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Information on Techniques (PACS + Wair)

Weruop

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OK so a few things were brought up recently and got me thinking that there is something that we should probably look into and explore a little bit.
As of now its named Pikmin-Aerial-Cancel-Shuffle (PACS)
This is done by hitting the ground within the first 4 frames that u input any aerial, excluding nair.
What happens is the aerial is canceled with no lag at all.
The catch is that the pikmin who was first in line is sent to the end once u use this.
I have found 2 main uses for this.

1. The first use is a situational way to send the pikmin at the front of the line to the end because it is not what you want at the time. say your opponent is a shield lover and you have a white pikmin up next, and then a blue. well before you hit ground, fair, and then grab for the kill.
It's pretty situational but if we sort of abuse it for a little while, i think we'll slowly start seeing when this works and when it doesnt.
One way i can think of implementing this offensively is short hop,pikmin throw, fast fall, PACS the pikmin u dont want, and then use the next+better option
another way i just thought was.. say a marth is at high damage and about to fair u in the air, and u just threw a pikmin, and ur next pikmin is yellow followed by blue. well u could fast fall PACS the yellow, shield the fair, and blue pikmin grab and throw kill.

just some ideas. who knows how useful it can be. its worth looking into id think, though

another way i found this useful is for not wasting whistles
i try to have it so that after my most recent whistle, a yellow came to the front, or any pikmin that makes purples 2-3 whistles away. there are multiple reasons.
anyways, after kills, i set my whistle to my preference, and then SH upairs til i got a blue or white to the front. (im starting to want to get whites to the front more often for combo reasons though, especially if a purple is next )
anyways, i found that when i get kills off of the sides of the screen, i dont always have enough time. thanks to SH pikmin throw fast fall fair, i can shuffle through those pikmin more quickly

4frames isnt much, but with about 5 minutes of practice, it sure didnt seem very hard to do.
Anyways, just keep this in mind cuz maybe we can make something good out of it ^^ thx 4 reading

__________________________________________________________
THE SECOND POSSIBLE AT i have simply quoted from RichBrown's random idea topic. its in green
OH YEAH another AT we need to start using is something called a W-Aerial , Wair, or whistle into aerial
thats what i call it anyways lol
basically, if u are reading your opponent well enough, what you do is short hop, whistle, nair into upsmash
i did this against Chip's zair one time this last weekend. i should have really experimented with it more in friendlies but it didnt pass my mind.
we can also probably do this well against D3 upb, (meta glide attack?, peach fair?) MARTH FAIR, ( if they space, then w-fair) and many other things

its really good for a set up for a kill. i think it is something that should be looked into =0


Somebody brought something up about the downside to this:taking damage. So I'm going to show how much damage characters can do with moves compared to how much Olimar can deal. Moves i found this technique useful against are as follows.
(another ex = say you are camping and a mario is coming toward u in teh air and shoots a fireball, u can jump into the fireball, whistle, and nairtoupsmash/fair)

Marth Fair (FIRST ATTACKS ARE UNSTALE, FOLLOWED BY MORE AND MORE STALE)
10(+3if tipper)_9(+3 if tipper)_8(+2)_7(+3)_7(+1)_6(+2)_(5+2)_...
Conisdering how often we are hit by this, and assuming u can DI into them so ur not tippered, AVG damage is about 7

TL Zair: 4damage all the time. AVG damage is 4

Samus Zair: 4damage all the time. AVG damage is 4

Peach Fair: 15unstale,14more stale,12,11,10,9... AVG damage is about 12

Metaknight Glide Attack(W-air isnt the best option buuut lol): 12,11,10,8...AVG damage is about 11/10

Kirby Bair: 12,11,10,8,8... AVG damage is about 11-10

Thrown Banana: 4damage all the time. AVG damage is 4

ROB Fair: 10,9,8,7,7,6...AVG damage is about 8 or 7

Yoshi Egg Toss: 8/9,7,7,7,6/5... AVG is about 7

Mario Fireball: 5,4,4,4,3,3... AVG is about 4

DK Bair(easily punishable, but say he is at high damage and u dont have a blue next...)
: 13,12,10,10,8... AVG is about 12 or 11


NOW! with a raw nair, if we make all parts hit except the last, we can get about 10 damage. then if its been used a little, the max is about 8. its a little risky to try tog et all hits in, cuz u mite hit with the last part of nair, not setting ur opponent up for the kill. if i get this technique down, i will prolly average about 6 damage from the nair part, folowed by an upsmash which should get me atleast another 11 damage with anything but a whitey.(raw red/yel/blu/purp upsmash is 14-16 damage soooo ya)
with whistle, nair into upsmash, it should always get ATLEAST 17damage+the kill (if u get 10 from nair and do purple upsmash, u can max 26)unless uuse the technique too early >.<
if u fair, u should be able to get atleast 10 damage as long as u dont hit with nair

in all cases, the damage exchange is in Olimar's favor, plus it is good for leading to nair>upsmash kills


~Wer
 

Noa.

