How'd you guess?My 3DS is dead so I can't check but side b 3 is super speed?
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How'd you guess?My 3DS is dead so I can't check but side b 3 is super speed?
Are you sure 3333 is the best Palutena? Because 2222 is Explosive Flame/Angelic Missile/Jump Glide/Lightweight, and that sounds really, really good.Yeah, this was my take.
Palutena Neutral 3 is complete trash, Palutena Up 3 is by no means bad but easily the worst option, and Palutena Down 3 is good, but also the worst of the 3.
And yet 3333 is still far and away the best Palutena. Go figure.
Bruh reflect don't shut Villager at all, in fact it gives her a new way of mind****ing the goddess herself.Speaking of Palutena, am I the only one who likes Reflect? Not as an "always take this" of course if only because about a quarter of the cast lacks projectiles and half of the rest lacks a projectile worth reflecting, but against someone like Villager, Olimar, or Mega Man where it shuts down half their gameplan I would be sorely tempted to take it over Super Speed.
Also I just never meshed well with high speed characters in the first place...
Mega-Mac has an admittedly lesser name and a slightly more difficult sharing of up B. However, due to Rush not being a damaging move, it might work better than the trampoline.Pac-Mac works wonders considering Pac's Up B can be shared.
Plus the name alone sounds adorable.
Lucarios counter doesn't do more or less damage basedFor what its worth, his counter also KOs your jabs at like 80% as well.
Personally speaking, I prefer setting up BAIR -> Jab Hydrants that bounce along the edge. Seems to cover all wakeup options.I never see pacs throwing tramp on the edge to remove standing as a ledge get up.
granted you could ledge stall but given that invincibility wears off before the trap does am I missing something?
Its always elsewhere on the stage or under the stage edge.
Id throw that baby right on the ledge and tell you to jump/roll. Until you started just waiting it out on the ledge and challenge that.
Whats the downside.
I played a Japanese PAC on for glory that did this. But he also set up a bouncing hydrant by doing hydrant>bair>up-b (I think). It's a really cool setup. Wake up or roll made you jump into the hydrant. Waiting on the ledge was usually my response until the hydrant stopped bouncing and then I proceeded from there. Without the bouncing hydrant, you can use the trampoline as a mixup by eliminating any aerial's lag and jumping on it or landing beside it after ledge drop>DJ. For disjointed fairs, pacman can't really challenge them.I never see pacs throwing tramp on the edge to remove standing as a ledge get up.
granted you could ledge stall but given that invincibility wears off before the trap does am I missing something?
Its always elsewhere on the stage or under the stage edge.
Id throw that baby right on the ledge and tell you to jump/roll. Until you started just waiting it out on the ledge and challenge that.
Whats the downside.
The problem with that setup (as you've stated) is really that "stay on the ledge" until the hydrant disappears. I guess PacMan can Bair you off the ledge though...I played a Japanese PAC on for glory that did this. But he also set up a bouncing hydrant by doing hydrant>bair>up-b (I think). It's a really cool setup. Wake up or roll made you jump into the hydrant. Waiting on the ledge was usually my response until the hydrant stopped bouncing and then I proceeded from there. Without the bouncing hydrant, you can use the trampoline as a mixup by eliminating any aerial's lag and jumping on it or landing beside it after ledge drop>DJ. For disjointed fairs, pacman can't really challenge them.
BAir->Jab loses to a well timed neutral getup>shield or ledge jump or roll (larger characters probably have a tougher time sneaking under it). If you prepped an FSmash, I'd wakeup, shield the hydrant, and punish the whiffed/blocked smash.The problem with that setup (as you've stated) is really that "stay on the ledge" until the hydrant disappears. I guess PacMan can Bair you off the ledge though...
The Bair->Jab setup has the hydrant slowly march towards the edge, which means a player who ledge-camps will eventually be hit by the hydrant. (80-degree launch instead of 90-degree).
I feel like Pacman needs to space himself further inside the ledge, just in case the opponent decides to wakeup->Roll. Pacman can just stay there and prep an FSmash while the hydrant does the ledge guarding for him. I probably should test that later...
What's your character? I can imagine Diddy or Kirby maybe being small enough to get under the bouncing hydrant setup from Bair->Jab... but the timing has to be pretty strict.BAir->Jab loses to a well timed neutral getup>shield or ledge jump or roll (larger characters probably have a tougher time sneaking under it). If you prepped an FSmash, I'd wakeup, shield the hydrant, and punish the whiffed/blocked smash.
His "camp" game, outside of camping Littlemac, isn't very solid. I play PacMan as more of an off-stage gimp machine, relying on his quick FTilt and Jab to keep opponents off of me. Off stage, you can true combo Fair->Fair at moderate percentages (around 60% to 120%), which gimps a good chunk of the cast.This is kind of my issue with Pacman is that his traps don't seem to link together at all. He does a lot to set them up, but because only 1 hydrant can be out at a time and trampoline causes delay while he goes into special fall, it's hard to make any sort of flow. Once you get past one trap, you're in.
