TheUndeadReturns
Smash Cadet
- Joined
- Feb 28, 2015
- Messages
- 49
- NNID
- House0fFastFood
Let's get right down to it, GW wins this matchup.
Dealing with the Hydrant:
First what you need to know it when the hydrant will be brought into play. When it's the very first move after the match started, I'd recommend not challenging it.
It's often used when Pac is above an opponent, so just shield when he is, or move out of the way/force fall shield when you're in the air.
U-smash is the easiest way to deal with it imo, it's a fast attack that takes it out in one hit, and can be used from dash.
If you want the hydrant to go in a more horizontal arch, d-air it from the top. It'll go in any direction you're facing.
It's fairly obvious when a Pac main is going to use the fruit. Keys are often thrown at the hydrant, so don't spend a lot of time standing the the position for both to hit you.
As far as the Pac main taking out the hydrant without fruit, they'll usually b-air > f-tilt, or f-smash. They can also do various z-drop combos with fruit, or u-turn the Power Pellet while on-top of it.
Dealing with Fruit:
It's too easy to tell when they're going to throw the fruit at you. For example, when they respawn they're always going to throw a mango at you, whether or not you're facing them (b-reversing is possible before the fruit is thrown).
Learn any Fruit combos to deal with any situation.
(This section is without the hydrant)
Cherries are usually only used close-range and can result in a grab at lower %s.
Strawberries are used for edge guarding, from what I remember, or for quick zoning.
Mangos are often used to snipe off-stage or to zone.
Force-fall if thrown off-stage, and catch when ever possible.
Apples are used to hit opponents who are at a lower diagonal area. (Bottom right/left). Often brought out to edgeguard or to recover high with the Power Pellet.
Just don't get in that position, and if you do, be ready to avoid it.
Melons are used for off-stage setups. Sometimes thrown, then caught again (due to its slow speed).Usually hrown from a short-hop off the edge, then followed by a Power Pellet from the stage's lip to catch any air dodges or jumps.
I'd recommend force-falling to avoid the melon (or possibly catching it), then if the Pac main follows you down, punish and Gimp. It'd be best to not go too far off to avoid SDing (should be fairly obvious).
Galaga from what I remember, is thrown, caught immediately, then thrown right after, followed by a Power Pellet. It is also used to possibly land any f/b-airs for extra damage.
The Bell can possibly be used for long combo strings.
The only advice I can give is to not get hit. Its easy to catch the Bell in its awkward arch, but it's easy to get hit before you catch it too.
The Key is used with the hydrant quite a lot. Some Pac mains may throw it against a flat-ended stage (such as Omega Dr. Wily's Castle), and catch it again, it's often z-dropped right after a hydrant has been plopped down to instantly launch it at a foe.
Dealing with Hydrant/Fruit combos.
I'll list the only ones I can name off the top of my head.
The z-dropped key on the hydrant from earlier.
Throwing a Key against the water of the hydrant sends it at a 45 degree angle.
Z-dropping a Bell into the water of the hydrant causes it to go flying in a roughly 30-40 degree angle.
There are some more advanced combos I haven't seen a lot of before, and a lot of those I'll be linking below. After you know these, it'll be tough for any Pac mains to get you in the situations necessary.
http://www.youtube.com/watch?v=rn8OkI7wnIU
http://www.youtube.com/watch?v=Jdo320ZiL7U
These combos are important to understand as you can easily do them yourself if you catch any fruit, and the Pac is still throwing down Hydrants (they usually aren't, but keep it in mind). I'd recommend baiting a throw by standing behind the hydrant or looking like you're in tunnel vision mode when recovering high (usually results in them throwing the key).
Dealing with Neutral Pac-Man.
F-air is true. Sometimes it can be used to combo off-stage, but very rarely.
D-air is often used to cover get-up options.
When comboing a Pac, keep N-air in mind, as it'll break anything. Usually d-throw > u-smash nullifies that, or d-throw > f-tilt at lower %s.
Triple Jab is almost always used after dash attack, but sometimes they'll immediately roll. With that in mind, it's important to note the little end lag his dash attack has.
All his Smash attacks have long lingering hitboxs that usually out-live a spot dodge (Comparable to GW's f-smash from Melee/Brawl).
Easily gimped, but his recovery can get unpredictable. Expect Power Pellet mind games.
If you ever get grabbed and they d-throw you, DI away. The only follow ups they have are dash-attack (which isn't true and can be jumped out of) and f-air, if they suspect you'll jump out of the way again. DI-inch away makes it tough for them to land either.
Shield is your friend. Since Pac has the slowest and most easy-to-punish grab in the game, shielding/defensive play is Pac's main weakness. The only time the grab is from a dash, so expect it when you're shielding and they rush you. Just jump up or roll behind them.
If they're holding the fruit expect them to z-drop a lot. Don't put that too much into your head, as it's mostly a scaring tactic. Just don't go under them and you should usually be fine. If you're confident enough you could possibly even grab it yourself after they drop it, but it's not recommended.
