Nope.
And honestly I can't imagine it's something I'm going to get any better at unless I sit down for 30 minutes and practice it, and which is unlikely to happen because i have know one irl to practice with. I just realized that fair the fire hydrant(I've sen Abadango do a reverse u-air which looks great for this as well)like what was reccomended against Duck Hunt, would be much better to punish Rosalina out of the gravitaitonal pull than the on-fire hydrant(that was a part of your strategy as well irrc), so that'll be my gameplan for next time. Hopefully it works.
It's not that hard. All you need to do is a get a feel for GP's range, and then get used to doing it on reaction to Rosalina using it. I play DDR a lot so that has probably upped my reaction speed, but it shouldn't be that hard.
I'm having a little trouble understanding your next part. My strat is constantly fair launching hydrants when it's safe to force Rosalina to do something in neutral. If she insists on GP'ing it away, I'll keep going until I'm back at 0%. I'll get some fruit in my hand too if she really wants to play the waiting game.
@
BSP
I sent you the vids, and when you get a chance critique my match in the video thread please.
Thanks. I watched them, but they sorta confirmed my fears about Pac-Man in teams. In every match, you had the highest amount of team attacks. IDK if the other team lauching your hydrant and it hitting your partner counts as a team attack against you. Regardless, it's still not something I don't want to happen. Hydrant is our main landing cover tool, and once it's spent in teams there's a good chance it'll be used to hurt your partner. On top of that, you can't just launch it willy nilly because you might hit your partner too.
Plus, Pac-Man takes time. Time messing with hydrant and charging time is time not spent helping your partner, double teaming someone, or even worse leaving your partner to get double teamed. Until Pac-Man gets to key, he doesn't have a quick projectile to bail his partner out if something bad happens.
The opponents you two played are good players individually, but I think their teamwork could've been better. For example, if that would've been me in there, any time I noticed you and your partner were on separate sides on the stage with you charging something I would make a beeline toward the other side to double team your partner. Unless you're at Key, I know we're safe from quick long range retaliation. Furthermore, I can be pretty sure that you're not going to throw unless your partner is out of the way.
IDK if I did that when we played, but that's the smart thing to do in teams. If I'm playing the Mario + Sonic team that I'll be doing soon, a Sonic grab can mean death at ~50% because his Bthrow and Dthrow are easy to confirm Mario's Fair off of. Otherwise, a simple team combo can be 25%+ in less than two seconds, outpacing Key by a long shot. I'd rather be close to my partner than charging.
https://youtu.be/hICSr-MY1ug?t=129 - right there is the problem I'm envisioning, If red team would've gotten a grab, Mega Man would've died. Pac-Man didn't have Key to support, and he's too slow to get over there himself.
Again, this may just be my style. I believe that Mekos' (top Brawl Lucas, one of the best teams players) doubles strategy is best. Be dynamic, focus on team spacing, team combos, and sandwiching your opponents to limit options and cause big damage. Lucas had a bad grab like us, but he made up for it with an amazing shield pressure game, punish potential, healing potential, and throw followup potential.
-Our jabs, Utilt, Uair, Ftilt and Dthrow all set up team combos really well. Abuse this.
It's a shame our grab is so bad, because our throw setup potential and follow up potential off of a partner's throw is amazing with Dthrow, Key, and Side B.
-That red trampoline at the ledge thing is so dumb in teams. Set it up quickly then ignore the guy on the ledge to team up on the other guy. Depending on the character, some have no options other than to wait it out. This means either they insta-die, or they let you 2v1 their ally for the trampoline's duration.
Legit idea.
-Trampoline is super useful for saving allies, or keeping an enemy separated from his ally.
True. I'm teaming with Sonic though, so I shouldn't have to save him. Latter part is a good consideration though.
-Both hydrant launch and hydrant water are super disruptive. Depending on the way your team plays and the way the opponent's team plays, using these to disrupt the flow of the game can be very effective. Even just leaving the hydrant out is effective. If the opponent wants to launch it, it still hurts his ally, greatly diminishing the rewards of turning our traps against us.
Between this and trampoline, it can make it difficult for an opponent to get back to his ally.
Yeah, my Sonic buddy said they got in his way
I'm OCD about team attack potential too. I'd rather avoid it at almost all costs.
-When teamed with a character with strong KO moves, you alleviate the issue of killing with Pacman while still being able to rack damage up quickly.
Even if you aren't, confirming Side B off of your partner's throws is extremely powerful.
All of this being said, I haven't tried Pac-Man seriously in a teams match yet. Maybe I'll experiment more online (>_>), but I don't see myself staying on him for doubles.
https://www.youtube.com/watch?v=noRI0fom5dU
Ike in this set is the same style I play teams. He lets Rosalina be the aggressor and backs her up + does powerful conversions off of her stuff. I don't think Pac-Man is the character for that style.