Tornado
Smash Apprentice
Hey can we get back to the track of what this topic is about? The 1.1.0 updates and not talking about the moveset we already have and matchups?
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I used to think Pac-Man would be broken with a normal grab, but I've retracted that to just "really good". His first version may have been broken with a normal grab, but not this one.Why?
Trampoline beats just about every ground moves that aren't disjoints or projectiles.
Hydrant is an anti-juggle tool and can be launched creatively.
Bonus Fruit has SOOOOOOOOOOOOOO many mixups it's not even funny.
Pac's grab also beats grabs' sworn enemy, spotdodge. Your opponent won't be really sitting there with shield, really. Like you said, trampoline beats shields. Considering Pac's wide array of strategies, a bad grab should be justifiable.
He just needs neutral offensive buffs. He's one of the few characters that doesn't have a reliable air kill move so damage/knockback buffs on his bair and nair would be GREATLY helpful.
There's a few routes they can take IMO
I'd have to agree with this. As amazing it must be for our overall game if our terrible grab was buffed, remember that Pac-Man's reward in terms of actually landing the grab itself isn't that huge when compared to a decent amount of the cast, outside of a pretty good pummel in later percentages. Whilst he can F-Throw to Key, do D-Throw combos with Dash Attack and things like that, we simply lack the insane combo abilities say... Mario or Falcon have, nor a fairly powerful killing throw, which both Ness and Mewtwo notably have.I used to think Pac-Man would be broken with a normal grab, but I've retracted that to just "really good". His first version may have been broken with a normal grab, but not this one.
Trampoline is amazing in general, but for shield busting purposes, it is still far inferior to normal grab. It only works at point blank (which good players will react to pac man running up), never sets up an edgeguarding situation (big because shielding vs Pac at high %? You'll take 7%, but you won't die), does 7%, and KO's at ~200%.
Oh, and his grab is iffy vs spotdodge. It only beats spotdodge if the opponent dodges in the beam range before the beam comes out. Once people understand this, they'll either roll or hit Pac-Man before the beam nabs them.
I left this as a comment on ZeRo's video about who he wants buff'd
I agree, I'd like the range to be completely fixed and adding a grab box to the beam retracting ESPECIALLY since the galaga item can catch people with its retracting beam. right now, if he were to fix the Grab issues, Floor Wall miss and gave us better throws. pac man would be fine (i secretly wish his down air would spike but im fine without it doing that)I'd have to agree with this. As amazing it must be for our overall game if our terrible grab was buffed, remember that Pac-Man's reward in terms of actually landing the grab itself isn't that huge when compared to a decent amount of the cast, outside of a pretty good pummel in later percentages. Whilst he can F-Throw to Key, do D-Throw combos with Dash Attack and things like that, we simply lack the insane combo abilities say... Mario or Falcon have, nor a fairly powerful killing throw, which both Ness and Mewtwo notably have.
Trampoline, yes, is a good tool. It literally does something literally not any other characters can't do - beat out both rolls and shields. That alone is amazing, considering that's it's meant to be a recovery.
And yes, against spotdodge, Pac's grab is probably the best grab at actually beat it out, although it still is noticed how inconsistent the grab frames in comparison to the animation for me to actually call it useful. Sakurai really needs to fix up this, not our glitches.
Against Sonic and Sheik his trampoline is a tad bit unsafe, but I've done it numerous times w/o getting heavily punished, especially if I hit them with it. I'm not spending the whole game making sure a tramp is out, but I'm substituting it for grab/jab when they get real close (which is how you beat Pac-Man), and it works splendidly since they can't really dodge it. Definitely one of his top tools, because even if they can punish you for it, it's minimal (at least from what I've experienced). Throw a melon on top of the tramp and you have another kill option, which is exactly what Pac-Man needs. Definitely worth the punishment tbh.I feel like it seems that people forget that when PAC-MAN trampolines, PAC-MAN enters helpless while the opponent doesn't. This means that if people actually just start to learn how to punish PAC-MAN after this, some of you may (hopefully) quit thinking it is an unbeatable super safe move with the opponent having zero options for punishing it. For example: Let's say someone is shielding and you trampoline them and then you are moving as much to the right/left as possible, wanting not to get punished. Since the opponent doesn't enter helpless and can start moving almost immediately (after the bounce), don't you think, if the opponent knows how to punish it (because they should know how to do it!) and their character actually can punish it, they will just follow after PAC-MAN and somehow read the situation? I definitely think that characters like Fox, Captain Falcon and Sheik can punish PAC-MAN in that situation! I know, it may not be easy, but I don't think it's impossible.
