You have a rather superior camping game as Pac-Man
compared to Lucario, so use that to your advantage and let him
make the mistakes rather than you.
"Camping" is dumb. No one should be camping in this game. I do recognize that full-screen is safe for PacMan, but it is also very safe for Lucario. Neither player can do anything to each other at full screen. So now there are two options:
1. Pacman advances to Lucario
2. Lucario advances to Pacman
In either case, the matchup enters "footsie" distance. Its unavoidable. You can't avoid the footsie.
Either the PacMan player approaches to footsie distance to gain the stage positioning advantage, or the Lucario player approaches. I typically prefer to advance to footsie distance to take the stage positioning advantage... because Lucario really has
no issues short-hop microsphering / wave-bouncing his way into footsie distance and capturing the advantage himself.
Hydrant can shield you from uncharged spheres well, and
if he's prone to throwing big ones at your hydrant
First: Lucario microspheres (partially charged) easily breaks hydrant in one strike at the 130%+ point. Which tells you how freaking scary microsphere pressure is. Each tiny sphere does above 10% damage, and even slightly charged ones easily break the 13% needed to launch hydrant. If I sit behind hydrant, he launches it with at most two microspheres (often only one slightly charged one).
Lemme tell you a bit about microsphere pressure. He isn't "spamming" microspheres, he's placing them, timing them at the bottom of my jumps.
Second: Lucario begins to close distance and short-hop microsphere to catch me on top of hydrant after I drop hydrant. I'm not playing a "dumb" spammy Lucario. He sometimes even catches me during hydrant animation. Yes yes yes, I know that means I'm getting "read" with dropping the hydrant, but my point is that the opponent can
easily predict the hydrant and smack me with microspheres.
Third: Falling back onto the stage from an elevated platform is a massive disadvantage. Standing on Hydrant while it gets launched == potential KO. The Lucario player is very good at timing Aura Spheres on the bottom of my jumps, so I'm often forced to use my 2nd jump + quickfall to get back to the stage safely after Hydrant.
Its a
very small disadvantage to 2nd jump + quickfall, but Lucario is patient when I'm in the air, and attacks me at this point (Lucario does short-hop fair or Short-hop nairs). I could "land on" Lucario, but the risk of up-tilt or force palm is too great.
The grounded approach game seems like PacMan's best option.
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I don't know if its worse to be hit by an approaching Lucario Short-hopped Microspheres, or if its worse to be hit by your own hydrant from microsphere pressure. But both situations are pretty bad. In either case, you are left without hydrant and are left in the same position.
I've found that the best use of hydrant is an emergency 4th jump to mix up landing speed. But I can't find a use of hydrant in the Lucario matchup beyond that.
you can easily evade your broken hydrant and get some
fruit charging time.
I have
no issues charging fruit. That's not the issue. I am confident that I can enter the footsie with whatever fruit I want (I can let Lucario charge at me from full screen).
My issue is
winning the footsie. Which PacMan most decidedly does
not do. BTW: Cherry / Strawberry is my fruit of choice in footsies.
There's no point charging fruit when Cherry / Strawberry is frankly the best.
But Pac-Man's biggest ace in the hole for winning camp
wars might be his Power Pellet. Anytime a projectile comes
your way, just block it with your pellet and heal 2%.
I'll be honest. I didn't try the power-pellet technique. But it seems
very unlikely that it'd work against the Lucario player I'm thinking about.
Speaking of footsie distance... have you ever eaten a smash attack in response to a poorly placed FTilt? That's the level of Lucario that I'm talking about. Lucario's Forward Smash takes a microstep backwards, and he's quite good at footsieing inside of my range to bait a FTilt and punishing with Forward Smash.
And that's what I'm talking about. The risk/reward at footsie range is completely out of whack against Lucario. If I land my FTilt, I get an advantage in air combat, which is nice. If he lands a 130% Aura Forward Smash, I'm
straight up dead. Which is very nice for the Lucario player.
It doesn't help that well-spaced Lucario FSmashes are basically unpunishable unless I sidestep, or short-hop over it. Both of which put me in a precarious situation. (Opponent is good enough to punish sidesteps, short-hops put me in the air against his microspheres. A bad situation). I'm guessing that I just need to power-shield those FSmashes, but I've got my shield broken before by two microspheres + forward smash. So I'm not inclined to shield against a high-aura Lucario.
Preempting his smash attack with my own seems dumb. Dash attack to close the distance also seems dumb. I guess I can perfect-pivot into jabs, but unfortunately I'm not at that level yet. :-(
I have no issues against Lucario at full screen. Period. Its at "footsie" distance where Lucario offers extreme pressure against PacMan. Either PacMan can close the distance to "footsie" or Lucario can short-hop microsphere / b-reversal his way into the distance. In either case, the Lucario player is
well aware of this "blind spot" of Pacman, and positions himself inside of it.
And for what it's worth, you should consider Pac-Man lucky
his fruit stops Aura Spheres the way it does. Most projectiles
get straight up eaten.
While true. He's also quite adept at shield-canceling his Aura Spheres and catching my fruit. Then sending aura sphere spam my way, while holding my fruit... preventing me from fruit pressure.
My way around that is simply using fruit as a defensive / offensive measure, or by approaching behind the fruit and punishing his catching animation. But once I close the distance to "footsie" distance, I get stuck without a gameplan and lose.
High-level fruit, like Galaxian, Bell, and Key do a lot better. But that's a long way to charge and not a very strong advantage. Key puts some mental pressure on the Lucario, and he stops using Microspheres... alleviating the pressure significantly.
But similarly, if I hold onto key, then I enter footsies without cherry / strawberry spam. And I think that's the issue... the fruit of choice during footsies is cherry / strawberry. And I feel like I'd rather have cherry / strawberry to mess up Lucario's footsie gameplan, rather than Key.
Don't underestimate short-hop retreating cherry. It messes people up.