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Erratic Apple! A small guide for Freaky Fruit. Now Complete!

WeirdChillFever

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About this guide:
This guide is about the different trajectories, knockbacks and tips and tricks on Freaky Fruit.
Although this guide is mainly about the Fruit itself, it also focusses on the most popular Freaky Fruit set:

This set combines Freaky Fruit with Meteor Trampoline and On-Fire Hydrant.

When to use Freaky Fruit?
Freaky Fruit is used best when you want a good:

-Rushdown game: Pull the opponent to you to combo and finish it off with a Melon.

OR

-Trap game: Set down a Hydrant and Trampoline and profit from Freaky Fruit's varying angles and knockbacks.


What custom moves complement Freaky Fruit the best?
Red = Recommended
Blue = Alternative
Purple = Not recommended

Side B: Default is the best, You'll need the mobility and recovery of the default, as well as the killpower.
You won't get those with
Distance Power Pellet and Enticing Power Pellet.
Down B: Use On-Fire Hydrant. Your trap game will yield much more reward this way.
Only use
Default Hydrant when your anxious around the On-Fire. You WILL make the fruit less viable this way though.
Dire Hydrant completely removes your trap game completely. DO NOT use it.
Up B: Meteor Trampoline makes your trap game grow to great heights. You won't get ANY reward with Default Trampoline.
If you love the combo/rushdown part of the Freaky Fruit,
Power Pac Jump is a good finisher.

NOTE: Even when I don't recommend some customs, that doesn't stop you from using and rocking them.
If you defeat all opponents with the others, share it!

Game Plan:
Pac-Man isn't exactly a flowchart character, but here are a few general tricks you can use with Freaky Fruit


Trap Game:
Catch a Strawberry and plant a Hydrant or Trampoline and try to push the opponent into them.

Melon and Hydrant:
If you managed to catch the Melon, you can Z-Drop it onto the Hydrant to insta-launch it.

The Fruits:

Cherry:
Trajectory: Bouncing up and down from left to right. Small range.
Damage: 2%
Thrown Sideways: Keeps the same trajectory.
Thrown Up: Bounces up and down three times, fast in a two Mario high line
Thrown Down: Bounces up and down fast and one Pac-Man high before bouncing up and down two times and two Marioes high
Z-Dropped: Bounces low two times. Can be picked up after.
Hydrant Gushed: Bounces from left to right in an arc
Knockback: Small, Backwards


Uses:
Rushdown Shield:

Since the Cherry circles around you, characters who come close to you have to be careful of the little fruit.
The knockback is small, but the hitstun and backwards knockback can make or break neutral.

You can pick it up and throw it again to move the shield.

Easy Z-Drop combos:

The Cherry's knockback can be catched very easily too, and if you Z-Drop it, the hitstun and small knockback make it a good combo starter.
Get creative and try to juggle them off-stage!


Strawberry:
Trajectory: Bouncing from left to right. Big range
Damage: 4%
Thrown Sideways: Keeps the same trajectory
Thrown Up: Bounces up and down twice, slowly, and 1.5 Marioes high
Thrown Down: Bounces six times, slowly and extremely low.
Z-Dropped: Bounces once at medium height.
Hydrant Gushed: Bounces upwards and comes down.
Knockback: Medium, Backwards

Uses:
The Strawberry has one trait you should know and love:
The backwards knockback.
There are so much applications for this, they'll be split in different parts.

Rushdown combos:
The first is pure, special-less, mostly aerial combos.
Strawberry pulls opponents in, so now you have time to Jab, DTilt, or even FSmash.
Or get creative and create a combo!
Dash Attack is great for this, or use Fair to get combos started.

Traps:
When you have the mighty power of a catched Strawberry, you can plant your usual trap set-up and throw a Strawberry down.
The powerful knockback and catchability make it an extra wall for the opponent.
When the opponent is coming to you, you can Nair them off-stage or back in the Maze.

