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Smash Dreamer
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Her Uair is a disjoint, but the hydrant travels through it because it can't do enough damage to launch it.How possible?
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Her Uair is a disjoint, but the hydrant travels through it because it can't do enough damage to launch it.How possible?
Everything I said in #227 is spot on. Pac-Man wins neutral and doesn't have to approach.https://www.youtube.com/watch?v=txrfFwrgkZE - game 1
https://www.youtube.com/watch?v=-JpMWXOx8Xo - game 2
https://www.youtube.com/watch?v=oHrPUZ1PMhI - game 3
My theory vs. Rosalina put into practice against a non-random player.
This is a top 15 player on Anther's Ladder.
If she really wants to play hardball and sit back with the lead, we can get a Key, Bell, Galaxian, or Melon in hand and walk to midrange. Since hand thrown fruit can't be picked back up, we risk nothing from her GP'ing it and can probably punish her for attempting to do so. If she blocks instead, take your time to KO Luma and continue until she realizes playing chicken with a 15% fast projectile, paralyzer, a combo machine, or a mine that Luma can't block isn't a good idea.And then, if Rosa gets the percent lead (unlikely) we can use my method of mid range aggressive play to gain it back.
Then proceed to sit back and camp her out again lol.
I have to say, reading these boards on top of revisiting the matchup has at least convinced me that the matchup is not unwinnable. It is going to take an extra amount of work in the matchup for the results to start swinging in my favor.@NachoOfCheese
@Paper Maribro
@NimbusSpark
@ revengeska
@Pacack
I've seen all of you mention something negative about Rosalina. Take a look at these because they show exactly why I'm hard pressed to give her an advantage in the MU anymore.
Everything I said in #227 is spot on. Pac-Man wins neutral and doesn't have to approach.
And @4:25 in game 1 shows why Rosalina can't sit back and shield. Luma dies.
Shooting star bits is a worse Falco laser. The way around those is to hide behind or above hydrant, and launch, the end lag will likely lead to a reaction GP or shield. Letting you alleviate that pressure.I have to say, reading these boards on top of revisiting the matchup has at least convinced me that the matchup is not unwinnable. It is going to take an extra amount of work in the matchup for the results to start swinging in my favor.
However, I currently live in a world of customs, being currently legal in our local tournaments. Shooting star bits have proved to be devastating as it appears to force the approach. The only times I've found where fruit could be charged is when Rosalina is in a disadvantageous position(returning to stage, up in the air, etc) or off-stage(Rosa going after you can be a scary thing). I did recently post a few videos on YouTube against perhaps Minnesota's top Rosalina player, those should outline some of my struggles.
Good job on those matches by the way. I've only watched the first one so far but will get to the other two.
Edit: I know, I know, power pellet. I'll try that to see if it'll block star bits on the ground when I get a chance.
Grounded pellet does block grounded shooting star bits. In customs, we have even more of an advantage with the on fire hydrant. If Rosalina doesn't GP it away immediately, Luma will die on the ground with near certainty. Go plant it near her and force her to do something about it. Use it to heal yourself or punish her.I have to say, reading these boards on top of revisiting the matchup has at least convinced me that the matchup is not unwinnable. It is going to take an extra amount of work in the matchup for the results to start swinging in my favor.
However, I currently live in a world of customs, being currently legal in our local tournaments. Shooting star bits have proved to be devastating as it appears to force the approach. The only times I've found where fruit could be charged is when Rosalina is in a disadvantageous position(returning to stage, up in the air, etc) or off-stage(Rosa going after you can be a scary thing). I did recently post a few videos on YouTube against perhaps Minnesota's top Rosalina player, those should outline some of my struggles.
Good job on those matches by the way. I've only watched the first one so far but will get to the other two.
Edit: I know, I know, power pellet. I'll try that to see if it'll block star bits on the ground when I get a chance.
