The issue I have with Pac's camping game is that it doesn't flow together. You get past one trick and there isn't another one waiting. You get past the hydrant, he can't set another one up until the original disappears; you get past the trampoline, he can't set up another one without going into special fall; you get through a Bonus Fruit, he has to charge it up again to access the better fruits. Sure, he can jump stall his bonus fruit (like Robin), but to do so, you give up a lot of stage control... which doesn't agree with a good camping game.
The thing is the opponent is putting themselves at risk while they're navigating through all of this stuff. Pac-Man should be watching and waiting to punish the opponent for navigating through his stuff (or not if he prefers to charge something I guess, depends on the situation). Getting past trampoline means you are going airborne in some way or another. Same for the hydrant unless you are Sonic, who I have found can run right past it for some reason. Pac-Man will always have a shot to punish you for crossing it. He awaits your landing, aerials you, throws something, anything really.
As for the no flow, I think it depends on Pac-Man's setup and what he is doing while the opponent is trying to maneuver through all of his stuff.
You're right about him having to recharge to his BF, but the other two specials provide him time to do so, while at the same time giving him chances to punish you for getting around them when you're trying to chase him down.
I haven't played the pacman sheik/fox matchup, but do needles/blaster really not launch the hydrant once its HP is done?
They have yet to launch it on me.
If you are in a position to be able to punish your opponent for hitting the hydrant, your opponent is likely in the same situation. In which case, the hydrant is neutral.
OK, but if you both wait, Pac-Man gets to charge to what he wants. I don't think that's something most characters want to let him do.
Some characters can take advantage of the hydrant better than Pacman (characters with +13% quick moves). Why Sheik would smash the hydrant makes no sense, because neither her or Pacman have quick moves that launch fresh hydrants. The only reason would be to gain access to using the hydrant as a hitbox, in which case you have to deal with that & Sheik's smash before punishing her.
Pac-Man's Key launches it fresh. If she smashes it, Pac-Man most definitely has a chance to grab her, or throw something right after she hits it. I see your point though. Smart people won't give Pac-Man smash lag to punish. The longer you wait though, the more time he has to charge or set up another trampoline.
As for stronger characters using it better, how so? We both agree that once you know how hydrant is going to fly for various moves, you shouldn't be getting hit by it often. If Pac-Man is fighting someone who can launch it quickly, he needs to keep that in mind and not place it in situations where it'll get launched and hit him before he can react. Otherwise, it still does its job.
And on that note, already set trampolines hurt Pac more than any other character because if he lands on it, he'll jump and go into special fall. The unblockable bit is nice, but being aggressive with it is dangerous as the reward isn't really that high for the amount of risk you take. (You say it's hard to punish... is it really that hard? Maybe for characters with bad aerial mobility... but I imagine Captain Falcon having a field day with his knees) The point here is, how are you really setting up your trampolines? Even Mac can punish you for setting one up with side-B. I watched a couple of Japanese pacman videos and I haven't seen one that camps the opponent out effectively. If you know of one, I'd be happy to see it and admit my ignorance.
You're correct about Pac-Man having to worry about his own trampoline, but I still think it messes up the opponent more than it hurts him. It nullifies any grounded approach they could try to make, and gives Pac-Man the assurance that the opponent will have to jump to get to him.
I usually don't get punished hard for my trampolines. I intend to use it right on top of people so I know they get hit, or when they're far enough away so that I know I won't get punished. That first bounce really doesn't go that high, and since you can't just run to get Pac-Man after he does it, he can usually shield in time to get away with it.
Against little Mac, if you set trampolines in center stage, yes, he'll side B right over it and sock Pac Man for 14%. That's why you place them a little bit away from the ledge, because then Mac has to start his side B from farther away or else he dies. If he starts it from farther away, that's more time for Pac-Man to get his shield up and respond.
Pac-Man's camping game isn't going to keep the opponent out forever, no, but you've got to consider what Pac-Man is doing while the opponent is trying to weave their way in. He makes the most of it by punishing their attempts to get around it. I still don't see anyone except maybe Sonic having an easy time pinning him down for good though.
This is true for your opponent and why I think Pacman has done well in the early stages of the game. Who knows the Pacman matchup? Not many.
The game is still early, and the only big name that has used Pac-Man is abadango. He got 9th I believe at Umebura 11. He did not go solo Pac-Man, but I believe he beat both Nietono and Brood with him. Not sure who else. No one in the U.S. has really touched him.
A set hydrant is a poor man's Duck Hunt default can. Bonus fruit is somewhat complicated and not a lot of people know the order or the trajectory of each one. From what I see, it looks like his traps have consistent holes (see some pages back).
I don't see it. As for the holes, again, I admit that you should get past Pac-Man's stuff at some point. I don't see anyone except Sonic possibly catching Pac-Man easily and/or safely when he reacts to you trying to get in though.
power pellet can tank projectiles & heal (although comes out on frame 12 so not fantastic on reaction), normals are fast, NAir is reminiscent of Brawl MK. However, none of these are "stage control" or "camping." I just don't think he excels in that area as much as I've read in this thread (especially compared to Duck Hunt or Villager).
You might be right on PP being 12 frames, but is that for the pellet itself? That's all that needs to get out for the projectile tanking function. 12f seems awfully slow.
We might just disagree on the stage control. Trampoline on the ground limit ground games quite a bit, hydrant too potentially.
TL;DR - I don't think Pacman is very good and the common perception of him as a camping/stalling character bothers me as it seems like that's the direction his development is going instead of Z-drop key + hydrant launching shenanigans or the Mario route due to his frame data (I knew his aerials were quick, but I didn't know all 5 of his aerials are sub-10 frames).
OK, I'm always open to new directions. Personally I see his highest potential as a camping character, but he is versatile.
Z-drop key shenanigans are great, but it takes time to charge up to the key, jump off of the stage, throw it, catch it, get back on stage, and be ready to use it. Unless the opponent isn't paying attention, I think Pac-Man is going to need to use the trampoline and hydrant to buy himself some time to do this, which is why I think they should be the emphasis of his game.
His aerials are quick, but they've got their fair share of weaknesses too, enough to prevent a serious rushdown game or anything. Fair is quick, but the range isn't great, nor is the damage, and the auto cancel window is terrible. You can't fast fall the move at all without going through its normal lag. Bair has good range and is meaty, but its ending delay leaves a bit to be desired. If Pac Man short hop Bairs, he can't do anything else before he hits the ground. It's a bit too laggy imo, and Pac-Man is too floaty for SH FF Bairs to really be effective IMO. Nair is good. Low range, but other than that it's great. Uair is like Falcon's, but less range, a bit slower, and a tiny bit more lag I believe. He can actually SH Uair -> Uair (will get interrupted by hitting the ground though), Fair, and Nair. Dair is...mediocre at best. My best use for it has been predicting rolls/spotdodges. Otherwise, it doesn't do anything that the other aerials don't.
So yeah, they're not bad, but I don't see how he's going to go down a Mario route, especially with his grab being as bad as it is.