kyoskue
Smash Journeyman
- Joined
- Jun 8, 2007
- Messages
- 234
- Location
- still stuck in the Ginnungagap
- NNID
- Kyoskue
- 3DS FC
- 4468-0977-7278
Currently Under Reconstruction
I'm in the middle of tidying up this mess of a post into something more Guide-like, but I'm pretty busy.
I'll try to finish it up tonight.
I'll say this right now: I am NOT a Pac-Man expert.
I am; however, a man with too much free time and an obsession with fire hydrants and fruit.
So here are some fun tricks that I've discovered that you can add to your list of shenanigans.
PS: I don't exactly post here often, so if someone wants to add this to a pretty looking guide that folks are likely to use (such as ptrk83's), that'd be great.
PPS: I didn't ACTUALLY test on Final Destination, but rather on Omega Pac-Maze, so when I refer to FD, I actually mean that. I don't know if any Omega stages are of varying lengths or if they are exactly equal to the real FD stage.
So first off, trajectories.
The hydrant can be launched in numerous different ways, depending chiefly on the attack that sends it flying.
Ground Bounce
Launchers: F-Tilt/Strong, F-Smash, D-Tilt/Strong, D-Smash, sweet-spotted N-Air, sweet-spotted B-Air, Jab 3, Dash Attack
Trajectory: First bounce touches the ground just shy of 1/2 the length of Final Destination. Second and third bounce are roughly 1/4 of FD in distance each, has enough momentum to carry itself over the edge of Final Destination before disappearing.
Apex: Roughly 2 hydrants high at 1/4 Final Destination distance away
-----
*Pre-patch the hydrant would land and disappear at the opposite edge of the stage if it bounced from the very tip of the ledge, so either its distance covered, momentum, or time before disappearing have changed slightly.
Long Bounce
Launchers: Orange
Trajectory: First bounce hits dead center of Final Destination, second bounce approximately 2/5 of Final Destination past that
Apex: 2 Hydrants high @ 1/3 of Final Destination
Mini Bounce
Launchers: Sweet-spotted F-Air, Cherry, Strawberry, Bell
Trajectory: First bounce lands @ 1/4 Final Destination, second about 1 character length short of of 1/4 FD, third is about 3 character lengths, hydrant vanishes at a total of 3/4 of FD
Apex: 2 Hydrants high about 3 character lengths away
High Bounce
Launchers: Getup Attack, Ledge Attack
Trajectory: First bounce covers roughly 3/4 of Final Destination
Apex: 3 Hydrants high at roughly 1/3 Final Destination distance away
Super Bounce
Launchers: U-Smash, Apple, final hit of D-Air
Trajectory: First bounce touches down just past 1/2 Final Destination, second is about 2 character lengths shorter than 1/2 FD
Apex: 1st: 5 Hydrants high at slightly past 1/4 Final Destination away, 2nd: 3 1/2 Hydrants high
-----
*Something to take note of: In order to Super Bounce in the proper direction with U-Smash, you must be on the side of the hydrant that you want the attack to go while facing the hydrant; i.e., to Super Bounce to the right you must initiate an up smash on the right side of the Fire Hydrant while facing left.
Can alternatively be done via the final hit of Pac-Man's D-Air, timing it so that the D-Air is started at the apex of a short hop. Three of these D-Airs will send the hydrant on its way. In order to send it in the proper direction with D-Air you must hit it on the OPPOSITE side of where you want to send it, unlike when up smashing it.
Apple is obvious, have your character on the opposite side and throw it in the desired direction.
*Originally was two uses of down air, requires three uses of down air after patching.
Anti-Air Bounce
Launchers: U-Tilt/Strong
Trajectory: First bounce lands directly behind Pac-Man, second and third bounces are tiny and only a few character lengths in distance, disappears less than 1/4 FD
Apex: 4 Hydrants high directly above Pac-Man, 2nd: about 2 Hydrants, 3rd: barely leaves the ground
-----
*Like U-Smashing for the Super Bounce, it is initiated from the direction that you wish the bounce to travel while facing the hydrant.