To the actual topic of this thread: It seems like they "reverted" the mechanics of the Hydrant and Trampoline so it now works how it worked in the previous patch. Interesting. Maybe his glitches and bugs takes so much time of his "balancing time" that they simply don't have time to look at his other moves? Nah, I don't think so. PAC-MAN having at least a bad (atrocious<terrible<bad<okay) grab is all I crave at this moment, among other things.
I thought so too. Need confirmation. Maybe I just don't taunt enough.New sprites added for pacmans up taunt??
It's always been like that. The 3DS version has had a different/faster grab since the Wiiu version for some reason.I noticed there is a slight Hurtbox change for pac-man's grab with this patch.
I checked it out on the older version on 3DS and it is 100% confirmed.
So in the old patch when pac-man does a grab his hand will point at the enemy and with 1.1.0 his hand will point at the sky instead to the enemy.
This makes his hurtbox a little bit smaller and swordfighter(like marth) cant't punish with an fsmash anymore when he misses the grab.
Up/Down Angled F-tilt had 4 frames of start up, being 1 frame faster than a neutral F-tilt. Hopefully there's more we're not aware of?So what were those changes?
The nerfs continue.At this rate, we're in for a tough ride. Maybe as people get better against Pac-Man and realize counterplay to all of his specials, they'll give us some love.
The very first time I ever played the Wii U version I thought that was the case but when I asked about it everyone told me it wasn't a thing so I assumed it was my mind playing tricks on me.It's always been like that. The 3DS version has had a different/faster grab since the Wiiu version for some reason.
Nah its definitely the case, Pacman continues to be the weirdest character on the roster. Its like they paid no attention to detail with him :\The very first time I ever played the Wii U version I thought that was the case but when I asked about it everyone told me it wasn't a thing so I assumed it was my mind playing tricks on me.
I am confused, all you seem to be doing is complaining about the fact Pac-man has been nerfed, and what buffs would make him better. Why not instead deal with the nerfs and play to the characters strengths. And if you can't deal with how the character is then why play him at all??Rant time!
The devs are starting to get on my nerves now. Up to this point, we've been nerfed like a top tier character, yet Pac-Man has never demonstrated top tier dominance in tournaments and has, IMO, the most exploitable playstyle since all of his main tools can be used against him. Are there loads of Pac-Man players curb stomping people on For Glory or something? What's with the big nerfs and tiny buffs?
We've received 1 MU specific buff, 1 minor buff, 1 minor nerf, and 4 critical nerfs over the course of patch history. I think that's comparable to Sonic, someone who was actually a consistent threat in high level tourneys.
Our grab remains atrocious while every other bad grab (except Yoshi, who hits like a truck anyway) has gotten buffs. Even Lucas, who hasn't been out for 2 months, got a grab buff while we retain dead zones and a deceiving beam range.
With all the buffs the swordsmen are receiving, I expect our MUs with them to get worse quickly. They already have massive, disjointed range over us, and now they're getting less landing lag + better throws.
At this rate, we're in for a tough ride. Maybe as people get better against Pac-Man and realize counterplay to all of his specials, they'll give us some love.
I'm complaining because I can, simple as that. It's pretty frustrating to see the character you put significant amounts of effort into get nerfed without compensation before he presents himself as a consistent threat. I discuss my ideas on what would make him better for the same reason: I just feel like discussing it.I am confused, all you seem to be doing is complaining about the fact Pac-man has been nerfed, and what buffs would make him better. Why not instead deal with the nerfs and play to the characters strengths. And if you can't deal with how the character is then why play him at all??
