RETURN of the Revenge of the REVENGE of the 3 hour moveset 37: Revelations
Pound-for-pound, Manny Pacquiao may be the fastest puncher and toughest fighter in the world. Born in the Philippines, Pacquiao began boxing at 16 years old, standing 4'11" and weighing 98 pounds. Nowadays, he stands 5'6" and weighs 144 pounds, classifying as a Super Lightweight, though boxing primarily in the Welterweight division. Overall, his boxing record stands at 54-5-2, and he is currently a 6-time world champion.
In addition to boxing, Pacquiao is an actor, a military reservist, a musician, and a congressman in his home country of the Philippines.
Statistics
Size - 5
Weight - 4
Speed - 7
Jump - 5
Fall Speed - 9
Aerial Speed - 5
Reach - 1 SBU, at full extension
General Priority - 1
Animations and Movement (IMPORTANT)
Idle Stance - Manny is left-hand dominant, so he takes what is known as a Southpaw stance, with his right foot and right hand always leading. Manny's attacks are not ambidextrous - if he jabs with his right hand, he jabs with his right regardless of which way he's facing. As for the rest of his body, he takes a fairly normal boxing stance: hunched shoulders, fists up, and always bouncing back and forth on the balls of his feet. This bouncing, by the way, is extremely helpful: by just standing there, Manny's hurtbox is always weaving back and forth just a little bit, giving him unpredictability. As a special note, This means his back faces the screen while facing right, the opposite of most characters.
Movement - Manny is a quick guy: he shuffles, though almost bounces, forward very quickly, moving better in short bursts, though never leaving his southpaw and never crossing his feet. He has the a very distinct advantage over many smashers - on top of his dodges and rolls (which I'll cover in a minute), he can also backpeddle a short distance by tapping the analogue stick back without holding: this will shuffle him back a good .75 SBUs while never requiring him to turn around, effectively meaning by repeatedly tapping back, you can theoretically move backwards for forever, never having to face away from his opponents.
Dodging and Rolling - Manny's spotdodge is a basic slip, as he dips his head low and moving it in and out of the background or foreground. Simple enough, right? Well, his dodges are a little bit different, in that he can attack while dodging, as he never fully leaves the battlefield, though this unfortunately means he's vulnerable to attack while dodging, taking 50% of the damage but no knockback while doing so, unless the move has a stated special effect or is a grab, meaning he has to read his opponents pretty well if he is going to use a dodge.
His rolls are a bit more conventional and devastatingly quick, but short - Pacquiao shuffles back like he had tilted the control stick, though he can't attack during the short hop backwards, and he weaves underneath his opponent for his forward roll - leading to a forward roll that takes his about .5 SBUs forward, though puts him in a perfect spot, with opponents facing away and him in perfect range to attack...or get away.
Shield - Manny closes his gloved hands together, hunching his back slightly more and brings his head behind his arms. This eats up knockback but only blocks half of the incoming damage, though it can be angled up or down, giving him a varied defense. However, angling it up or down and taking an attack not from that angle will result in taking 75% of the damage instead of 50%.
Perfect Shielding - When the player perfect shields an attack from an opponent, meaning they not only shielded at the right time but also angled it perfectly, causes Manny to automatically perform a forward roll, thus ending up behind the opponent and within attacking range.
Jumping - Although he has a halfway decent jump, Manny does not belong in the air. A large portion of his air game is meant to be preformed out of a short hop, and the player should avoid the air at all cost. Manny falls like a rock, and his fast fall is even faster, though that can work to your advantage if you find yourself in high places.
Standard Attacks
Jab : Right-hand Straight - Manny jabs his right hand forward with absolutely zero lag on either end, able to punch forward about 40% of his range. Manny, being one of the fastest punchers in the world, can pull this out extremely quickly - about 10 punches a second (meaning a punch itself only lasts 6 frames). Unfortunately, the punches only deal .5% damage and deal zero knockback or hitstun, however, should Manny catch his opponents off guard he can indeed throw out several of these to deal a bit of damage. This is one of those infinite jabs, so the player may hold down the jab button to unleash an infinite, although it's a bit pointless seeing as opponents can rush you while you're jabbing.