The backwards knockback of this one allows you to combo it into a Meteor Trampoline or On-Fire Spout too


Stage Control:
Use the multiple bounces of the Strawberry to control space easily.
Be ready to punish and land a blow when they're hit by it!

Orange:
Trajectory: Straight
Damage: 2%
Hydrant Gushed: Flies slightly lower than 45 degrees.
Knockback: Small, Forward

Uses:
Orange Spam:

Use Orange's fast and straight trajectory to SH Orange spam and stop the opponent from approaching.
A good backup-plan for when a trap has deployed itself, or your combo ended.

Edgeguarding:
The fast speed of the Orange make it a deadly projectile for those who recover horizontally.
A few of them and they're too far to recover.

Punish tool
Orange is quick enough to shut down a laser-spamming Fox, bow-charging Pit or other projectile-heavy characters fast and clean.

When in hand, it becomes an ever faster tool for free hitstun.


Traps:
The horizontal and small knockback makes it a handy tool for pushing opponents in traps behind them

Paired with Strawberry, you can make the opponent dance into your traps.

Apple:
Trajectory: Almost straight down, bounces on the ground.
Damage: 9%
Hydrant Gushed: Crawls over the ground fast. Freaky!
Knockback: Medium, Upwards.

Uses:

Escorting Mission!:
Throw one out and walk after it to punish the dodging opponent.

Stage Control:
Apple's diabolical pattern and its steep angle makes it crawl all over the stage.
Great for clearing platforms or to guard a ledge while on a high platform.

The Apple is also good for clearing the stage for you when you recover high.
It's out for a long time, so opponents have to pay attention to it for a long time.

Traps:
The Apple can act as a substitute for Orange when it comes to traps and have his own role.
The Apple can push opponents into traps, since it goes slower than the
Orange.

Melon:
Trajectory: Diagonal up, then downwards, backwards when touching the ground.
Damage: 13%
Thrown Sideways: Keeps the same trajectory
Thrown Up: Goes very high, then comes down and bounces once 1.5 Marioes high
Thrown Down: Bounces once 1.5 Marioes high.
Z-Dropped: Bounces once
Hydrant Gushed: Flies straight up fast.
Knockback: Great, Forward

Uses:

Recovery:
When you're recovering ,you can charge a Melon to throw.
If you're lucky, it'll hit.

Throw!:
Just throw one out on-stage and you might hit your opponent.
If you learn the trajectory, you might even be able to push the opponents into the ball of doom.


And Catch!
Of course, you might want to catch every fruit, but the Melon has a special thing going for it.
The Melon goes way faster when thrown up or down.

This can come in handy as a powerful snipe.
You might get a hard read and kill the opponent!

Hydrant Launching:
If you catched the Melon, you can begin your ultimate spam-tactic:
Hydrant Launching.
Z-Drop the Melon and drop an Hydrant on top of it.
Wash, Rinse, Eat, Sleep, Repeat.

Galaxian:
Trajectory: Forward for a long time, then returns.
Damage: 7%, then another 7% when returning
Thrown Sideways: Keeps the same trajectory

Thrown Up: Goes up very high and comes down in an arch
Thrown Down: Bounces up and down one time one Pac high
Z-Dropped: Bounces once at medium height.
Hydrant Gushed: Flies at a 45 degrees angle.
Knockback: Small, Upwards


Uses:
Plow Plow!

Galaxian plows through projectiles so you can kill them off and catch the ship for a counterattack.
Cannot be shortened by Sheik's needles!

Throw, Catch, Throw!
When you throw, catch and throw the ship again, the Galaxian deals much damage and stays out for a long time.

Bell:
Trajectory: Forward, then straight upwards
Damage: 6%, then 6% on the rise
Hydrant Gushed: Flies up fast.
Knockback: Medium if both hits hit, Forward, then upward


Uses:
Star KO!
Bell has upwards knockback that makes for some sweet Star KOs (or the even sweeter Screen KOs)
Power Pac Jump is thus a good partner for the Bell.


