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It's the same with all z dropped items. It didn't have enough momentum because it didn't fall for long enough. So it just landedWhy does the key not break the hydrant while z-dropping sometimes? I made a video of this
https://www.youtube.com/watch?v=SG93hlzs1dY&feature=youtu.be
Up throw kills veeerrry early on high platforms, like the middle platform in battlefield. It's also just a great throw in general for launching the opponent into the air (little mac, shulk, dedede...a lot of characters with a slow or poor air game hate this)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.
This sometimes happens to me even when I jump over it and then z-drop it. Distance is irrelevant, I believe it has to do with the key standing upright.It's the same with all z dropped items. It didn't have enough momentum because it didn't fall for long enough. So it just landed
The trampoline is extremely good out of shield when you're under pressure. It comes out extremely fast and breaks you out of trouble. It's also good to use when your opponent is shielding because it ignores them by nature.Anybody have good and/or reliable techniques with using the trampoline on the ground as an obstacle? I think it could be useful.
I'd also love to hear our approaches we use. One of the biggest things I need to work on is effectively getting close combat with PAC-MAN.
In the air with an item in your hand, press whatever your grab button is while the control stick is in the neutral position. Your item should drop.New to the forum, im having trouble z-dropping how is exactly is it done on the wii u cus im obvs not understanding
I've also been messing around with going deep for edgeguarding after getting them offstage with bair or something, thanks to the high speed of fair and nair, and pac's godlike recovery with his side b and up b. Reading with side b sounds potent as well though, gonna have to try thatThis is something that needs to be said, despite what we may like to hear...
Pac-Man lacks killing power. It's that simple. his smash attacks all come out fairly slowly, so for fast kills, you need your stronger fruits or just beat them until they're at 130-160%. Don't get me wrong, pac-man is great in other ways. he can wrack up damage like crazy, he can switch from camping to rushdown to combos and back at the drop of a hat, and he can recover from anything up to, and sometimes including, killing launches, but the man simply lacks the ability to kill.
That said, I've found a nice little combo that can kill around 80%, assuming the last hit connects. it's simple, just dash attack the opponent off the edge of the stage and hop into a side B aimed up. A fully extended power pellet hit will launch them pretty far, and at that position on the screen, you're close enough to the ceiling and wall boundaries that as long as that hit connects, they will die. the trick, though, is reading the opponent while sending out the pellet. try to aim for them a little, but typically go straight up. Usually they'll jump when recovering, and that tends to get them right in line with the pellet. if they don't, then you have to aim properly, and possibly let out the pellet early in order to hit them before they can air dodge. I'm not sure if a partially charged pellet will kill like this, but if you can hit with a full charge, it'll kill at mid to high percentages, and can usually set up a nice few recovery gimps from it.
I've managed to get it to work fairly reliably, but again, the issue is reading your opponent and understanding their weight-class. heavyweights might need more damage before this'll kill them. Also jigglypuff. ****ing jigglypuff can survive this hit.
Might have something to do with the specific upward angle he tilts the dots at the end, idk. Definitely has its uses if it can be controlled however.I don't know if it's ever been mentioned before...
@Tmacc linked this stream (http://www.twitch.tv/hylian88/c/5627617) on the Charizard forum, and since I'm bored at work, I decided to watch the whole thing.
At around 48:20, you can see Pac-Man being "launched" to the side after the horizontal side B gets blocked. That doesn't look normal to me.. Anyone know how to replicate this? We could make side B safer on shield!
I see what your saying. His, side-b ends, but he carries some extra momentum. That, I can't tell. I don't even have all the moves unlocked.I don't know if it's ever been mentioned before...
@Tmacc linked this stream (http://www.twitch.tv/hylian88/c/5627617) on the Charizard forum, and since I'm bored at work, I decided to watch the whole thing.
At around 48:20, you can see Pac-Man being "launched" to the side after the horizontal side B gets blocked. That doesn't look normal to me.. Anyone know how to replicate this? We could make side B safer on shield!
I just remembered. His smashes are a little slower, but you still have all the time to use them. What I mean is, you can set up with Fruit or Hydrant.This is something that needs to be said, despite what we may like to hear...
Pac-Man lacks killing power. It's that simple. his smash attacks all come out fairly slowly,
Wait…https://www.youtube.com/watch?v=CkSO1tfrgn0&feature=youtu.be
I uploaded a video of me using it in a couple matches. The ROB was beating me pretty bad in that match; the key was the only reason I was able to come back.
z-drop key into hydrant, hydant is hit instantly and flies towards them with the chance of hitting them with key, dropping hydrant, and launched hydrant all one after another.What do you do with it then that you can't just throw it? That's too much work just to zdrop
You can drop the key first then drop the hydrant. This launches it almost every time. If you do it the other way around... it's inconsistent, and we still haven't figured out why.But zdropping isn't damaging the hydrant at all. It's very inconsistent. I don't think it's just height, unless you need to time it a certain way since the update.
Adding to this, don't plan where you'll launch the Hydrant either.I learned something important when playing as pac-man yesterday. When zdropping, using your hydrant, or just about anything really, rather than planning an outcome and attempting to make that happen, just do your thing and attempt to react to whatever happens.
I was able to be much more flexible with just throwing my stuff out and improvising, rather than trying to anticipate what's going to happen next. Hydrant doesn't launch from a zdrop? Not the end of the world, just see where the opponent is and see if you can pick your fruit back up again. If not, don't sweat it, plan a retreat or an alternate attack method. I don't know what do you guys think?
I have pulled off so many combo's because I wasn't planning them. Improvising does work!I learned something important when playing as pac-man yesterday. When zdropping, using your hydrant, or just about anything really, rather than planning an outcome and attempting to make that happen, just do your thing and attempt to react to whatever happens.
Update on this. Up throw into standing Power Pellet aimed towards the falling opponent works very well. At the higher percentages, I.E. when they start going off the top of the screen a little, you can jump into the pellet to ensure you can reach them and can kill them.I've found a nice little combo that can kill around 80%, assuming the last hit connects. it's simple, just dash attack the opponent off the edge of the stage and hop into a side B aimed up. A fully extended power pellet hit will launch them pretty far, and at that position on the screen, you're close enough to the ceiling and wall boundaries that as long as that hit connects, they will die. the trick, though, is reading the opponent while sending out the pellet. try to aim for them a little, but typically go straight up. Usually they'll jump when recovering, and that tends to get them right in line with the pellet. if they don't, then you have to aim properly, and possibly let out the pellet early in order to hit them before they can air dodge. I'm not sure if a partially charged pellet will kill like this, but if you can hit with a full charge, it'll kill at mid to high percentages, and can usually set up a nice few recovery gimps from it.
I've managed to get it to work fairly reliably, but again, the issue is reading your opponent and understanding their weight-class. heavyweights might need more damage before this'll kill them. Also jigglypuff. ****ing jigglypuff can survive this hit.
If the opponent punishes you for the end frames of Side B, you could Side B into a trampoline that is not in use.Anybody have good and/or reliable techniques with using the trampoline on the ground as an obstacle? I think it could be useful.
I'd also love to hear our approaches we use. One of the biggest things I need to work on is effectively getting close combat with PAC-MAN.