Foreward Tilt : One-Two Combo -Manny throws a right straight at the beginning of this attack, having the same properties as it would in the regular jab. Then, with .1 second of lag, Paquiao throws a punch with his left hand, leaning into it with his left shoulder, and extending to his full range, coming back to his fixed position after .2 seconds, leaving the whole punch to last about .3 seconds total. This much more powerful punch deals a whopping 5% damage and a bit of pushback and hitstun, though nothing Manny can't quickly chase down.
Downward Tilt : Counterpunch - Manny bobs down and delivers a straight punch with his right hand, leaning into it to give it more power, dealing 6% damage, reaching his full range. This attack hits lower opponents, as Manny's already small figure goes down even further. This also has the distinct advantage of going under the jabs and attacks of most opponents taller or as tall as him, as well as most projectiles and tilts that hit higher. Versus smaller opponents, not so much. If we're wondering the specs of the bob and punch, the whole thing is pretty quick, lasting about .4 seconds, if Manny was standing, .2 of which spent actually bobbing down and back. From a crouch, this attack is quicker, taking only .2 seconds to preform. This actually has some decent knockback to it, though no real KO potential until the several hundreds of damage, so Manny will again have to chase or follow them to follow up, preferably with a forward roll to get behind them.
Upward Tilt : Overhand - The slowest of Manny's tilts, he throws a left-hand punch at a vertical angle, able to hit aerial opponents near him, and also striking the top of close opponents, taking a full .5 seconds to complete. This is also his most powerful tilt, dealing 7% damage, knocking aerial foes to the ground and causing grounded opponents to stagger back .75 SBUs, leaving Manny to chase them down. Obviously, this is far more useful against those tricky aerial foes.
Dash Attack : Rush - Manny enters what can accurately be described as his "shield-stance" and dashes forward a predetermined 3 SBUs. Manny can cancel this into anything he wants, even a backstep if he tilts the control stick back during the rush. Unfortunately, he's still got a hurtbox during this attack, tanking 50% of the damage he takes during the move. He'll automatically stop dashing once the move ends, too. With his light weight against him, you'll need a plan before rushing in, whether it be to deal some quick damage or to maneuver yourself into a better position to deal that damage.
Aerial Attacks
Neutral Aerial : Weak Right Hook - Since boxing's all about the footwork, Manny's air game is all about chasing opponents back down to the ground so that he can have some actual footwork. Manny throws a hook with his right hand, punching slightly downwards as he does so. Like his other punches, this is still quick, taking only .3 seconds to preform, though only reaches as far as his jab and deals only 2% damage. On the plus side, the knockback is at a downward angle, and Manny's really trying to get them out of the air. Luckily, short hops and fastfalling exist.
Forward Aerial : Left-Hand Swing - Manny sums up all the power he can without a base and delivers a left-handed swinging punch forwards, in the same vein as Mario's FAir, this actually being his longest-hitting attack so far, though also his longest lasting at .55 seconds, as it pushes him forward .2 SBUs to bring the attack's range to 1.2 SBUs. As he only has his body's core strength to use, this attack deals 3% damage, considerably less than his Ftilt.
Upward Aerial : Weak Undercut - Again having to rely on his admittedly very impressive core strength, Manny delivers an Undercut (older term for an Uppercut) well...upwards over a span of .3 seconds. Due to not having a base, the attack isn't as devastating as Manny's famous uppercut, dealing a rather paltry 3% damage and throwing foes upward. It's admittedly a good juggling tool should Manny have a partner that can do that, and also, when combined with his fall speed and ground speed, can be used to push foes away should he need a moment of breathing room.
Downward Tilt : Downed Punch - In the heat of the moment, Boxers may continue to wail on opponents after they are down, using their power to attack them while they are down, in order to keep them down. Manny simply punches downwards, with a very quick and weak punch that deals 2% damage. The punch itself may not be all that powerful, though if it hits it means you are very lucky: You've somehow ended up on top of your opponent in the air. Using this and hitting with it means you may have successfully put the foe back in their place, since it has very good downwards knockback, or if you're lucky you might have even scored a KO!
