I'm making a thread for this because it's important and we need to have this documented somewhere that's easily accessible.
For those of you that don't know, Pac-Man's Fire Hydrant shoots out water spurts that will push all fighters whether or not they are shielding. A more obscure aspect of the water is that it is affected by rage. When Pac-Man is damaged, the hydrant water's push is stronger, even to the point of pushing shielding opponents off of ledges. Since shield is something that gives Pac-Man a hard time and you know that you'll be taking some damage in your matches, it'd be good to know at what % you can be sure your hydrant water will push your opponent off of the ledge.
This will be a work in progress since the process is quite tedious. If you do testing on your own on a character that hasn't been done, please post the results.
NOTE: Rage does not take effect in training mode. Pac-Man's hydrant water will only push the 0% characters off of a ledge in training mode because of this. To test properly, you must be in a vs. mode.
List so far is below. The listed % is the minimum damage that Pac-Man must be at in order for his hydrant's water to begin pushing that specific character off of ledges even if they're shielding. Your opponent's % does not matter.
Water spurts do not change over distance.
Vertical Water spurts will lift opponents out of shield at any %.
: 61%
: 83%
: 41%
: 40%
: 114%
: 90%
: 58%
: 89%
: 79% (yes, your own water will push you off at 79%)
: 69% ( ͡° ͜ʖ ͡°)
: 38%
: 75%
: 39%
: 85%
: 105%
: 97%
: 101%
: Never
: 120%
: 0%
: 0%
: 93%
: 0%
: 0%
: 124%
: 129%
:135%
: Never
: Never
: Never
: 56%
: 40%
: 76%
: 117%
: 73%
: 73%
: 87%
: 61%
: 55%
: 138%
: 128%
: 81%
: 66%
: 121%
: 145%
: 90%
: 117%
: 88%
: Normal/Speed/Jump/Buster = 101% ; Shield = Never ; Smash = 46%
: 76%
Courtesy of Sinji:
: 52%
: 110%
: 105%
: 120%
What type of terrain you're on (Grass, metal, etc.) doesn't change anything.
Before you get too happy with this, two things to note about edge slips:
If a character is forced to slide off of an edge with their back towards the edge , they'll go into their edge slip animation. Long story short, they're stuck in a bit of lag and you can hit them with anything.
If a character slides off of an edge while facing it, they'll be in their neutral air state. In other words, they can do any aerial option normally available. Keep this in mind.
Of course, we all know that run up -> shield is a popular option vs Pac-Man. You shouldn't have to worry about the latter situation too much.
Example: https://youtu.be/r4PC12pGTAg?t=152
The technique happens in the last 20 seconds, so don't watch the whole thing if you're just looking for that. Yes it's for glory (the guy was decent though), but it gets the point across. We can be aware of the % this begins happening and take advantage of it. Again, we also need to look at doing edge cancelled smashes like this.
You might be thinking, "BSP, the guy could've rolled and you would've missed." What if we're holding Key though? Then we can punish rolls for 28%.
For those of you that don't know, Pac-Man's Fire Hydrant shoots out water spurts that will push all fighters whether or not they are shielding. A more obscure aspect of the water is that it is affected by rage. When Pac-Man is damaged, the hydrant water's push is stronger, even to the point of pushing shielding opponents off of ledges. Since shield is something that gives Pac-Man a hard time and you know that you'll be taking some damage in your matches, it'd be good to know at what % you can be sure your hydrant water will push your opponent off of the ledge.
This will be a work in progress since the process is quite tedious. If you do testing on your own on a character that hasn't been done, please post the results.
NOTE: Rage does not take effect in training mode. Pac-Man's hydrant water will only push the 0% characters off of a ledge in training mode because of this. To test properly, you must be in a vs. mode.
List so far is below. The listed % is the minimum damage that Pac-Man must be at in order for his hydrant's water to begin pushing that specific character off of ledges even if they're shielding. Your opponent's % does not matter.
Water spurts do not change over distance.
Vertical Water spurts will lift opponents out of shield at any %.
: 61%
: 83%
: 41%
: 40%
: 114%
: 90%
: 58%
: 89%
: 79% (yes, your own water will push you off at 79%)
: 69% ( ͡° ͜ʖ ͡°)
: 38%
: 75%
: 39%
: 85%
: 105%
: 97%
: 101%
: Never
: 120%
: 0%
: 0%
: 93%
: 0%
: 0%
: 124%
: 129%
:135%
: Never
: Never
: Never
: 56%
: 40%
: 76%
: 117%
: 73%
: 73%
: 87%
: 61%
: 55%
: 138%
: 128%
: 81%
: 66%
: 121%
: 145%
: 90%
: 117%
: 88%
: Normal/Speed/Jump/Buster = 101% ; Shield = Never ; Smash = 46%
: 76%
Courtesy of Sinji:
: 52%
: 110%
: 105%
: 120%
What type of terrain you're on (Grass, metal, etc.) doesn't change anything.
Before you get too happy with this, two things to note about edge slips:
If a character is forced to slide off of an edge with their back towards the edge , they'll go into their edge slip animation. Long story short, they're stuck in a bit of lag and you can hit them with anything.
If a character slides off of an edge while facing it, they'll be in their neutral air state. In other words, they can do any aerial option normally available. Keep this in mind.
Of course, we all know that run up -> shield is a popular option vs Pac-Man. You shouldn't have to worry about the latter situation too much.
Example: https://youtu.be/r4PC12pGTAg?t=152
The technique happens in the last 20 seconds, so don't watch the whole thing if you're just looking for that. Yes it's for glory (the guy was decent though), but it gets the point across. We can be aware of the % this begins happening and take advantage of it. Again, we also need to look at doing edge cancelled smashes like this.
You might be thinking, "BSP, the guy could've rolled and you would've missed." What if we're holding Key though? Then we can punish rolls for 28%.
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