That's about all I have to say. Even though I spewed a ton of info, the only way for you to truly learn it for yourself is to play the matchup. This is merely some heavy assistance.
Dealing with the Hydrant:
First what you need to know it when the hydrant will be brought into play. When it's the very first move after the match started, I'd recommend not challenging it.
It's often used when Pac is above an opponent, so just shield when he is, or move out of the way/force fall shield when you're in the air.
U-smash is the easiest way to deal with it imo, it's a fast attack that takes it out in one hit, and can be used from dash.
If you want the hydrant to go in a more horizontal arch, d-air it from the top. It'll go in any direction you're facing.
It's fairly obvious when a Pac main is going to use the fruit. Keys are often thrown at the hydrant, so don't spend a lot of time standing the the position for both to hit you.
As far as the Pac main taking out the hydrant without fruit, they'll usually b-air > f-tilt, or f-smash. They can also do various z-drop combos with fruit, or u-turn the Power Pellet while on-top of it.
Dealing with Fruit:
It's too easy to tell when they're going to throw the fruit at you. For example, when they respawn they're always going to throw a mango at you, whether or not you're facing them (b-reversing is possible before the fruit is thrown).
Learn any Fruit combos to deal with any situation.
(This section is without the hydrant)
Cherries are usually only used close-range and can result in a grab at lower %s.
Strawberries are used for edge guarding, from what I remember, or for quick zoning.
Mangos are often used to snipe off-stage or to zone.
Force-fall if thrown off-stage, and catch when ever possible.
Apples are used to hit opponents who are at a lower diagonal area. (Bottom right/left). Often brought out to edgeguard or to recover high with the Power Pellet.
Just don't get in that position, and if you do, be ready to avoid it.
Melons are used for off-stage setups. Sometimes thrown, then caught again (due to its slow speed).Usually hrown from a short-hop off the edge, then followed by a Power Pellet from the stage's lip to catch any air dodges or jumps.
I'd recommend force-falling to avoid the melon (or possibly catching it), then if the Pac main follows you down, punish and Gimp. It'd be best to not go too far off to avoid SDing (should be fairly obvious).
Galaga from what I remember, is thrown, caught immediately, then thrown right after, followed by a Power Pellet. It is also used to possibly land any f/b-airs for extra damage.
The Bell can possibly be used for long combo strings.
The only advice I can give is to not get hit. Its easy to catch the Bell in its awkward arch, but it's easy to get hit before you catch it too.
The Key is used with the hydrant quite a lot. Some Pac mains may throw it against a flat-ended stage (such as Omega Dr. Wily's Castle), and catch it again, it's often z-dropped right after a hydrant has been plopped down to instantly launch it at a foe.
Dealing with Hydrant/Fruit combos.
I'll list the only ones I can name off the top of my head.
The z-dropped key on the hydrant from earlier.
Throwing a Key against the water of the hydrant sends it at a 45 degree angle.
Z-dropping a Bell into the water of the hydrant causes it to go flying in a roughly 30-40 degree angle.
There are some more advanced combos I haven't seen a lot of before, and a lot of those I'll be linking below. After you know these, it'll be tough for any Pac mains to get you in the situations necessary.
http://www.youtube.com/watch?v=rn8OkI7wnIU
http://www.youtube.com/watch?v=Jdo320ZiL7U
These combos are important to understand as you can easily do them yourself if you catch any fruit, and the Pac is still throwing down Hydrants (they usually aren't, but keep it in mind). I'd recommend baiting a throw by standing behind the hydrant or looking like you're in tunnel vision mode when recovering high (usually results in them throwing the key).
Dealing with Neutral Pac-Man.
F-air is true. Sometimes it can be used to combo off-stage, but very rarely.
D-air is often used to cover get-up options.
When comboing a Pac, keep N-air in mind, as it'll break anything. Usually d-throw > u-smash nullifies that, or d-throw > f-tilt at lower %s.
Triple Jab is almost always used after dash attack, but sometimes they'll immediately roll. With that in mind, it's important to note the little end lag his dash attack has.
All his Smash attacks have long lingering hitboxs that usually out-live a spot dodge (Comparable to GW's f-smash from Melee/Brawl).
Easily gimped, but his recovery can get unpredictable. Expect Power Pellet mind games.
If you ever get grabbed and they d-throw you, DI away. The only follow ups they have are dash-attack (which isn't true and can be jumped out of) and f-air, if they suspect you'll jump out of the way again. DI-inch away makes it tough for them to land either.
Shield is your friend. Since Pac has the slowest and most easy-to-punish grab in the game, shielding/defensive play is Pac's main weakness. The only time the grab is from a dash, so expect it when you're shielding and they rush you. Just jump up or roll behind them.
If they're holding the fruit expect them to z-drop a lot. Don't put that too much into your head, as it's mostly a scaring tactic. Just don't go under them and you should usually be fine. If you're confident enough you could possibly even grab it yourself after they drop it, but it's not recommended.
That's about all I have to say. Even though I spewed a ton of info, the only way for you to truly learn it for yourself is to play the matchup. This is merely some heavy assistance.