If I'm understanding this correctly, it's a (small...) buff. If the 5% hitbox happens later, I'm assuming the second strongest hitbox lasts for a frame longer, making it have more of a chance of connecting.I
The nerfs continue.
According to the Reddit's change list. https://www.reddit.com/r/smashbros/comments/3f8hvn/the_v110_patch_changelist/
Trampoline's 5% hit happens 1 frame later. Weird change considering the 5% hit doesn't happen until the apex of the jump (frame 11-14 now, rather than 10-14). On paper its a nerf, but it shouldn't affect pacmains too much I guess?
If anyone is able to verify this though, just incase. I'm not able to make sense of it.
http://opensa.dantarion.com/s4/mastercore3/diff/128-to-144/pacman_trampoline
Trampoline changes
0x3f800000, 0x1, 0x1,
0x3f800000, 0x0, 0x0,
Damage=5.000000, Angle=0x10e, BKB=0x50, WKB?=0x0, KBG=0x3c, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.800000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x1, 0x2, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0)
Damage=0.000000, Angle=0x10e, BKB=0x64, WKB?=0x64, KBG=0x0, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.000000, 0.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x1, 0x1, 0x0)
If thats the case then I really can't understand the reasoning behind such a arbitrary buff.If I'm understanding this correctly, it's a (small...) buff. If the 5% hitbox happens later, I'm assuming the second strongest hitbox lasts for a frame longer, making it have more of a chance of connecting.
Quit bieng an idiot.I am confused, all you seem to be doing is complaining about the fact Pac-man has been nerfed, and what buffs would make him better. Why not instead deal with the nerfs and play to the characters strengths. And if you can't deal with how the character is then why play him at all??
And those 3 or so frames can very well cost you the entire match with a character as setup heavy and precise as Pac-Man. It's frustrating.BSP is right though, Pac-man has received nerfs on almost every patch and barely any buffs to compensate. With the biggest being the angled F-tilt frame changes and the Hydrant now being considered an un-grabbable ledge. The latter being significant only because for about 3 or so frames (don't quote me on the actual amount) of running off a ledge, all actions will cause you to immediately double jump instead of whatever you intended. So things like running off and immediately B-airing/U-airing the hydrant require stricter timing than before.
While I disagree with every nerf Pacman has recieved so far I think the reason Pacman has been getting nerfed is partially because of Abadango's performance on the big stage.And those 3 or so frames can very well cost you the entire match with a character as setup heavy and precise as Pac-Man. It's frustrating.
That isn't what I said at all lol.@Zage did you say the Hydrant cancels ledge grabs now? because I would take nerfs if I could cancel any ledge to go play with my trampoline!
I'd prefer his dair be like Yoshi'sI hope Pac-Man gets more super armor for his side-b.
I also wish that he had like an auto grab feature, but only when he is moving around in his 2D form. So it's like you can side-b and up-b into a fruit, he looks like he eats it, and you have it to throw again. I would rather the pick-up of fruits go back into his move-set, so he doesn't drop a precious charge when vulnerable, which also means you would have to hit B again to summon the Bonus Fruit, but it remains as the charge you collected it.
Pac-Man also doesn't have a lot of multi-striking moves, but it would be great if they can modify, AT LEAST, the cherry so that it could bounce and strike up to 3 times.
@Zage did you say the Hydrant cancels ledge grabs now? because I would take nerfs if I could cancel any ledge to go play with my trampoline!
What do people think if they added Pellet Canceling?
***Edit/Update***
Hey guys, I think Pac-Man's Hydrant respawns for command faster. I mean, I think you can use down-b to summon a hydrant again as soon as the other one is not seen but the clouds are still up. I.d.k.
Really this...Its safe to say that if you've been a solo Pac main up until this point, your character loyalty will definitely be tested unless we get some much needed bug fixes/buffs.