Tumble Bounce
Launchers: Jab 1, Jab 2
Trajectoy: First bounce lands directly in front of Pac-Man, other bounces are minimal, it vanishes about 3 character lengths away as a lingering hitbox
Apex: 2 Hydrants high directly in front of Pac-Man, 2nd: 1 Hydrant, 3rd: barely leaves the ground
Now, besides the different bounces, I've discovered that combinations of the Fire Hydrant and Bonus Fruit can have some really interesting properties.
First off, all Bonus Fruit besides Galaxian Boss and Key stop dead when hitting the hydrant, these two will cut straight through and they can both launch the hydrant without any prior attacks. Galaxian Boss requires proper spacing for the loop to center on the hydrant so that it can strike it twice, about 2/5 of FD away (or about 2-3 steps from the edge of FD, for the mathematically challenged). It's not too difficult to time the throw so that the hydrant fires water in between the two hits, the ship looping overhead as it happens.
As for the Key, you can get a combo with the Hydrant from that same distance, getting a guaranteed 28% from 0% if the Key strikes the enemy. This also works if you are extremely close to the hydrant as well, but has trouble in hitting properly at medium ranges.
Was tested on Mario, so you will likey need to alter the distance depending on lighter/heavier enemies or if they have higher damage.
I was still able to pull off the distant combo on Mario as high as 115% by altering the distance slightly.
You can also guarantee the combo against any character at any damage if they are standing directly beside the hydrant on the opposite side. It K.O.s around 120% from my experience.
Next up on my list of ATs is a set that I both collectively and lovingly refer to as "Fruit Gushers".
Fruit Gushers are utilizing both the hydrant's water and the Bonus Fruits to create new methods for attacking with our projectile.
So far I have discovered Rush Gush, Bounce Gush, and Deflect Gush.
Rush Gush is when a Bonus Fruit is tossed in such a way that it gets pushed along by the hydrant's water, increasing its speed and distance covered, as well as sometimes changing the way it moves.
This is done by standing close to the hydrant and tossing the fruit over it to the other side so that the water gush rushes it along.
Can be done with Cherry, Strawberry, Apple, Galaxian Boss, Bell, and Key.
The fruits can also be tossed from the air, in particular Apple and Bell get quite a bit out of this, with Bell being rather difficult to time properly. Cherry's not especially great, but it works.
To Rush Gush Galaxian Boss or Key, "simply" throw them THROUGH the hydrant with proper timing.
I say "simply" because the timing is very strict, especially for the Key because it'll knock the hydrant away in one blow, so it needs to touch the hydrant THE VERY INSTANT that the water comes out so that the oncoming water doesn't alter its trajectory.
Speaking of oncoming water, Bonus Fruit that are tossed into the oncoming torrent will perform a Deflect Gush.
All Bonus Fruit can be Deflect Gushed.
The best to use are the Orange (deflects upwards at a 20º angle continuing forward), Melon (deflects upwards at a 340º angle backwards) Bell (goes flying horizontally behind you at a startling speed), Galaxian Boss (deflects straight up, loops, continues at 45º angle forward), and Key (continues forward but deflects to a 60º angle).
Again, the Bell's timing is difficult.
The final one; Bounce Gush, is done by standing on top of the hydrant in order to coax out the upward water spray.
Next, leap to the side and toss your chosen Bonus Fruit into the water to jettison it upwards, well over the top of the screen.
All Bonus Fruit can be Bounce Gushed, but the Apple is rather heavy and seems to only have a slight change to its usual trajectory.
Galaxian Boss and Key react exactly as they do when they are Deflect Gushed, so refer to that to see how they work out.
