Almand
Smash Journeyman
- Joined
- Jan 20, 2018
- Messages
- 216
I recently set out buffing and nerfing a few characters, and the one I spent most time with, by far, is Pac-Man. He is my main, after all, and I want him out of Esam's bottom 10. He's super fun to play as is, but I tried my best to make him more competitively viable. I might have gone a bit off the deep end with a few things, but it's a constant WIP, and I'd like some opinions other than my own.
Update: Added version 4!
Version 1:
https://www.dropbox.com/s/j0q2uhuqg8mhhx3/Pac-Man Patch.docx?dl=0
Version 2:
https://www.dropbox.com/s/9v1yamcpdsc70sc/Pac-Man Patch v2.docx?dl=0
Version 3:
https://www.dropbox.com/s/j8aby5rfn8zlb6n/Pac-Manifesto Part 3.docx?dl=0
Version 4 (Probably final):
https://www.dropbox.com/s/pcfsk9q68qjxtpx/Pac-Manifesto 4.docx?dl=0
Changes from v1 to v2:
-Down Throw slightly weaker (KBG 142 -> 140)
-Dair has 1 frame more lag, since it is a spike (17 -> 18).
-Power Pellet does 0.5% more damage (uncharged dash 1.5% -> 2%, charged dash ~11% -> 12%).
-Strawberry, Apple, Bell, and Key now have different attributes for Z-Drops, rather than thrown and Z-Dropped being identical for all except Bell.
-Grabs are much faster and have no in-between latent frames; just one long grab box that grows with the Galaga Beam (since it doesn't really make sense to have a tractor beam that only works at a specific distance away, and sometimes doesn't function at all)
-Up Air is stronger, very slightly (BKB 13 -> 15). Can still juggle at low-mid percents, but can kill below 200% now if needed (buff to knockback allows it to kill 5-10% earlier than vanilla).
-Dair can be acted out of earlier (FAF 60 -> 54), so offstage spiking is slightly safer (though still hard to hit, and risky).
Changes from v2 to v3:
-Down Throw reworked (Angle 40 -> 75, BKB 35 -> 20, KBG 140 -> 155).
-Added FAF on throws (weight-dependence changes this, but FAF data is true for middleweights, lower for lightweights, higher for heavyweights). Down Throw cannot combo, F-Throw and up throw can be acted out of earlier, back throw unchanged.
-Further adjusted grabs. Last a bit less time, can be acted out of much sooner (Standard: Active 10-28 -> 10-21, FAF 55 -> 46. Dash: Active 12-40 -> 12-30, FAF 72 -> 60. Pivot: Active 12-20 -> 11-15, FAF 42 -> 35).
-Adjusted Smashes. Forward and Down come out faster (with late hits adjusted), all have less lag and are stronger (Forward: Active 16-18 -> 15-17, FAF 50 -> 46, KBG 99 -> 105. Up: FAF 47 -> 43, KBG 94 -> 100. Down: Active 15-18 -> 13-16, FAF 51 -> 44, KBG 86 -> 95. Late Hits: Hitlag 1.6 -> 2x).
-Added autocancel frames to all aerials. All can be autocanceled out of shorthop, Fair can be used twice and autocancel from shorthop (similar to Luigi's Fair).
-Nair is stronger (BKB 22 -> 25), and active frames have been reworked (Early: Active 3-6 -> 3-5. Regular: Active 7-12 -> 6-10. Late: Active 13-26 -> 11-30).
-Fair is even more spammable (FAF 20 -> 19), knockback adjusted (KBG 120 -> 90).
-Bair nerfed a bit. Still incredibly strong, but more reasonable (BKB 15 -> 10).
-Dair strengthened (BKB 30 -> 35, KBG 65 -> 80, Angle 280 -> 275), about the same as Duck Hunt's Dair.
-Z-Drop fruits adjusted. Apple now pierces, Strawberry still spikes (much weaker), Melon and Orange now have variants.
Changes from v3 to v4:
-Jab (Hit 2) weakened and sped up (KBG 100 -> 85, FAF 26 -> 24).
-Forward Tilt exchanged FAF for Damage (Damage 8% -> 9%, KBG 100 -> 95, FAF 27 -> 30).
