Edit: Unless I'm screwing something up, Pac-Man can't fast fall after using trampoline until he's at about the same height he started from when he launched. As such, it didn't change any of my homing attack results
As meleebrawler said, Sonic can press the special button mid charge to launch a faster HA at the cost of damage and accuracy.
I didn't think of fast falling after the trampoline, believe it or not. Silly me. I was focused on getting as much distance from Sonic as possible that it didn't occur to me. I'll try that out.
Pac-Man can't fast fall after trampoline until he's about level with his initial bounce point. Sonic could still hit me before I could get my shield up.
Fast falling doesn't change anything
Maybe you don't have to play lame against Sonic, but I don't see how we can be successful otherwise. His run speed + our grab =
Yeah, it's pretty awful. I would suggest not using hydrant in neutral unless Sonic is really far away.
Good. At lower % though, I think he can spin dash / charge us for it, and quick homing attack (need to test vs. fast fall though).
Spin Charge is down B. Sonic doesn't hop, and the charging rings from the B presses are a bit more pronounced. It's multi hitting with about 2% per hit, so it should be easier to clank with.
And yes, Orange usually clanks. And yes, as I tried to tell the Sonic board, clanking doesn't accomplish much if we're using fruit to do it. We lose all charge progress, do no damage, and Sonic may even be able to grab some of them after clanking.
Speaking of Fruit vs. Spin Dash, I tried to do more testing on it and I keep getting inconsistent results. That first list I posted of which fruits usually lose and which usually clank or win stood, but I have no idea what determines when a clank will happen or not.
Probably.
I'm glad you're pushing back, because I can miss stuff. I'll retest with fast falling, as I was tunnel visioning getting as far away from Sonic as possible.
Regardless of what I find though, Sonic should be making a beeline for us 100% in this MU, using his speed, shield cancels, stopping, spin dash / charge, etc. to make us press buttons. The testing I did was near best case scenario with Sonic standing next to the ledge while we're at center stage, so if he's any closer and you whiff a trampoline, it's going to hurt. He may not have guaranteed punishment (good), but I wouldn't expect much cover.
I am doing this with two controllers, one for each hand, so there's always the chance that one character isn't optimal too. For example, I can't spin shot over the trampoline with Sonic while also trying to make Pac-Man retreat and fast fall.
I also did more testing on up B OoS vs Spin Dash / Charge. I'll amend my previous post so that misinformation isn't floating about.
Vs, Spin Dash, up B OoS seemed to work if I did it at the right time without Sonic jumping out of the SDR. However, and this is a big however, I don't know how Sonic jumping out of SDR affects this. If he has his Double jump and he baits the up B OoS, he can jump back and then HA our trampoline landing or something.
Vs. Spin Charge, I got inconsistent results. The trampoline would always come out, but sometimes Pac-Man would get tapped by Sonic for ~2%, then Sonic bounced up. Other times, Sonic gets interrupted completely and gets hit by the up B. Weird. Once again, I don't know how Sonic jumping out of the SCR changes this.
I can reconfirm that at point blank, Sonic will win the jab war. I'd also be wary of always trying to clank with spin dash / charge, because Sonic can mix you up and hit you for trying to do so by jumping out of the roll right before you need to press a button and quick HA you.
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I probably sound super negative about this MU, but that's because I just don't see what we can do safely. I want Pac-Man to be able to compete fairly in it, but his kit starts to fall apart against this guy due to his ability to ignore midrange combat and our zoning tools. We found answers for Rosalina, but I don't see what we can do against Sonic outside of be a
much better player / read everything he does.
Hydrant provides zero cover once it's on the ground (and Sonic's Uair and Fair will clank with it if timed properly; Bair launches it) and is questionable to throw out in neutral due to how fast Sonic can be next to you. Sonic players need to stop messing around with the hydrant and continue to focus on chasing us down.
Trampoline is extremely iffy on safety vs. Sonic. It's not safe at low %s on hit unless we grab a ledge, and if we don't hit him, he's back on us very quickly. If we try to full ledge camp with it, we give up all stage control and Sonic can abuse it for lagless aerials to pressure us with.
Throwing out hitboxes in an attempt to contain his running leads to you getting shield grabbed or spin dashed, while not doing anything offensive allows him to have his way with you. We could try to contain his running game, but our zoning tools are so easily bypassed by him :\ Everything feels like over-commitment, sheesh.
I don't think the MU is unwinnable for us by any means, but I feel strong Sonic advantage just because of how bad neutral is for us and the ineffectiveness of our usually effective containment options.
EDIT2: Ok, I ran into a Sonic that could beat my Mario on FG and tried a full ledge camp strategy with Trampoline. It's a lot more effective than anything else I've tried vs Sonic. Charging Bonus Fruit will take Homing attacks for Pac-Man, so we're safe from that. The only problem is when Sonic adapts and starts using the trampoline for lagless bairs. I will take that over dealing with his running any day though.
I'm going to keep testing this, but I could lean more so towards slight disadvantage for Pac-Man if this ledge camping remains effective. Camping it with trampoline essentially eliminates Spin Dash / Charge and Sonic's running from neutral. Problem: Sonic gets lagless aerials from trampoline and we give up all stage control, but the latter doesn't matter if Sonic can't get in on us without putting himself in danger.