Heh, we seem to playthe rosa matchup very differently. I didn't realize mid range camping was so effective; I tend to play a lot like Shiek or Mario would: Find an opening and once I'm in be super aggro until she forces me back out.@NachoOfCheese
@Paper Maribro
@NimbusSpark
@ revengeska
@Pacack
I've seen all of you mention something negative about Rosalina. Take a look at these because they show exactly why I'm hard pressed to give her an advantage in the MU anymore.
Everything I said in #227 is spot on. Pac-Man wins neutral and doesn't have to approach.
And @4:25 in game 1 shows why Rosalina can't sit back and shield. Luma dies.
Funny. I just watched basically the entirety of the last airbender this weekend and thought about with element I was closest to. If this game is any indication, it's water. Water represents change in that show, the key trait of the watebenders' fighting is adaptation. That's Pac-Man in a nutshell. We adapt to the MU. Specifically for the Rosalina MU, I did what the waterbenders did best. Noticed GP, adapted to GP, and made her greatest strength one of her weaknesses in the MU since we can take advantage of it. Can anyone else force Rosalina to approach like we can?Heh, we seem to playthe rosa matchup very differently. I didn't realize mid range camping was so effective; I tend to play a lot like Shiek or Mario would: Find an opening and once I'm in be super aggro until she forces me back out.
It also seems to work.
Good to see multiple styles can work on this character.
No one in this game has that ability except for us. Fire elemental here.Funny. I just watched basically the entirety of the last airbender this weekend and thought about with element I was closest to. If this game is any indication, it's water. Water represents change in that show, the key trait of the watebenders' fighting is adaptation. That's Pac-Man in a nutshell. We adapt to the MU. Specifically for the Rosalina MU, I did what the waterbenders did best. Noticed GP, adapted to GP, and made her greatest strength one of her weaknesses in the MU since we can take advantage of it. Can anyone else force Rosalina to approach like we can?
Shooting star bits is a worse Falco laser. The way around those is to hide behind or above hydrant, and launch, the end lag will likely lead to a reaction GP or shield. Letting you alleviate that pressure.
I did use On Fire Hydrant during my games. My opponent agreed with me when I surmised that it does real work in the matchup. Power pellet blocking does appear to be the way to go though as I can't really use that hydrant custom for that purpose. I'll have to put in some more work when I get the chance.Grounded pellet does block grounded shooting star bits. In customs, we have even more of an advantage with the on fire hydrant. If Rosalina doesn't GP it away immediately, Luma will die on the ground with near certainty. Go plant it near her and force her to do something about it. Use it to heal yourself or punish her.
BTW Guardian Luma will still suck in our projectiles, but it does not work on hydrants.
As far as the matches go, I'd say do what I did in mine. Like you said, power pellet is key.
I would agree if it wasn't for the stage list. It screws us over somewhat, or at least my strategy.Everything about this matchup is screaming "even" to me, so I'm going to have to disagree with Dabuz there.
I did not think about this, and when I upload the stuff you'll see spots where this could've helped a lot.I also theorized with using Utilt to launch the hydrant and prevent rosa from jumping
Or slampoline since she has a ledge reliant recoverySo with customs on, and Rosa takes Shooting Star Bit and Luma Warp, this means:
-Shooting Star Bit can be baited by charging fruit, giving you a free GP-proof projectile (Preferably Key)
-Luma Warp can be baited by jumping in Luma Warp range into a crispy Luma-crêpe.
And we gain balloon popper PPJ and torture chamber On-Fire Hydrant.
You just can't get this kind of enthusiasm around here anymore lol. I love it!Hello! I am back! This is my last post talking about Pac Man vs RosaLuma!
Now when it comes to RosaLuma and her air attacks, the completely counter Pac Man's. Her air attacks are disjointed so if you try to Bair or Fair when Rosaluma Bairs or Fairs, Pac Man will most likely get damaged. When it comes to Uair and Dair, just use Hydrant when RosaLuma uses Uair. Rosaluma's Uair does not give enough damage to knock away the Hydrant and as it is disjointed, Hydrant will go through and still hit RosaLuma, countering Uair. Rosaluma's Dair is where I suggest you just air dodge. I haven't found a way to counter or punish dair very well.