Unsure if these are known, but Melon, Galaxian Boss, and Bell can all be tossed and then caught by Pac-Man before they vanish. They can then be thrown as items, or even Z-dropped infinitely so long as they are picked up before they vanish. Galaxian will resume its wacky trajectory in the direction thrown and the Melon will move in slow motion. Bell does its thing, but can be thrown up or down.
If the Melon is tossed upwards it creates a nearly static hitbox for several seconds before disappearing.
Down tossed Melon/Galaxian Boss/Bell seem to work as capable edge guarding tools as well.
Z-dropped Melon can K.O. Mario from the center of FD at 151%, Galaxian Boss at 195%, and Z-dropped Bell is useless for K.O.ing (not even over 250%). Z-dropped Bells also lose out on their nifty stunning properties.
You can also do these with the Cherry/Strawberry as well, to varying effectiveness.
Z-dropped Bell IS really good for Rush Gushing though, depending on if it lands in front of the water or on top of it, it can work as a veritable bowling ball or even similarly to the springs from the Donkey Kong arcade game. It can also be thrown down into the water for similar effect, except it even gets its stun back!
I refer to this as "Bell Bowling".
Another neat Rush Gush related Bell trick, once Pac-Man is holding the Bell as an item just let the hydrant's water push him. At any time that the water is exerting its momentum on Pac-Man you can throw, jump throw, or Z-drop the Bell and the water's momentum will carry over to it. This gives you the freedom to completely alter the Bell's thrown and Z-dropped trajectories, even tossing it more than the entire length of Final Destination!
Also works with all Z-dropped Bonus Fruit, and if thrown while the water is actively pushing Pac-Man speeds up the following: Cherry, Strawberry, Orange, Apple, and Melon.
My final one for the night is very simple and of dubious usage, what I refer to as "Phantom Fruit".
To do Phantom Fruit simply press and hold B to use Bonus Fruit, but shield before anything shows up in Pac-Man's hand. This'll let out the tone of the specific Bonus Fruit that you are currently holding but not actually show it.
This may be useful if the player forgets which fruit they are holding but doesn't want to alert their opponent with visual clues.
May have some potential as a fake-out.
I'm in the middle of tidying up this mess of a post into something more Guide-like, but I'm pretty busy.
I'll try to finish it up tonight.
I'll say this right now: I am NOT a Pac-Man expert.
I am; however, a man with too much free time and an obsession with fire hydrants and fruit.
So here are some fun tricks that I've discovered that you can add to your list of shenanigans.
PS: I don't exactly post here often, so if someone wants to add this to a pretty looking guide that folks are likely to use (such as ptrk83's), that'd be great.
PPS: I didn't ACTUALLY test on Final Destination, but rather on Omega Pac-Maze, so when I refer to FD, I actually mean that. I don't know if any Omega stages are of varying lengths or if they are exactly equal to the real FD stage.
So first off, trajectories.
The hydrant can be launched in numerous different ways, depending chiefly on the attack that sends it flying.
Ground Bounce
Launchers: F-Tilt/Strong, F-Smash, D-Tilt/Strong, D-Smash, sweet-spotted N-Air, sweet-spotted B-Air, Jab 3, Dash Attack
Trajectory: First bounce touches the ground just shy of 1/2 the length of Final Destination. Second and third bounce are roughly 1/4 of FD in distance each, has enough momentum to carry itself over the edge of Final Destination before disappearing.
Apex: Roughly 2 hydrants high at 1/4 Final Destination distance away
-----
*Pre-patch the hydrant would land and disappear at the opposite edge of the stage if it bounced from the very tip of the ledge, so either its distance covered, momentum, or time before disappearing have changed slightly.
