kid craft 24/sonic master
Smash Lord
I'll try to record it as best as i can
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I remember doing this by accident before...I just do a short hop airdodge or short hop aerial and just as pac man is about to land i do hydrant. he does the animation but the hydrant pops up falling through the stage.
It's what I do when I recover and a DHD is spamming cans.Okay, I just realized something. If you side b into projectiles, you will stop the projectile, and pick up some health at the same time. This seems like it could be very useful against projectile characters. You have to side b into the projectile when it is close to you for it to be beneficial.
explain this. I've always had a lot of end lag after side B, so any way to cancel out of that would be very helpful.By the way, does anyone know why sometimes when you side b into something, you're able to jump immediately after, but other times you are not able to do anything for a while?
I think someone mentioned that before on the second page of this thread... I'm not sure thoughSomething is wrong in the section on fruits. Specifically, this section:
"Strawberry - At first glance this fruit might seem rather pointless, however upon further inspection it has much more priority compared to cherry. This allows it to be used as a defensive option to combat some "spammy" projectiles, such as Link's boomerang, Lucario's smaller aura spheres, and even Sheik's needles if at the right height. The cherry is unable to do this, so the strawberry is your fastest fruit to defend from projectiles."
I don't know if this was the case before, but it's not now. The cherry is an amazing defensive option. The cherry will block a fully charged aura sphere for example.
There are other follow ups for the grabs. With a good read, up and back throw can be followed up with a side-b (up-b definitely less reliable), and forward throw can act as a nice finisher when combined with a short/full hop (depends on %age) key.probably something that should have been listed here a long time ago, and is very, very important to remember.
Pac-man's grab is not a normal grab, but it is not a tether grab, either. it's...something else. where as even a tether grab can grab someone right in front of you, pac-man's grab has inconsistent results on characters right next to him. Instead of aiming your grab like a normal one(I.E. rushing the guy and trying to grab in point blank), and instead of treating it like a tether(standing at range and expecting that slow, short ranged beam to connect), you need to use it just short of the person. Throw out your grabs just before you get in range of a normal grab. this will ensure you have the best chance to grab.
But wait, there's more. Pac-man's grab is rife for mindgames. your opponent keeps rolling behind you when you grab? then stop a little shorter during the grab. he's actively waiting to see you throw it out before dodging? pivot grab. the slow nature of the beam means you will grab him, even if(especially if) they dodge roll.
The sooner you unlearn how to grab like other characters and start stopping short/pivoting in unexpected ways, the sooner you will become feared even by the long melee range characters like Marth, DK, and Little Mac. No, you can't outrange them with your grab, but you can set up situations where your opponent runs into your grab.
oh, and this should go without saying, but down throw into dash is your friend for damage, up and back throw for launch and launch+damage, and forward throw if your opponent likes to jump immediately out of grabs or DI towards you.
I main pac-man. if I wan't to be able to mix things up and avoid losing to chronic shielders and camping dodge rollers, I gotta know how to work the beam.There are other follow ups for the grabs. With a good read, up and back throw can be followed up with a side-b (up-b definitely less reliable), and forward throw can act as a nice finisher when combined with a short/full hop (depends on %age) key.
Yeah, I had trouble classifying it as a true tether as well because it absolutely doesnt act like one. I will endeavour to add these grab strats into my game though, you make some very solid sounding points.
I main him too, easily the funnest character in Sm4sh.I main pac-man. if I wan't to be able to mix things up and avoid losing to chronic shielders and camping dodge rollers, I gotta know how to work the beam.
I agree. Don't try to grab people who will be inside of Pac-Man's hand when he does the animation.Pac-man's grab is not a normal grab, but it is not a tether grab, either. it's...something else. where as even a tether grab can grab someone right in front of you, pac-man's grab has inconsistent results on characters right next to him. Instead of aiming your grab like a normal one(I.E. rushing the guy and trying to grab in point blank), and instead of treating it like a tether(standing at range and expecting that slow, short ranged beam to connect), you need to use it just short of the person. Throw out your grabs just before you get in range of a normal grab. this will ensure you have the best chance to grab.
It stinks that hydrant is sturdier making melon into hydrant not possible. But I still like to mention galaxian into hydrant is still viable. Not as fast but it still works hahaFixed the error with cherry priority, added Bellhop under combos, added key-grabbing strategy, and added/removed some things due to v1.04.
It really is a bummer! I just discovered something really insane with z-dropping and the hydrant. You don't have to jump at all, you just need to place the hydrant down, run off the side, and z-drop immediately. If you have the key, you'll launch the hydrant really fast. It's really a shame the melon can't do this too.It stinks that hydrant is sturdier making melon into hydrant not possible. But I still like to mention galaxian into hydrant is still viable. Not as fast but it still works haha
Not super experienced with this MU but eh ill tryhaving a little difficult with a match-up. any tips for a bowser that knows not to breath fire when you have a melon charged?
If you know he shields often grab. Players that prefer to wait for you to attack normally are just reacting without a true plan. Bait the tilts, punish with hydrant or fruit toss. Bowser is a very easy matchup because we can combo and punish all day. Also when approaching via air. You should retreating safely after the first fair.ages, I want him to dash in and launch it. it''l leave him open for a grab or a dash attack of my own. the problem is, he knows not to do this. if he launches my hydrant, I can punish, thus he didn't launch. the guy was good, he know how to perfectly space bowser's standing combo and his tilts. made it very difficult to approach, and near impossible to punnish since he wouldn't approach unless I was charging my fruit or he had already launched me, and only occasionally to breath on me. I couldn't do any air attack on him at all, because I could not approach without him either shielding everything instantly, or spamming his standing combo untill i tried an air approach, which he could then easily shield and punnish.
Oh, and edgeguarding, he doesn't need to be off stage to edge guard, he just needs to be a roll distance away and side til to kill you if you jump up, roll, attack, just stand up, or anything from the ledge. on option was a really high jump, and if I did that, he just Faird me. I need some solid tips for bowser that I can exploit if I ever have to deal with this again. Honestly, the guy outranged all my attacks, had priority on nearly all but my slowest ones, and completely walled any approach I tried. it can get annoying having to fight someone like that, so I want a way to abuse the **** out of them if anyone tries that again.
I do not think it was the hit box going below, but rather Captain Falcon reaching through the stage. If he sweet spotted he shouldn't of been so utterly wrecked.
Forward throw can be used in combination with a key at kill percent and is fairly easy to land. Back throw can be followed up with side b at lower percents as a tech chase. Not so sure about up throw though to be honest.Hey guys. Since I got the Wii U version of Smash 4 I've started practicing with Pac-Man again, he feels much better with the improved controls and visuals and as a result I perform much better against Little Macs and Rosalinas.
I want to talk about Pac-Man's grab. I know it's pretty slow, will whiff even when the ending rays are touching the opponent, and is very easy to punish. But I still think it's decent. The grab box is still larger (wider, longer) than most other non-tether grabs. It stays out longer, too, which I think makes it useful for capturing players who roll a lot (trying to catch a heavy roller with Mario's or ROB's grabs takes much more precision). Sometimes I'll run and throw out the tractor beam and my opponent will attempt to punish, but gets grabbed instead. It works 90% of the time when you use it like that (especially on Mac and Falcon), rather than trying to do it OoS.
His down throw is also decent. It's oftentimes a guaranteed Key or dash attack, and the throw itself does a respectable amount of damage (10% I believe?). I don't know of any uses for the other throws, which is a shame because back and up throw look really really cool.
Thoughts?