Smash Master
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PACS is an AT that if you want to use it to its full extent, you must be able to watch your line closely, know all the options that certain colors of pikmin present to you, and know how to apply these colors.

It increases our combo ability greatly when used correctly. It also can help with our accuracy of pikmin attacks.

Situations for it may not seem obvious now, but I think this AT can go a long way through constant personal use.
 

RichBrown

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The way I usually handle the 1 situation you brought up is just by doing sideB, that doesn't really have any landing lag.

With the second situation I usually just watch my line as I'm flying away and do however many fairs I need to get the pikmin up front. I'm a big fan of whistlebouncing so I sometimes use that to get back.

The situation I thought of for this is when you have no other option but to land on top of or in front of your opponent. If you have a white pikmin up front and a purple next and you want that Usmash, just pac the white and the purple is there for an upsmash.


^The Oli boards always become active after my every-few-monthly random ideas topics :p
 

Weruop

Smash Ace
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Tri-Cities Washington
yeah but the thing is that fast falling and PACSing the pikmin is much faster than throwing another pikmin ^^

i dont know what ur second paragraph is referring too so im just gunna ignore it. i do that too, but we need to start doing it with upair cuz its 8 frames faster :O

anywho. just kinda try this stuff out a little bit and tell me what u all discover ^^ if anything haha
 

SuSa

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Possibly application:

Order:


White - Yellow - Blue, you want that Blue

SH, throw white.
Just before landing, use aerial to waste the yellow.
Grab with blue.
(just an example.....of many)

Situations are highly obvious if you pay attention to opponent %, how well they watch your line, what pikmin you need, and the order of your pikmin.
 

SuSa

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It's best application is obviously after some SH side-B spam or something. But remember, this doesn't need to be done on solid ground. It can be done on platforms while juggling.

I haven't been up-to-date with Olimar, but I hear red makes for an epic fair. So let's say your line is:

Blue, yellow, yellow, white, red

You are on the single platforms of BF:

Blue grabs, you dthrow, running usmash, uair with the yellow. as you are falling you PACS the white while your opponent airdodges. Then you smack them with a red fair.
/more situational but I guess you can imagine what that'd look like
 

Noa.

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Susa, you come up with so many different situations. Keep it up and we can write a whole guide or something.
 

SuSa

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Main: Snake
Secondary: Sheik
...er..Second Secondary?: EVERYONE


That answer your question? lol....

I also just know a lot about Smash, and 90% of my experience comes from online play. 5% comes from theorycraft. 2.5% comes from offline play, and 2.5% comes from tournaments. (Although I'm starting to feel tournaments are starting to account for a far large amount after 2 wins now)

If you want all of the situations I can think of, let me know.... lol

Also 2>6

Believe it.
 

SuSa

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Hilt, your signature describes me for the Snake boards. /off topic

I can see this mostly for allowing quick changes to a pikmin you need next if already airborned. Combine this with whistles can work greatly IMO. (This IS faster then a whistle, right?) So you can whistle, do this on landing, and you just switched up your line a decent amount.

Anyways, I'm done with this thread for now. I think I'm repeating stuff that's pretty much already been said in the OP XD /just read past the first few sentences
 

Noa.

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The uses of this AT would probably appear through consistent use. If you keep on using it, the situations for it become natural.

It's also useful for opponents who watch your line. You can keep switching which pikmin you're going to use next, making your next move more unpredictable.
 

Llumys

Smash Champion
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Wow, an actual AT that's useful.

I'm definitely going to work this into my game. This is a far better option than whistling in so many situations. And yes, it hurts people who actually read Olimar's line; I'd like to see how this affects dittos.

I don't feel like posting a long reply. :D

Thanks.
 

DanGR

BRoomer
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Do you see the aerial animation when you PACS a pikmin? I would think so.

If so, this would be especially useful for switching if you opponent watches your pikmin well, as some of you have already said.
 

Llumys

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Yeah, you do.

