dragontamer
Smash Ace
- Joined
- Mar 29, 2008
- Messages
- 514
- NNID
- dragontamer5788
I just did a few things in Training mode, so I felt like sharing. It seems like PacMan has a lot of potential in Ultimate. I haven't seen anyone really do strategies with his new fruit recycling mechanic, so I thought I'd do a few bits on it.
https://www.youtube.com/watch?v=YUeM7IRNms4
Hydrant launch angles have changed. Hydrant (Launch with Melon -> Dair recatch Melon) seems like a great ledge-guard tool, leaving Melon in hand (for Z-drop, Down-Throw, or recycle-throw).
Fair->Fair gimps are done at far earlier percents: like 30% or so. Fair->Fair->(Fair)->Key seems like a good potential way to get a lethal blow in, or at least force opponents to air-dodge when far out of the stage.
Hydrant -> Bair -> Jab1 (far hitbox) reliably throws the hydrant backwards. There's a close hitbox on Jab1 which throws the hydrant forwards. The backwards jab seems excellent as a potential ledge-trap or 2-frame punisher.
Galaxian -> UAir (recatch) seems to have a lot of combo potential. In Smash4, there was a difficult to execute true combo into a 2nd Galaxian throw, but the Galaxian-recatch would be important to recharge up to key during the midgame.
UThrow -> UAir -> UAir is a true and easy combo in training mode.
Pacman's FSmash is way faster and way more powerful however. Hopefully Pac-Mains figure out reliable combo setups into the Key or FSmash. PacMan's combo potential seems pretty decent (not Luigi level or anything...) the only issue is figuring out a kill combo or sequence. Galaxian -> Side-B does work as a combo, but not at kill-percents.
Side-B seems like a solid kill move, if you can somehow pull it off. I'm not creative enough to come up with a potential application however.
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Neutral B -> cancel seems a touch faster than before. But do NOT enter shield state, shield-state is severely nerfed in Smash Ultimate. Gotta practice flicking that R or L button nice and quickly to put away fruit-charges more quickly.
https://www.youtube.com/watch?v=YUeM7IRNms4
Hydrant launch angles have changed. Hydrant (Launch with Melon -> Dair recatch Melon) seems like a great ledge-guard tool, leaving Melon in hand (for Z-drop, Down-Throw, or recycle-throw).
Fair->Fair gimps are done at far earlier percents: like 30% or so. Fair->Fair->(Fair)->Key seems like a good potential way to get a lethal blow in, or at least force opponents to air-dodge when far out of the stage.
Hydrant -> Bair -> Jab1 (far hitbox) reliably throws the hydrant backwards. There's a close hitbox on Jab1 which throws the hydrant forwards. The backwards jab seems excellent as a potential ledge-trap or 2-frame punisher.
Galaxian -> UAir (recatch) seems to have a lot of combo potential. In Smash4, there was a difficult to execute true combo into a 2nd Galaxian throw, but the Galaxian-recatch would be important to recharge up to key during the midgame.
UThrow -> UAir -> UAir is a true and easy combo in training mode.
Pacman's FSmash is way faster and way more powerful however. Hopefully Pac-Mains figure out reliable combo setups into the Key or FSmash. PacMan's combo potential seems pretty decent (not Luigi level or anything...) the only issue is figuring out a kill combo or sequence. Galaxian -> Side-B does work as a combo, but not at kill-percents.
Side-B seems like a solid kill move, if you can somehow pull it off. I'm not creative enough to come up with a potential application however.
----------
Neutral B -> cancel seems a touch faster than before. But do NOT enter shield state, shield-state is severely nerfed in Smash Ultimate. Gotta practice flicking that R or L button nice and quickly to put away fruit-charges more quickly.
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