. Of the charge attacks, I don't find Bonus Fruit to be as intimidating as any of the other charge attacks.
The important thing here is that none of these options actually help you control/dominate positional play, also known as stage control. At best, they set neutral situations where you can charge your bonus fruit and then attack or keep retreating to stall. Bowser Jr. and Duck Hunt are far better stage control characters than Pacman. I really appreciate the discussion, but I still don't think his stage control is even remotely good.
Yet one more thing Mega Man does what Falco wishes he could do. Lemon lock > utilt/dsmash is a thing and it's beautiful.