-Up Tilt strengthened because we don't need another Knockoff Mario Up Tilt (BKB 40 -> 50).
-Down Tilt is now a 2-hit move. First hit is frame 4 and launches into 2nd hit. Overall sped up and adjusted (FAF 25 -> 23, Angle 65 -> 70).
-Down Smash slightly nerfed in speed, since it is a very strong semi-spike. (Active 13-16 -> 14-16, FAF 44 -> 48).
-Forward Throw FAF adjusted (FAF 26 -> 28)
-Up Throw FAF adjusted (FAF 35 -> 38)
-Back Throw nerfed, I somehow made it stronger than vanilla at first (BKB 75 -> 45, KBG 70 -> 55).
-Down Throw slightly nerfed (BKB 20 -> 15, KBG 155 -> 150).
-Fair adjusted to combo better (BKB 20 -> 40, KBG 90 -> 85).
-Bair nerfed (KBG 123 -> 115).
-Up Air buffed and active frames adjusted (Active 9-18 -> 9-16, BKB 15 -> 20).
-Dair can be acted out of earlier, but can no longer autocancel out of shorthop (FAF 54 -> 49, Autocancel 1, 40> -> 1, 48>).
-Down Air now has a sourspot that can combo (Damage 6%, Angle 65, BKB 60, KBG 80).
-Down Air spike buffed and nerfed (Damage 8% -> 9%, BKB 35 -> 15).
-Strawberry nerfed (BKB 40 -> 10, KBG 80 -> 100) and Z-Drop Strawberry nerfed (BKB 25 -> 5, KBG 50 -> 60).
-Orange damage/knockback reverted back to normal (Damage 7% -> 8%, KBG 88 -> 76).
-Apple strengthened (BKB 55 -> 60), Melon strengthened (BKB 30 -> 35), Key strengthened (BKB 35 -> 40).
-Hitched Hydrant removed (dumb/bad option, similar to aerial Falcon Kick, especially since Pac can't act out of it).
-Hyrant Damage adjusted, now based on Shield Damage instead of regular damage (explained in document).
If any of you read it, how did I do? What needs to be changed or nerfed? This is the ravings of a silly Pac-Main who wants his low-tier to be high-tier, after all, so I'd love some more level-headed players' opinions on the more ludicrous changes.
Update: Added version 4!
Version 1:
https://www.dropbox.com/s/j0q2uhuqg8mhhx3/Pac-Man Patch.docx?dl=0
Version 2:
https://www.dropbox.com/s/9v1yamcpdsc70sc/Pac-Man Patch v2.docx?dl=0
Version 3:
https://www.dropbox.com/s/j8aby5rfn8zlb6n/Pac-Manifesto Part 3.docx?dl=0
Version 4 (Probably final):
https://www.dropbox.com/s/pcfsk9q68qjxtpx/Pac-Manifesto 4.docx?dl=0
Changes from v1 to v2:
-Down Throw slightly weaker (KBG 142 -> 140)
-Dair has 1 frame more lag, since it is a spike (17 -> 18).
-Power Pellet does 0.5% more damage (uncharged dash 1.5% -> 2%, charged dash ~11% -> 12%).
-Strawberry, Apple, Bell, and Key now have different attributes for Z-Drops, rather than thrown and Z-Dropped being identical for all except Bell.
-Grabs are much faster and have no in-between latent frames; just one long grab box that grows with the Galaga Beam (since it doesn't really make sense to have a tractor beam that only works at a specific distance away, and sometimes doesn't function at all)
-Up Air is stronger, very slightly (BKB 13 -> 15). Can still juggle at low-mid percents, but can kill below 200% now if needed (buff to knockback allows it to kill 5-10% earlier than vanilla).
-Dair can be acted out of earlier (FAF 60 -> 54), so offstage spiking is slightly safer (though still hard to hit, and risky).
Changes from v2 to v3:
-Down Throw reworked (Angle 40 -> 75, BKB 35 -> 20, KBG 140 -> 155).
-Added FAF on throws (weight-dependence changes this, but FAF data is true for middleweights, lower for lightweights, higher for heavyweights). Down Throw cannot combo, F-Throw and up throw can be acted out of earlier, back throw unchanged.