Long Bounce
Launchers: Orange
Trajectory: First bounce hits dead center of Final Destination, second bounce approximately 2/5 of Final Destination past that
Apex: 2 Hydrants high @ 1/3 of Final Destination
Mini Bounce
Launchers: Sweet-spotted F-Air, Cherry, Strawberry, Bell
Trajectory: First bounce lands @ 1/4 Final Destination, second about 1 character length short of of 1/4 FD, third is about 3 character lengths, hydrant vanishes at a total of 3/4 of FD
Apex: 2 Hydrants high about 3 character lengths away
High Bounce
Launchers: Getup Attack, Ledge Attack
Trajectory: First bounce covers roughly 3/4 of Final Destination
Apex: 3 Hydrants high at roughly 1/3 Final Destination distance away
Super Bounce
Launchers: U-Smash, Apple, final hit of D-Air
Trajectory: First bounce touches down just past 1/2 Final Destination, second is about 2 character lengths shorter than 1/2 FD
Apex: 1st: 5 Hydrants high at slightly past 1/4 Final Destination away, 2nd: 3 1/2 Hydrants high
-----
*Something to take note of: In order to Super Bounce in the proper direction with U-Smash, you must be on the side of the hydrant that you want the attack to go while facing the hydrant; i.e., to Super Bounce to the right you must initiate an up smash on the right side of the Fire Hydrant while facing left.
Can alternatively be done via the final hit of Pac-Man's D-Air, timing it so that the D-Air is started at the apex of a short hop. Three of these D-Airs will send the hydrant on its way. In order to send it in the proper direction with D-Air you must hit it on the OPPOSITE side of where you want to send it, unlike when up smashing it.
Apple is obvious, have your character on the opposite side and throw it in the desired direction.
*Originally was two uses of down air, requires three uses of down air after patching.
Anti-Air Bounce
Launchers: U-Tilt/Strong
Trajectory: First bounce lands directly behind Pac-Man, second and third bounces are tiny and only a few character lengths in distance, disappears less than 1/4 FD
Apex: 4 Hydrants high directly above Pac-Man, 2nd: about 2 Hydrants, 3rd: barely leaves the ground
-----
*Like U-Smashing for the Super Bounce, it is initiated from the direction that you wish the bounce to travel while facing the hydrant.
Tumble Bounce
Launchers: Jab 1, Jab 2
Trajectoy: First bounce lands directly in front of Pac-Man, other bounces are minimal, it vanishes about 3 character lengths away as a lingering hitbox
Apex: 2 Hydrants high directly in front of Pac-Man, 2nd: 1 Hydrant, 3rd: barely leaves the ground
Now, besides the different bounces, I've discovered that combinations of the Fire Hydrant and Bonus Fruit can have some really interesting properties.
First off, all Bonus Fruit besides Galaxian Boss and Key stop dead when hitting the hydrant, these two will cut straight through and they can both launch the hydrant without any prior attacks. Galaxian Boss requires proper spacing for the loop to center on the hydrant so that it can strike it twice, about 2/5 of FD away (or about 2-3 steps from the edge of FD, for the mathematically challenged). It's not too difficult to time the throw so that the hydrant fires water in between the two hits, the ship looping overhead as it happens.
As for the Key, you can get a combo with the Hydrant from that same distance, getting a guaranteed 28% from 0% if the Key strikes the enemy. This also works if you are extremely close to the hydrant as well, but has trouble in hitting properly at medium ranges.
Was tested on Mario, so you will likey need to alter the distance depending on lighter/heavier enemies or if they have higher damage.
I was still able to pull off the distant combo on Mario as high as 115% by altering the distance slightly.
You can also guarantee the combo against any character at any damage if they are standing directly beside the hydrant on the opposite side. It K.O.s around 120% from my experience.
Next up on my list of ATs is a set that I both collectively and lovingly refer to as "Fruit Gushers".
Fruit Gushers are utilizing both the hydrant's water and the Bonus Fruits to create new methods for attacking with our projectile.
So far I have discovered Rush Gush, Bounce Gush, and Deflect Gush.
Rush Gush is when a Bonus Fruit is tossed in such a way that it gets pushed along by the hydrant's water, increasing its speed and distance covered, as well as sometimes changing the way it moves.
