busken
Smash Ace
- Joined
- Nov 28, 2014
- Messages
- 677
In an attempt to know our tools better by sharing knowledge, I have decided to make this thread. In this thread, we will discuss a certain move week by week and how we can apply it in game play. Information of the move such as frame data, damage, hitbox duration, shield damage, end lag, zoning option, kill option, close range option, will all be encouraged. My only request is that when giving information, please be sure to be succinct as possible. Walls of text can be misleading, hard to understand, and overwhelming. Getting information from other sources are encouraged as long as they are valid. Lastly, be a champion of open-mindedness. Don't ever think that x won't work because of y. Don't label something as bad if you haven't even tried it. The ultimate goal of this is too gather specific information on each respective move to advance our gameplay and knowledge of PAC-MAN.
Aerials
Aerials
F-air Analysis
Overall Rating: 3.4
Pac-Man’s front air attack does 5.3% is active from frames 5-8, can be auto-canceled, and has 16 frames of landing lag. On most of the cast at low percents, it can follow up into any aerial with the correct directional influence. Most reliable follow up option is neutral air, due to it’s frame data. Due to the lack of range and disjoints approach with Pac-Man’s front air attack is not a viable option. The safeness of Pac-Man’s Front air attack depends on the vertical hurtbox of the respective target, and initial dash speed. Against characters such as Zero Suit Samus, Shulk, and Rosalina and Luma, a properly retreated F-air is relatively safe. However, characters such as Diddy Kong, Jigglypuff, and Mario require you to be closer to extend to their hurtbox ultimately making it not as safe. Additionally, Characters such as Fox, Little Mac, and Sonic have the initial dash speed to punish your landing. To counteract this, fast falling into neutral air and dropping a hydrant are good options. Ultimately, due to the little cooldown and quick start up Pac-Man’s front air attack it is safe on shield while retreating. Alone in neutral, zoning with F-air is not a viable option as the hitbox does not last long enough to create pressure, and poses too much risk. However, Double Short Fair is good to catch a ledge get-up option. To maximize the potential of the this move, SH retreating and auto-canceling is mandatory.
N-air Analysis
Overall Rating: 3.4
Pac-Man’s front air attack does 5.3% is active from frames 5-8, can be auto-canceled, and has 16 frames of landing lag. On most of the cast at low percents, it can follow up into any aerial with the correct directional influence. Most reliable follow up option is neutral air, due to it’s frame data. Due to the lack of range and disjoints approach with Pac-Man’s front air attack is not a viable option. The safeness of Pac-Man’s Front air attack depends on the vertical hurtbox of the respective target, and initial dash speed. Against characters such as Zero Suit Samus, Shulk, and Rosalina and Luma, a properly retreated F-air is relatively safe. However, characters such as Diddy Kong, Jigglypuff, and Mario require you to be closer to extend to their hurtbox ultimately making it not as safe. Additionally, Characters such as Fox, Little Mac, and Sonic have the initial dash speed to punish your landing. To counteract this, fast falling into neutral air and dropping a hydrant are good options. Ultimately, due to the little cooldown and quick start up Pac-Man’s front air attack it is safe on shield while retreating. Alone in neutral, zoning with F-air is not a viable option as the hitbox does not last long enough to create pressure, and poses too much risk. However, Double Short Fair is good to catch a ledge get-up option. To maximize the potential of the this move, SH retreating and auto-canceling is mandatory.
N-air Analysis
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