Key:
Trajectory: None
Damage: 10%
Hydrant Gushed: Gets pushed away a short distance
Knockback: Meteor Smash


Uses:
Meteor

Key has deceivingly good range and kill power, so get them off stage and meteor them!


Advanced Techniques:
Insta-Catch:

When combined with the On-Fire Hydrant, the Bonus Fruit bring an interesting trick.
The Fire Spouts hit you out of the charging animation and that makes the fruit drop.
Now you can pick it up and Z-Drop and throw it in all directions immediately.



Well, I have some good news.

This works well even at 80%. Let me elaborate:

-Up to the 40s region, it's easy to catch with a falling aerial or falling down>shielding>picking it up.

-In the 50s region, catching it with a fastfall aerial (like bair which cancels when landed before the active hitbox is out on frame 9) is best. You can also recatch it with a tech roll in the direction the flames are moving so you can evade them. Attempting a regular tech>shield will get you hit

-In the 60s region, the only way to catch it is with the fastfalling bair cancel (as described above, land with it before the active hitbox is out and you'll be able to shield the 2nd wave of oncoming flames). Anything else such as a nair or tech/tech roll will get you hit.

-In the 70s region, you need to catch it with a tech or tech roll. When you tech after fastfalling, you gain the invincibility frames just in time and will evade the flames.

-In the 80s region, same concept as 70s but with a tighter timing. Something else you can do to keep it going is buffer airdodge when you get sent vertically then start your fastfall a tiny bit after the animation ends. By the time you touch the floor, you'll be able to pick it up normally and the fire will have passed.

-At 90s region, it's still possible to do using both methods but the timing is going to be harder. Airdodge as you fall rather than buffering it from hitstun like in the 80s.

At 100%, it's STILL possible to pull off using the 90s region method but I wouldn't try to use this reliably at this point.

At about 105% is when it seems nearly impossible to pull off anymore.

So basically, we have a tech that can work pretty well even into 100% which is great. This, of course, isn't factoring the opponent chasing you or anything like that.

Something else nice about on-fire hydrant is that a tumbling hydrant kills pretty early for Pacman. Set it down>bair towards other player>jab and then try to bthrow them into it. Kills Mario from center stage at 130% and the edges at 110%.
Other Pac-Men said:
2132 is just silly.
You can set a trampoline, drop a hydrant behind it, then jump and throw a strawberry and laugh as your opponent tries to get past safely.
The strawberry bounces according to the height at which it was thrown. This is amazing stage control. Just remember to always go in as the strawberry is bouncing because you won't gain a lead by just watching the strawberry bounce, this is your opportunity to approach safely. Then you can catch the strawberry and use it for combos...


...OMG, the combos. They are freaking sick.

Strawberry->fair x2-> nair -> dtilt/ftilt
For when the opponent is at low percentages. A whopping 30-32%.


Strawberry ->Usmash/Dsmash/Fsmash (guaranteed at higher percentages 0_o Do I hear, safe kill confirm?!?!)
17-21% but who cares if the opponent is dead lol


Strawberry->fair x2-> hydrant drop-> fall off nair
20% and sets up your hydrant


Cherry is similar since it also has the same "pulling in" effect as the strawberry, but it doesn't pull the opponent in as much. It's much better for space control right in front of you since it bounces so erratically.

However, both can pull the opponent into the meteor trampoline which can have hilarious results. When there is a red trampoline on the stage, no one is safe. I suggest putting a hydrant right next to it to force your opponent to jump over it if they have no projectiles.

Orange is a better falco laser that travels rediculously far, while the galaxian is similar but eats more projectiles like mega man pellets and fire balls allowing for a safe approach against projectiles spammers.

The melon allows for instant hydrant launches via z drop which is insane pressure on the opponent. Constant 15% hydrants being flung at the opponent.

Now the meteor trampoline is very interesting in how safe and quick it is as a spike. The meteor trampoline is an on demand spike that claims the entire area in front of the ledge.

Fire fox? Nope!
Fox illusion? Nah, you good.
Quick attack? Sike!
Zelda/Palutena teleport? Not today!