This is done by standing close to the hydrant and tossing the fruit over it to the other side so that the water gush rushes it along.
Can be done with Cherry, Strawberry, Apple, Galaxian Boss, Bell, and Key.
The fruits can also be tossed from the air, in particular Apple and Bell get quite a bit out of this, with Bell being rather difficult to time properly. Cherry's not especially great, but it works.
To Rush Gush Galaxian Boss or Key, "simply" throw them THROUGH the hydrant with proper timing.
I say "simply" because the timing is very strict, especially for the Key because it'll knock the hydrant away in one blow, so it needs to touch the hydrant THE VERY INSTANT that the water comes out so that the oncoming water doesn't alter its trajectory.
Speaking of oncoming water, Bonus Fruit that are tossed into the oncoming torrent will perform a Deflect Gush.
All Bonus Fruit can be Deflect Gushed.
The best to use are the Orange (deflects upwards at a 20º angle continuing forward), Melon (deflects upwards at a 340º angle backwards) Bell (goes flying horizontally behind you at a startling speed), Galaxian Boss (deflects straight up, loops, continues at 45º angle forward), and Key (continues forward but deflects to a 60º angle).
Again, the Bell's timing is difficult.
The final one; Bounce Gush, is done by standing on top of the hydrant in order to coax out the upward water spray.
Next, leap to the side and toss your chosen Bonus Fruit into the water to jettison it upwards, well over the top of the screen.
All Bonus Fruit can be Bounce Gushed, but the Apple is rather heavy and seems to only have a slight change to its usual trajectory.
Galaxian Boss and Key react exactly as they do when they are Deflect Gushed, so refer to that to see how they work out.
Unsure if these are known, but Melon, Galaxian Boss, and Bell can all be tossed and then caught by Pac-Man before they vanish. They can then be thrown as items, or even Z-dropped infinitely so long as they are picked up before they vanish. Galaxian will resume its wacky trajectory in the direction thrown and the Melon will move in slow motion. Bell does its thing, but can be thrown up or down.
If the Melon is tossed upwards it creates a nearly static hitbox for several seconds before disappearing.
Down tossed Melon/Galaxian Boss/Bell seem to work as capable edge guarding tools as well.
Z-dropped Melon can K.O. Mario from the center of FD at 151%, Galaxian Boss at 195%, and Z-dropped Bell is useless for K.O.ing (not even over 250%). Z-dropped Bells also lose out on their nifty stunning properties.
You can also do these with the Cherry/Strawberry as well, to varying effectiveness.
Z-dropped Bell IS really good for Rush Gushing though, depending on if it lands in front of the water or on top of it, it can work as a veritable bowling ball or even similarly to the springs from the Donkey Kong arcade game. It can also be thrown down into the water for similar effect, except it even gets its stun back!
I refer to this as "Bell Bowling".
Another neat Rush Gush related Bell trick, once Pac-Man is holding the Bell as an item just let the hydrant's water push him. At any time that the water is exerting its momentum on Pac-Man you can throw, jump throw, or Z-drop the Bell and the water's momentum will carry over to it. This gives you the freedom to completely alter the Bell's thrown and Z-dropped trajectories, even tossing it more than the entire length of Final Destination!
Also works with all Z-dropped Bonus Fruit, and if thrown while the water is actively pushing Pac-Man speeds up the following: Cherry, Strawberry, Orange, Apple, and Melon.
My final one for the night is very simple and of dubious usage, what I refer to as "Phantom Fruit".
To do Phantom Fruit simply press and hold B to use Bonus Fruit, but shield before anything shows up in Pac-Man's hand. This'll let out the tone of the specific Bonus Fruit that you are currently holding but not actually show it.
This may be useful if the player forgets which fruit they are holding but doesn't want to alert their opponent with visual clues.
May have some potential as a fake-out.
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