Also, you can do a PACS fair out of a SH fair/nair. :D That's going to be very useful to grab combos, but it'll slow down the process by a few frames because of the lack of FF after the aerial. Anyway, this is a nice mix-up addition to Olimar's SH fair/uair/nair to jump and SH uair to nair/fair. Oh, and Olimar can do PACS out of SH uair, but it's possible to do a full fair out of that anyway. Since I just brought that up, I'd like to mention the following:

This is off-topic, but blah.

dthrow > SH > nair/uair > fair/nair

It stops jumpers, and if they air dodge, the fair will catch them. It doesn't work at 0% on most characters. If the nair/uair hits, you can drop the fair/nair and just jump to follow-up. :D
 

BOB SAGET!

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This AT has a lot of potential, we finally have a quick way to order the pkmn into the way we want with little risk of being punished. If olimar mains start putting this in their game and it really helps. The importance of knowing your PKMN order during battle is greatly increased.
 

BOB SAGET!

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It has but sometimes u really cant do anything about your order if your extremly preassured by characters like MK. This AT can allow u to fix your order quick enough to not get punished. Which can really help olimars with comboing. Thus increasing the need to know your order.
 

Llumys

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As pointless as this little discussion is, I don't think Olimar's need of knowing his line could get any more important. Olimar's ***** meta-game is based around knowing the order of his whole line, and a new AT just gives another quick option.

Anyway, I've been messing around with this for a while, and there's quite a few places to do it after SH aerials/specials.

SH double whistle PACS is also possible.
 

Rust

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I can't get the timing down on this, so I'm probably going to drop it =/
That's where the weakness of this is. Do it too soon and you're going to end up with landing lag. And 4 frames isn't something you're going to be able to hit consistantly

Nonetheless, good find :)
 

SuSa

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People are able to consistently time something to be frame perfect within 1-2 frames.

Example:
Sheik's DACUS, almost certain you have a 2 frame window.
Lucas's Zap Jump: 1 frame window
Snake's Boost Grab Chaingrab (on Falco): Pretty sure it's under a 3 frame window for error. Everything must be buffered or you miss the grab.

I can do all 3 of those consistently.
 

Rust

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Yeah, but those are just pressing buttons simultaneously. Even I can do those. It's the same with Olimar's reverse Usmash. But this you have to watch the ground. It's based on when you land, not on when you fast fall. If you do it right after fast falling, chances are you're going to have a hitbox. With those, YOU decide when you want to do them by inputting the commands.

That's how I view, anyways. I can do those no problem *used to be a Lucas main* but this is different to me.
 

Rust

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Well I whole heartedly apologize for not being an "advanced player" and I will leave your thread alone. Good day, sirs.
 

SuSa

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You can input it almost literally before you land. I already have this consistently down. (I had never bothered to check if Olimar's aerials canceled at any time without lag and if his Pikmin switched without 'fully being claled out')

It's not really any different from Snake's "grenade drop" on platforms that we recently found. You have to press down at a very specific height above a platform, otherwise you will miss it. I have it a good 60%~ down and it's much harder to time. :X

But what Weruop stated...
 

DtJ Hilt

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Rust, can you Quick Draw with Link/Toon Link? If you can't, that'd be a good place to start since they're both done about the same way (Not sure what the frame window for Quick Drawing is)
 

RichBrown

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When it comes to the whistle in general, I treat it as a really awesome airdodge.

Here's why I love the whistle: When Olimar hits roughly 100-120%, it really doesn't matter how much extra damage he takes. He is already around KO %, so it makes no real difference if he is at 120% or 200% (yeah I know, DI and all, but just work with the example haha).

So this means that when I hit those KO %'s, I will purposefully leave myself a little more open than usual, and whistle every attack. When you whistle an attack, you can almost always attack your opponent out of it, thus "trading %'s". But you aren't really trading, because you are already at KO%, which in my mind is a fixed % where no matter how much higher you go the same moves will kill you. So you actually have a lot to gain. It also really frustrates your opponent because they are landing all the moves they want, but it isn't doing anything. I've really pissed people off living past 170% on a regular basis XD

I wouldn't really call this whistle thing an "AT," but instead just good whistle philosophy.
 

SuSa

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After 118% (IIRC) Snake's utilt will KO you if sweetspotted no matter how good you DI (on FD/BF and a few other stages with similiar stage height). That is when your argument is perfect for using the whistle over airdodge.
 

Pyronic_Star

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The way I usually handle the 1 situation you brought up is just by doing sideB, that doesn't really have any landing lag.

With the second situation I usually just watch my line as I'm flying away and do however many fairs I need to get the pikmin up front. I'm a big fan of whistlebouncing so I sometimes use that to get back.

The situation I thought of for this is when you have no other option but to land on top of or in front of your opponent. If you have a white pikmin up front and a purple next and you want that Usmash, just pac the white and the purple is there for an upsmash.


^The Oli boards always become active after my every-few-monthly random ideas topics :p
whats whistle bouncing?
 
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