Backward Aerial : Turning Hook - Manny swings his body around, forming his right hand into a hook as he does so. Surprisingly, the inertia behind the punch makes this his most powerful aerial, dealing 5% damage and knockback at a downwards angle, though not straight down. It also (obviously) turns Manny around to face his opponent, and combined with his fastfall and dash he can easily chase down the opponent he just smacked away. Also surprisingly, this makes this Bair shockingly useful in a fight. On a side note, this is the only move that has halfway decent priority out of any of his tilts or aerials.
Grab Game
Grab : Clinch - Manny's grab range is pretty bad, needing to be touching the opponent and moving in their direction to activate it (though yes, you can activate it from .2 SBUs away by pressing the grab button). Manny and the opponent then grapple each other. The clinch is a time for rest, healing 2% damage every second you're in it...for both you and your opponent. This has the strength of a normal grab, though opponents may not be too keen on escaping right away. Pummeling has Manny digging his chin into the opponent, negating 2% of that healing with every hit.
Backward Throw : Bob and Weave - Manny disengages the clinch, with the opponent preforming their jab as soon as he does. Manny successfully outmaneuvers them, catching them by surprise and causing them an extra .4 seconds of ending lag, with Manny within punchy distance of their now fully exposed and prepared to be whupped rear ends. While this may seem similar to simply preforming a forward roll with a close opponent, forward rolls can be predicted despite their speed and therefore reacted to. If an opponent is dense enough to challenge Manny at close range, this move not only puts them in position to be utterly destroyed by the quickness, but also may teach them a lesson in manners.
Forward Throw : Peek-a-boo - Manny pushes the opponent away and enters his shield stance for a brief moment. As soon as the opponent is let go, they are free to move about as they please, and so is Manny. The key difference is, he'll be shielding and .75 SBUs away, able to move immediately, and most likely in control of the situation.
Downward Throw : Breather Time - The good thing about clenching is that since it happens automatically, it can give you a quick second to analyze what's just happened and make a decision, especially in situations where foes have the upperhand, in which case Manny merely needs to walk into them. Manny shoves the opponent away, leaving them stumbling backwards a full 1.2 SBUs. Manny himself backsteps away, giving them even more space...Manny recovers first by about .5 seconds, however, leaving him with the upper hand, and in perfect position to rush.
Upward Throw : Turnaround - Manny and the foe twist and turn while still in the clinch, with the opponent and Manny ending up on opposite sides of each other, still in the clinch. This can be good for Manny in a number of ways: one, it can definitely gain him better stage position, getting his light frame further away from the edge and the opponent closer to the edge...which is good, because in case you haven't noticed Manny isn't exactly excelling in knockback output. Two, it takes about 1 second to preform, healing Manny even more. Three, again, with stage position, simply allows Manny enough stage to escape to should he need it.
Smash Attacks
Forward Smash : Liver Punch - Manny's charge animations don't entirely sell the attack, though it's quite honestly very obvious when he's glowing. Manny steps forward for his forward smash, delivering an uppercut to the side of the opponent's body with his left hand. Uncharged, this attack deals 20% damage...yikes, about 3 times the amount of damage we've seen already. Plus, uncharged it comes out pretty quickly, too, in about .5 seconds. Unfortunately, uncharged it also deals no knockback...ever. Opponents simply fall over clutching their side while Manny suffers from pretty damn long ending lag, for him at least - .5 seconds, more than enough time for the opponent to roll away. At full charge, it deals a very impressive 32% damage, and massive knockback that KO's around 90%...which also has very long recovery time of about .7 seconds. It doesn't help that the move covers a criminally short distance, only 40% of Manny's full range. Hitting it WILL make you happy, it's just either a very lucky shot (as in real boxing) or involving tedious set-up.
Downward Smash : Body Shot - Manny makes another shot at the body with his left, this time with much better range - his full 1 SBU. Uncharged, this move is still powerful, just not as much so as the Liver Punch - 15% damage, still pretty damn good, and just as quick - .5 seconds. Uncharged, it'll force opponents to stagger backwards a full SBU and go into dizzy mode...good for Manny, because the ending lag is about .6 seconds. At full charge, it does 27% damage and deals enough knockback to kill at 85%, but at a cost of .7 seconds of ending lag should you miss. These big shots may be powerful, but whiffed and they'll destroy you.