-Further adjusted grabs. Last a bit less time, can be acted out of much sooner (Standard: Active 10-28 -> 10-21, FAF 55 -> 46. Dash: Active 12-40 -> 12-30, FAF 72 -> 60. Pivot: Active 12-20 -> 11-15, FAF 42 -> 35).
-Adjusted Smashes. Forward and Down come out faster (with late hits adjusted), all have less lag and are stronger (Forward: Active 16-18 -> 15-17, FAF 50 -> 46, KBG 99 -> 105. Up: FAF 47 -> 43, KBG 94 -> 100. Down: Active 15-18 -> 13-16, FAF 51 -> 44, KBG 86 -> 95. Late Hits: Hitlag 1.6 -> 2x).
-Added autocancel frames to all aerials. All can be autocanceled out of shorthop, Fair can be used twice and autocancel from shorthop (similar to Luigi's Fair).
-Nair is stronger (BKB 22 -> 25), and active frames have been reworked (Early: Active 3-6 -> 3-5. Regular: Active 7-12 -> 6-10. Late: Active 13-26 -> 11-30).
-Fair is even more spammable (FAF 20 -> 19), knockback adjusted (KBG 120 -> 90).
-Bair nerfed a bit. Still incredibly strong, but more reasonable (BKB 15 -> 10).
-Dair strengthened (BKB 30 -> 35, KBG 65 -> 80, Angle 280 -> 275), about the same as Duck Hunt's Dair.
-Z-Drop fruits adjusted. Apple now pierces, Strawberry still spikes (much weaker), Melon and Orange now have variants.
Changes from v3 to v4:
-Jab (Hit 2) weakened and sped up (KBG 100 -> 85, FAF 26 -> 24).
-Forward Tilt exchanged FAF for Damage (Damage 8% -> 9%, KBG 100 -> 95, FAF 27 -> 30).
-Up Tilt strengthened because we don't need another Knockoff Mario Up Tilt (BKB 40 -> 50).
-Down Tilt is now a 2-hit move. First hit is frame 4 and launches into 2nd hit. Overall sped up and adjusted (FAF 25 -> 23, Angle 65 -> 70).
-Down Smash slightly nerfed in speed, since it is a very strong semi-spike. (Active 13-16 -> 14-16, FAF 44 -> 48).
-Forward Throw FAF adjusted (FAF 26 -> 28)
-Up Throw FAF adjusted (FAF 35 -> 38)
-Back Throw nerfed, I somehow made it stronger than vanilla at first (BKB 75 -> 45, KBG 70 -> 55).
-Down Throw slightly nerfed (BKB 20 -> 15, KBG 155 -> 150).
-Fair adjusted to combo better (BKB 20 -> 40, KBG 90 -> 85).
-Bair nerfed (KBG 123 -> 115).
-Up Air buffed and active frames adjusted (Active 9-18 -> 9-16, BKB 15 -> 20).
-Dair can be acted out of earlier, but can no longer autocancel out of shorthop (FAF 54 -> 49, Autocancel 1, 40> -> 1, 48>).
-Down Air now has a sourspot that can combo (Damage 6%, Angle 65, BKB 60, KBG 80).
-Down Air spike buffed and nerfed (Damage 8% -> 9%, BKB 35 -> 15).
-Strawberry nerfed (BKB 40 -> 10, KBG 80 -> 100) and Z-Drop Strawberry nerfed (BKB 25 -> 5, KBG 50 -> 60).
-Orange damage/knockback reverted back to normal (Damage 7% -> 8%, KBG 88 -> 76).
-Apple strengthened (BKB 55 -> 60), Melon strengthened (BKB 30 -> 35), Key strengthened (BKB 35 -> 40).
-Hitched Hydrant removed (dumb/bad option, similar to aerial Falcon Kick, especially since Pac can't act out of it).
-Hyrant Damage adjusted, now based on Shield Damage instead of regular damage (explained in document).
If any of you read it, how did I do? What needs to be changed or nerfed? This is the ravings of a silly Pac-Main who wants his low-tier to be high-tier, after all, so I'd love some more level-headed players' opinions on the more ludicrous changes.
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