The list goes on. This one move pretty much eliminates the opponent's ability to snap onto the ledge. This forces them to recover very high which opens then up to fruit and hydrant spam edeguarding. This even opens up new possibilities for complex traps on the ledge.
If your opponent has moves that are dangerous enough that you don't want to try and gimp them with your aerials (dark fists ganon...) then you set up a ledge trap.
Place a red trampoline near the ledge so that it can catch roll get ups(very easy due to the low jump heights of the meteor trampoline)
Then, quickly place a hydrant in front of it and stay on top of it. Make sure you have a freaky apple in your hand.


The positioning should be like this:

red trampoline==hydrant/you==ledge

This covers all options
Roll: opponent is buried by the red trampoline


Jump: opponent is hit by fsmash, dsmash, Bair, or fair.

Nuetral get up or ledge attack: Fire blast or Apple to the face.

If the opponent tries to wait out the trampoline, they still get get caught by a B reverse Apple if they try to roll. If they wait until the hydrant is gone, you can stage spike them with a bair or just dsmash once their invincibility runs out.
Oh, make sure to jump up evey now and then to prevent the hydrant from burning you.


We can even improve our old ledge trap with the meteor trampoline.
We normally use bair hydrant->trampoline to bounce the hydrant up near the ledge to cover every get up option. However, with the meteor trampoline, you can keep bouncing until the trampoline is red. The opponent can't get up while you are bouncing on the trampoline either because they will get forces up the trampoline into the hydrant. Once the trampoline is red, your opponent is forced to wait until the hydrant is gone so that they can jump over the trampoline. This is when you have your melon ready.
Once they jump, the melon will be there to meet their face.


The possibilities are endless guys.
Customs only fixed our flaws (freaky stawberry, cherry, and melon fix killing issues, and the grab flaw is irrelevant since the low tier freaky fruit can hit confirm into grabs) and enhanced our strengths (stronger traps, even better combos with stronger rush down capabilities, and more stuff to screw over opposing rush down)
 
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Pacack

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The bell can actually carry heavier characters offstage if you throw it right. Not at all a useless fruit.
 
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WeirdChillFever

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Besides the strawberry, do any of those have "interesting" angles for the hydrant?
Melon goes over the Hydrant and can be catched for a Z-Drop Insta Launch.

Orange and Galaxian fly a bit upwards when thrown in the water spout.

Strawberry and Cherry launch the Hydrant backwards (Bair + Strawberry)

And I'm sure Bell will launch the Hydrant stupidly strange.
 

Nu~

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Just unlocked all pac's customs.
Cherry is amazing for walling, Strawberry is actual sex, orange is a better falco laser that can tank other projectiles, and Apple is diabolical.
But how do you deal with the loss of the key?
 

WeirdChillFever

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Just unlocked all pac's customs.
Cherry is amazing for walling, Strawberry is actual sex, orange is a better falco laser that can tank other projectiles, and Apple is diabolical.
But how do you deal with the loss of the key?
I actually never used Default Key either.
And a catched Freaky Melon can launch the Hydrant in one go too.

The biggest loss IMO is the Stun Bell.
 

MajorMajora

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So if you catch the key, Does that let you do anything sneaky with it meteor-wise? Or is it just an inferior option to meteor tramp all together?
 

Firedemon0

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So if you catch the key, Does that let you do anything sneaky with it meteor-wise? Or is it just an inferior option to meteor tramp all together?
It does still work as a meteor. However, if you miss your chance, all is not lost. You can also bait airdodges, then b reverse Key to land a kill as well.
 

Nu~

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Let the record show that freaky galaxian can't be shortened by needles, freaky orange can, but needles would have to be thrown extremely early.

With the various fruit that hit at diagonal angles and deter SH approaches (strawberry, cherry, melon, bell)
Freaky fruit is definitely the best fruit against Shiek. It also helps us out live her by gaining an early kill through freaky strawberry.
 

RikA2BS

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forgive me if this has been answered, but are the fruit affected by Stale-Move Negation?
 
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