Upward Smash : Paquiao Uppercut - Manny's famous for his spectacular uppercuts! For the charge, Manny simply crouches a bit, his left hand in ready position to mess some stuff up. At no charge, Manny's uppercut deals 24% damage, and deals kbockback that KOs at around 90%. The ending lag isn't even that bad, only taking .4 seconds to recover. At full charge, it does 36% damage, one of the more powerful in the game, and launches opponents upwards, KOing at 75%, and having only .5 seconds of ending lag. This move sounds great, what could the downside possibly be? Well...it's an attack aimed mostly upward, and doesn't even reach that far up, meant for launching opponents into the air. Because of that upwards focus, it has a range of .2 SBUs. It's definitely not impossible to hit with the attack, after all, Manny specializes in close combat, but .2 SBUs of range for your most devastating blow might be seen as a disadvantage if you squint a little.
Special Attacks
Neutral Special : Feint - This Neutral Special can be used at any time during any attack, and boy are you going to be using it a lot. If the move is inputted standalone, Manny begins to use his Forward Tilt, up until about the halfway mark, where he will then pull back, and, depending on which way the analogue stick is tilted (forward by default), he will either preform a forward roll or a single backstep, the whole process being extremely quick, taking about .4 seconds either way. It's basically the same during any attack - Manny will immediately stop the attack, and preform either a forward roll or backstep. In the air, Manny simply stops the attack, allowing him to laglessly switch to a different aerial to adapt to where the opponent is.
Down Special : Clear Out - Manny laglessly enters his shield stance, with the bubble appearing, just for visual effect. Manny can only hold this up for half of a second, as it's a counter - should the foe attack while he's using it, Manny will counter their attack with a punch and a shove, dealing 5% damage and causing the foe to stumble back 1.75 SBUs, with Manny able to attack immediately after the shove. Obviously best used in defense, for the most part when you're in a losing position and close to an edge, or after a successful series of attacks to keep the opponent at a short distance so you can either retreat or go back in for another round. Using it in the air has Manny shoving the opponent back towards the ground.
Side Special : Cross-Counter - Manny throws a punch almost identical to his Forward Tilt, and is indeed weaker, should it hit opponents it will deal 3% damage, almost impossible to tell the difference between the two in a close fight with many punches thrown. However, what's great about it is the weight Manny puts behind this attack - it has enough priority to clank off of any physical attack thrown by opponents (projectiles will still harm him...). Something foes will always have in the back of their minds will be Manny's terrible priority, giving them hope for simply overpowering his attacks at close range. Using this attack will not only allow you to stop those opponents from overpowering you, but also push them back, as clanking attacks do.
Up Special : Star Uppercut - Being in a video game, Manny couldn't resist having one attack that's a bit out there, and since he himself is almost a real-life Little Mac, what better way to recover than using another famed uppercut? (Does this make it the most recent set in the famed Punch-Out! movement?) Manny jumps up, delivering a spinning uppercut that launches him 4 SBUs upwards, enough for a recovery, sure. The attack deals a good 10% damage and hurls opponents away at an upwards angle, KOing at around 100%. Though everyone realizes how unrealistic it is, how cool would it be to see Pacquiao pull this in a real fight? Overall, decent recovery, and that's all he can really ask for.
Final Smash
Adrenalin Rush - For 7 seconds, Manny Pacquiao gets invincibility, great priority on every attack, all of his attacks minus the jab get an increase in damage output by 5%, and his famed Uppercut (the USmash) will always have the effect of being fully charged regardless of charge time. What'd you expect, some cheesy scoring mechanic?
Playstyle
Float Like a Butterfly - Manny is all about the offense, but he's especially all about smart offense. He has all the tools he needs to be successful : speed, power when he needs it, and he's damn good at spacing himself. He's also got the tools to keep himself in great stage position: Manny never wants his back to an opponent OR the edge of a stage, preferring to stay as close to the center as he possibly can, and using his offensive attack style to "corner" opponents to make KOing easier: if you whiff one of those Smashes, his only real KOing potential is he's on the other side of the screen and being knocked into a whole bunch of stage.
