BoxedOccaBerrys
Smash Journeyman
Wait diddy's damn down-smash (or damn-smash amirite) hits on the ledge i know Fox's does (and falco i think) but not diddy's..?
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Cool, just tested and I love all this quirky stuff with Pac-Man. Not sure if you found out about this as well but if you z-drop the Galaxian as soon as your lifted up by the hydrant's water sprout (start by standing on the hydrant) and move towards the direction your back is facing (while in the air if you move you push the z-droped Galaxian a bit) it will come back down hit the hydrant closer to its side once and the second water sprout (horizontal) will gush it in an arc. The Bell can do it as well and is much easier. The later you z-drop the item the smaller the arc becomes.I decided to lab a lot tonight during my frustration and I found something I think might be super interesting.
Basically I thought that no Pac really uses the upwards water spout to use so I decided to mix some z-drop shenanigans in with it. If you z-drop a Galaxian while being carried by the water it'll shoot up, come back down, and hit the hydrant twice and send it whichever way you were facing. So essentially we could be in neutral and have a delayed Hyrant plow through out of the middle of nowhere. This works with the Key as well if you manage to snag it.
I also think we can use this as a way to catch people recovering high. The Melon can kill marth off the top platform of battlefield/miiverse around 125% when gushed up. The key will obviously kill way earlier. Depending on when you z drop your fruit will also determine how high your fruit goes.
I'm sorry if this has been looked at before, but I don't think I've seen a pac really utilize the upwards water spout.
What percentages does it work at?I'm still a fan of:
item toss galaxian -> Fthrow -> Galaxian re-hit -> Inky. It's a quick 42% that is pretty consistent.
I usually only go for it at 0%, but I could see it working up until ~20% against most characters. The more optimal version of the combo is item toss galaxian -> Nair -> galaxian re-hit -> Inky, but heavy and fast falling characters tend to be able to shield before the galaxian re-hit.What percentages does it work at?
We got a clip of that on youtube yet?We've found out they z drop key-> hydrant drop -> Nair is a guaranteed shield brake
It's ok if you're wrong. We all make mistakes.Hi guys,
This is my first post on Smashboards. Nice to meetcha. Hopefully I'm not breaking any rules already.
Anyways, I've stopped lurking to share a (possibly) new bread and butter string that I discovered recently:
Fair > FF uair
I believe that using this string to replace the regular old fair > nair that everybody uses precipitates a huuuge step forwards in Pac's combo game. While the spacing is slightly trickier, this string does the same 15% as fair > nair, but due to uair's smaller knockback and upwards trajectory, allows for some nasty followups that can double that 15% damage output.
At low percents, the knockback from uair is so tiny that you just tack any other normal string that you might use right onto the end, which can lead to stuff like:
fair > uair > dash attack > uair (30%)
fair > uair > fair > nair (30%)
fair > uair > fsmash (31%)
(note that none of these followups even begin to include items)
Followups get much easier at mid-percent, (40-70), and it even becomes possible to footstool the opponent after popping them up with uair! This could possibly lead to a jab-lock scenario and massive damage, although I've not gotten it to work thus far. The only concern that I have is that these strings have only been tested in training mode and not against real players, so I have no idea as to if they can be successfully applied in game situations. If this does indeed work outside of training mode, we can try to optimize followups and become that much scarier. If all of this turns out to be useless, I'm sorry for wasting your time and will go back to Brawl forever.
A legit use for Dtilt? I'll definitely mess with that.Has anyone tested out dtilt>up b as a defensive option against grabs? For example, if Shiek goes for dash grab, dtilt should cover it. If Shiek approach with shield in front of us and blocks the dtilt, we can escape using up b.
I actually use that one quite a bit. It's gimmicky, but it can work. That said be careful, because a well timed OoS aerial will hit us before the key comes out, and worst case scenario may even cause us to drop it.We may wanna fool around with unspaced fair-to last minute retreat and then key throw-punish the shield grab attempt
Why isn't this getting more attention? If you combine this with z dropping, we can instantly launch hydrants whenever we have ANY fruit in hand. SH fair -> z drop fruit-> hydrant -> Nairhere's a replay showing how to do a fast hydrant launch without z dropping. im pretty sure ive seen abadango and few others utilize this, but i think its important for everyone to know. pretty simple, just short hop down b and buffer a nair. you can do this out of short hop fair making approaches easier.
I'm not sure cherry always launches if Nair gets stale.Why isn't this getting more attention? If you combine this with z dropping, we can instantly launch hydrants whenever we have ANY fruit in hand. SH fair -> z drop fruit-> hydrant -> Nair
Well yeah, but there are easier fruit to catch regardless.I'm not sure cherry always launches if Nair gets stale.
That said like ToxoT said, this isn't new; I know I picked it up from watching Abadango a while back (Although I may not use it as much as I should).
That's why you combine it with the z dropped fruit. They won't have enough time to launch it unless you are right in front of their face.Everytime I try this they hit it and it launches haha.
Honestly I don't think giving up a key is worth it for a grab. I'd rather just fair and fade away and keep looking for an opening to confirm a key hit.We may wanna fool around with unspaced fair-to last minute retreat and then key throw-punish the shield grab attempt
Honestly I don't think giving up a key is worth it for a grab. I'd rather just fair and fade away and keep looking for an opening to confirm a key hit.
While we're on the shieldstun stuff though, does anyone know if melon hit on shield -> fair their shield to grab the melon -> zdrop melon -> fastfall nair break shields/actually works?
Well, if it helps, I know that z drop galaxian -> bair -> second galaxian bounce does some heavy shield damage. I need to test whether you can follow up with another Bair however. You may need to auto cancel the bair though.I actually use that one quite a bit. It's gimmicky, but it can work. That said be careful, because a well timed OoS aerial will hit us before the key comes out, and worst case scenario may even cause us to drop it.
Basically it's good to use, but don't overuse it.
Apple, Orange and Galaga also work pretty well for the same situation.
IDK about a second Bair, but you can follow up with a Ftilt.Well, if it helps, I know that z drop galaxian -> bair -> second galaxian bounce does some heavy shield damage. I need to test whether you can follow up with another Bair however. You may need to auto cancel the bair though.
It may be.IDK about a second Bair, but you can follow up with a Ftilt.
That said I have been punished by quick Nairs before the patch. Maybe now it's a true blockstring?
What exactly do those numbers correspond to? Because I can almost guarantee if that's the number of frames added based on damage of the move, it is wrong; there is no way Nair gained an additional 7 frames of shieldstun.It may be.
View attachment 78890
http://kuroganehammer.com/Smash4/Wii Fit Trainer
These are the places where I'm getting my info from. It's what also makes me a bit skeptical about some of the safeness of the moves you described previously. WFT's Nair should still be able to be punished by trampoline and little mac's dtilt can still be escaped by trampoline as well.
That's how much shield stun it has now, not added on.What exactly do those numbers correspond to? Because I can almost guarantee if that's the number of frames added based on damage of the move, it is wrong; there is no way Nair gained an additional 7 frames of shieldstun.
Key and galaxian lock the opponent in shield long enough to drop a hydrant. Always drop a hydrant after the z drop if they shield for heavy shield pressureI have a video of some short combos resulting from z drop mix ups. How do you beat them if they shield a z drop, or is it a safe option? My favorite is yo punish roll aways by bairing them back into the fruit lol.