You really need to use your smashes more lol. They aren't even that slow or unsafe. Unless you randomly throw them out like a madman, you should not be whiffing or getting punished. You know as well as I do that pacman is amazing due to his versatility and unpredictability. He shouldn't be used to only camp or only play rush down, he should adjust his play style according to the situation. Gimping doesn't seem like the best strategy to base your entire game around. It's just such a waste of pacman's potential. It's definitely a great aspect of pacman to take advantage of though.Characters with solid recovery give me issues. I have to hit them till 150%+ and then Bair or Nair them for the kill. (The slow 18+ frame smashes do kill... but... they're so slow)
Yeah, I think I understand what you're saying. I play Mega Man (who's short), so I remember running under a jabbed hydrant a few times. It's tricky though, but can have high reward (since they don't expect it). I probably wouldn't try to sneak under the hydrant as DK, but Marth runs lower to the ground than his standing height so maybe there too.What's your character? I can imagine Diddy or Kirby maybe being small enough to get under the bouncing hydrant setup from Bair->Jab... but the timing has to be pretty strict.
Neutral-getup IIRC always has at least 2-frames of punishability. Ledge-jump also has a few frames of punishability, but I don't know how much. In both cases, the hydrant is bouncing very low, and I'd have to imagine it to be somewhat difficult to time the wakeup.
As an FYI: the Pacman spacing on the FSmash is to cover the roll. Just making sure we're clear on this, because I'm 100% sure I've seen enemies roll through the setup.
His "camp" game, outside of camping Littlemac, isn't very solid. I play PacMan as more of an off-stage gimp machine, relying on his quick FTilt and Jab to keep opponents off of me. Off stage, you can true combo Fair->Fair at moderate percentages (around 60% to 120%), which gimps a good chunk of the cast.
Characters with solid recovery give me issues. I have to hit them till 150%+ and then Bair or Nair them for the kill. (The slow 18+ frame do kill... but... they're so slow)
Yeah... "stage master" is hardly how I'd describe him. He's got funny setups, but nothing unbeatable.A lot of people in this thread say Pacman is a stage control master with his trampoline & hydrant setting up traps & camp. I think you and I think similarly about why that doesn't really pan out and you've taken Pacman a different direction
This plays to my gameplan though. My #1 strategy with PacMan is again, offstage gimps. I'm fishing for strategies that don't necessarily hit you. Instead, I'm trying to force you into situations that eat up your double-jump and then set me up for an off-stage Fair combo.Another option might be to ledge drop>DJ>air dodge the hydrant, and get back to the ledge.
That's the point-blank hitbox. The f13 hitbox is kinda usable as a point-blank horizontal attack out of a dash or something.(Usmash is f13, that's not bad. )
Pages 226-230 ish have your answer. The grab is tricky, because the standing grab is slow to come out.How are we feeling about Greninja? Played him for the first time since 3ds last night and he felt like a great patience->approach character. Great grab and good all around tools make him feel like a solid all-rounder.
Ehhh...SS hitstun cancel definitely still exists.
I wasn't aware that was a kind of character. Is there a list of fighting game character archetypes I could look up and perhaps what characters are which archetype?How are we feeling about Greninja? Played him for the first time since 3ds last night and he felt like a great patience->approach character.
Generally fast glass cannon characters with great approach options are like this. I'm speaking about the stealthy rogue archetype in general - stay safe from afar, and pounce in at opportune moments. Greninja's great dash grab range, dash + run speed, and mix up options make him great at getting in fast, and getting out just as fast.I wasn't aware that was a kind of character. Is there a list of fighting game character archetypes I could look up and perhaps what characters are which archetype?
Most people place her mid-tier, low-tier but that doesn't mean anythingWhere is does Zelda stand in the current meta-game?
You forgot about uair. That **** is so good for juggling and kills fairly earlyFox has the fastest fall speed, 4th fastest run speed, and one of (I don't know exactly) the fastest jump speeds. His moves are all very quick, and his upsmash is quite strong and can be comboed into. His grab is good. He has lasers and a reflector to force approaches, and his recovery is better than it's ever been. I don't see how he's not top ten, and that's how I've felt since immediately after I got the 3ds game. Even if a lot of his stuff is technically unsafe, his speed lets him bait and punish like mad.
RE Fox: He does a lot of things well and a lot of things okay. Fast falling isn't always a good thing as he gets combo strung like a heavy while being a mid-light character. He struggles to kill outside of USmash and doesn't really have great edge guarding tools to take advantage of his pretty good recovery (Nair and BAir? another reason why fast falling can be bad). Lasers are less effective than they were before (they're free damage at very long range, but can be punished at mid-range) and everyone misses his f1 shine.Fox has the fastest fall speed, 4th fastest run speed, and one of (I don't know exactly) the fastest jump speeds. His moves are all very quick, and his upsmash is quite strong and can be comboed into. His grab is good. He has lasers and a reflector to force approaches, and his recovery is better than it's ever been. I don't see how he's not top ten, and that's how I've felt since immediately after I got the 3ds game. Even if a lot of his stuff is technically unsafe, his speed lets him bait and punish like mad.
His grab is horribleHow are we feeling about Greninja? Played him for the first time since 3ds last night and he felt like a great patience->approach character. Great grab and good all around tools make him feel like a solid all-rounder.
His grab is horrible, his dash grab is greatHis grab is horrible
His dthrow to fair strings pretty consistently. At higher % when it doesn't, you can bait out air dodges for uair finishesHe does Fox attack though? Everything he does is a risk and his reward is nowhere near Sonic.
Seems like he is counting purely on his ability to blitz and overwhelm his opponent. I dont think his grab leads to anything guaranteed does it?