Let's talk about actually attacking. Obviously, he's really, REALLY fast. Unfortunately, he doesn't have the priority to back that quickness up, so he's going to HAVE to be constantly rolling or backstepping to keep the opponent on the ropes - your Neutral Special will help wonders with that. Unpredictability is the name of the game: vary your attacks up with your maneuvering: are you going to actually throw that punch, or are you going to feint into another attack, or are you going to rush in with a clinch or even a dodge; are you going to clank it, or are you going to counter? Or maybe you're going to backstep away from the opponent and THEN rush in, or maybe...
You get the point. Keeping your opponents on their toes will do you wonders: never play predictably. In fact, you need to be getting your opponent to do just that: learn your opponent's "rhythm", how they react to certain situations, or if they even react at all. Since Manny's an up close fighter, the only differences in attack are subtle in effect and damage: learning how they'll react to you, say, using a forward roll is key in determining how YOU will react to their reaction, and every character is different, but not so much so as to where you need to study every single character in depth. General reactions of character sizes of types will generally be similar.
One thing needs to be clear, Manny has a few ways of starting an attack, but only a few ways to end it: You're dash attack IS YOUR FRIEND, it negates knockback, and can be used to go into any input, including rolls: you can either attempt a rush into a straight punch or counter, or a forward roll to sneak behind them, or a backstep to goad them into attacking you, or any number of combinations. Ending is a lot more predictable: a Backstep or roll away, a KO attempt, or a clinch, and depending on the time of the stock it'll be even more obvious: beginning or middle, end and middle to end respectively. The KO move is a bit less predictable considering you can whip out an uncharged smash at any time to deal a lot of damage, though those are far more telegraphed than the subtle differences in your tilts.
Clinching deserves a special section because of the crazy amount of useful it is. For one, it heals you, and Manny, being a very light target, needs all the healing he can get. For two, it can set up several types of situations: it can be used to help give Manny that better stage position we talked about earlier, before he even does anything else; it can be used as an escape method: despite his overly offensive and aggressive nature, he knows when it's time to reat up, analyze the situation, and retreat back to the center of the ring, as far away from a corner or ropes as he can get; he can use it to restart his offensive assault in 2 ways: one where he's in incredible position to land a KO blow, or one where he's in a better position to continue racking damage.
Of course, Manny has weaknesses that need to be addressed, too, the most obvious being his lack of a real aerial game or complete lack of range. His aerial game can be addressed easily: do everything in your power to stay out of the air, damn it. In fact, his air game is so bad that it's purpose is to bring the fight back down to the ground! Manny falls like a rock, and that can be to his advantage or disadvantage: on the one hand, he gets to the ground more quickly. On the other hand, it makes his offstage game almost non-existent: no gimping for Mr. Pacquiao!
The second disadvantage comes with the added disadvantage of having very little priority: he needs to fight in close, but has almost no priority over any other moves. This is where the Down and Side Specials really come into play: they require timing, sure, but they pay off tremendously and really add to Manny's admittedly short longevity if he doesn't play intelligently. Rolling, Feinting, and Cross-countering isn't enough, Manny NEEDS to have good timing with his DSpec and SSpec if he wants to go toe-to-toe with the stronger fighters on the roster. Adding to that, Manny can dish out, but he can't take many heavy hits: despite fighting in higher weight classes, he's no welterweight or heavyweight, and he'll be out if he can't outrun the heavy hitters.
Manny's best defense is his offense and speed, keeping opponents on their toes, learning their rhythms, and keeping himself out of the way of big hits. As any good boxer knows, POSITION AND TIMING ARE EVERYTHING, and if he's going to win, he's going to need to utilize his spacing tools to their fullest, on top of his quick maneuvers and subtleties. Literally, his opponents need to be within an SBU of his attacks, though he's certainly capable of getting within that distance. Manny is an aggressor who can deal out far more than he can take, but utilizing every and any advantages and attacking from every possible angle he may have are the keys to his success: failing to react and being predictable will be his downfall.
"Only in death will I relinquish my belts. "