Well I think that is all I have to say about the Pac Man vs RosaLuma match up.
RosaLuma can put on much pressure on Pac Man and if RosaLuma player plays Offensive well, it can be hard to charge Bonus Fruit and make traps. Other than that I would rate the match up a...
60-40 Pac Man having a slight advantage or a 50-50 Even.
Thank you for the welcome! And I love Pac Man! You can give me any character and I'll try my best to tell you everything I know and what Pac Man can do! I know the talk about Sonic Happened already but I wanna talk about Pac Man vs Sonic Match up sooner or later. I also wanna talk about Pac Man vs Caption Falcon because CF gives me the most trouble.You just can't get this kind of enthusiasm around here anymore lol. I love it!
I like you. Thanks for contributing and welcome to smashboards!
This used to give me a lot of trouble but not anymore. Use the Dire Hydrant, it takes the teeth out of his offense. Capain Faclons love to run in a grab or dash. When they do that Just Down b, it beats both, it beats his areals that he loved to when you're in the air as well. When/if he catches on and starts running and shield just mix up between Dire hydrant and retreating backwards, when you're coming from the air, and grab when you're on the ground. It will throw his entire offense out of whack.Thank you for the welcome! And I love Pac Man! You can give me any character and I'll try my best to tell you everything I know and what Pac Man can do! I know the talk about Sonic Happened already but I wanna talk about Pac Man vs Sonic Match up sooner or later. I also wanna talk about Pac Man vs Caption Falcon because CF gives me the most trouble.
I've got some massive dumps on this guy sitting around.
http://smashboards.com/threads/pacm...iscussion-thread.370926/page-16#post-19151019
http://smashboards.com/threads/pacm...iscussion-thread.370926/page-16#post-19136270
I've yet to see orange, galaxian, and strawberry beat it
I agree Dire Hydrant works well in this match up but it's still very difficult, I think I defer to BSP's idea of primarily relying on the trampolene in this match up, Remember aside from just blocking sonic can also full hop out of his spin dash(at least one of em I know for sure) between that and his regular lightning fast dash do not under estimate Sonic's movement flexibility. With Dire Hydrant alone I'm comfortable against Captain Falcon and Little Mac, but much like Shiek I think sonic still remains a problem.I HIGHLY recommend dire hydrant in this matchup. It completely changes the game. Sonic no longer runs through our hydrant, but instead is forced to approach us through dire hydrant drops. His usual spin dash approach loses to dire hydrant and dash grab loses. Sonic is forced to run up and shield as his only real approach option which can be predicted and grabbed. If sonic tries to mix this up however, you can confuse him by switching up your options like dash attacking if he tries to roll back, using trampoline, running back and pivot grabbing, etc.
It becomes a guessing game in our favor because sonic is the one forced to mix up his approach first, and loses if he makes the wrong guess. Trampolines only further his difficulty approaching.
SH retreating fair normally didn't work on sonic due to his speed, but with dire hydrant, we can punish him for trying to run after us. When he runs in, drop a dire hydrant. This is more effective than the past two hydrants due to the bigger blast radius of the dire hydrant, and due to how high the dire hydrant sends us upward. This beats a potential spin dash punish too. You condition sonic to run up a shield by doing this, which gives you the opportunity to fast fall into trampoline or fast fall into a jump on sonic's head -> Nair which connects for some reason lol.
Dire hydrant is all about making the opponent's approach a guessing game of frustration and big damage/punishes in the long run.
Still trying to find more uses for enticing power pellet, but I have found out that it can make the entire ledge unsafe if you leave the pellet around the ledge while the opponent tries to recover. They get pulled into the attack instead of clipping into the ledge.
This is outright fatal if you also mix in stationary melons guarding the ledge (why don't we do this more?? People like lucario and sonic literally can't recover.)
Straight up pull the opponent into both the melon and the side B which can lead to a kill at around 65-70%
I seriously thought you were talking about Ike.Ok So First I'm gonna talk about Close Combat.