WeirdChillFever
Smash Hero
It also works on DHD's cans.
EDIT:
Bonus Fruit reflects the can.
EDIT:
Bonus Fruit reflects the can.
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Yeah side B is veeeeery punishable, also only 80% of the time should be using it to recover only to sweetspot the ledgeSince the Side B is so punishable if you whiff, I do u turns or semi turns with it to KO sometimes. I have lost several matches from poorly timed side B's.
ladies and gentlemen, I am laughing maniacally right now ^_^found something else, not sure how usefull it could be. holding A will make you spam the first hit of your standing combo, right? well press A again for the second hit, hold it down untill the first hit triggers, then repeat. you will punch your way slowly across the stage.
if we can find a way to make this a viable approach, I will laugh.
Haha thanks!Found out something kinda funny, if villager pockets a hydrant still on the ground and puts it down again, if its bair'd or sent flying some other way it still does double damage/KB lol
Yeah side B is veeeeery punishable, also only 80% of the time should be using it to recover only to sweetspot the ledge
I approve of that avatar btw
New Pac-Man tech confirmed, move over DIladies and gentlemen, I am laughing maniacally right now ^_^
Couldn't you add the AT stuff to the M'n'M thread? It'd make sense since it is for Pac's Meta… Would make things a lot simpler than making a new thread with a new person to run it.No one responded to my previous post. lol. >_< I think it is best we separate the guide into two threads... One for the basics.. Which would be this guide. And one for the advance techs and strategies which would be another. Is anyone on here willing to make and work on an advance tech guide before I delete that section? I feel this should serve as a starting guide for all Pac-man want to bes, and the advance guide could be for established pac-mans trying to get better. I would make it but I can't keep up with both. Unless you all think the advance section should continue to be here?
If that is the case.. I will need help sorting through the new information. can someone post a list of the new tech I need to add?
*agreed. But then I am worried some weird information is gonna get lost.. I am fine with removing the advance tech completely.Couldn't you add the AT stuff to the M'n'M thread? It'd make sense since it is for Pac's Meta… Would make things a lot simpler than making a new thread with a new person to run it.
I think it's important that some of the advanced stuff is stored somewhere as to prevent repeated questions being asked. In an ideal world I'd take it on, however I don't have much experience running a thread and with heavy time constraints due to university at the moment, I doubt I would be able to provide a satisfactory experience.*agreed. But then I am worried some weird information is gonna get lost.. I am fine with removing the advance tech completely.
It almost resembles Marth's melee F-air in terms of speed, If you time it right, its fairly easy to carry someone with a string of fairs across the stage at low %s.I think it may be notable that pac-man can do 2 fairs on a shorthop. That move is FAST.
That may be in the guide already, but I'm saying it just in case.
I'm down with making a tech guide/thread(and/or a video thread if need be) if nobody else really wants to do it, I'll be active enough and have been following pac techs in general to probably add to whats already here.No one responded to my previous post. lol. >_< I think it is best we separate the guide into two threads... One for the basics.. Which would be this guide. And one for the advance techs and strategies which would be another. Is anyone on here willing to make and work on an advance tech guide before I delete that section? I feel this should serve as a starting guide for all Pac-man want to bes, and the advance guide could be for established pac-mans trying to get better. I would make it but I can't keep up with both. Unless you all think the advance section should continue to be here?
If that is the case.. I will need help sorting through the new information. can someone post a list of the new tech I need to add?
Bell does seem like interesting edge-guarding but it is very situational. Still, if it works, it works, I suppose.I found a crazy good edge guard tool last night, dunno if anyone else has said this.
It seems the Bell has infinite range until it hits something, so it works kind of like a weaker version of the Villager's bowling ball. It looks like it would be pretty handy against anyone that recovers low, such as Villager, ROB, etc.
It requires really, really good spacing, but I pulled it off against this Ganondorf earlier, felt amazing. He just got stunned and flied off. If at a high enough percent or a lighter character, would easily kill people and would beBell does seem like interesting edge-guarding but it is very situational. Still, if it works, it works, I suppose.
check my past posts in the last couple pages. I think I've brought up some good points. some of them are pretty basic, light Nair Fair Dash attack and up smash all have little to no end frames and can thus be chained and exploited, but I'm not sure if something like that should be in the basic thread for being something with the character's base moves themselves, or if it should be an advanced thing since it's a bit more in depth with the character's physics/mechanics.Well I'll start up the techs thread later tomorrow, would do it tonight but just don't have enough time to make it pretty/detailed etc.
In the meantime, anything specific in this thread you guys want in the advanced one?
Sounds like it could be effective, although I personally always liked the idea of having two different bounce trajectories on the hydrants to cover more space.found something interesting after a mirror match with another pac-man. if your opponent/teammate places down a hydrant, then you place one slightly overlapping, say on the left side for this example, then the falling damage is enoguh to knock the first hydrant to the right, but when it is knocked up, it imediately hits the other hydrant and carries it along with it.
Could the double hydrant be an effective team strategy? with practice and a little polish, I think being able to get a surprise 26% out with a chance for some easy followups would be pretty awesome.
I believe the hydrant can't be hit at you in the air.Sweet, thanks AGES! This'll be good to study up on.
So when has everyone been using hydrants? I try to use them when my opponent won't expect them - if they're on the ground I try not to use it because it's easily smacked away and counter-able. If they chase me in the air I'll drop it on them, they either air-dodge or get hit by it, I've had yet to have it hit back at me though.
I think it is sweet spotted because, when sweet spotted, Bair launches the hydrant and when it isn't sweet spotted, it doesn't.You guys know if bair's percentage is sweet spotted or completely random?
Maybe it's the online latency, but for the life of me I can not figure out the sweetspot offline.I think it is sweet spotted because, when sweet spotted, Bair launches the hydrant and when it isn't sweet spotted, it doesn't.
So that means more damage when sweet spotted (don't know exact %)
You don't need to sweetspot bair to launch a hydrant, it just needs to be fresh (meaning you haven't recently hit another player with bair)Maybe it's the online latency, but for the life of me I can not figure out the sweetspot offline.
Is this a new mechanic to Sm4sh or was this around in Brawl? I've only played Melee/PM seriously.You don't need to sweetspot bair to launch a hydrant, it just needs to be fresh (meaning you haven't recently hit another player with bair)
Fresh moves do 105% damage, giving it just enough damage to launch a hydrant. Once you hit another player with bair, it will start doing 100% damage, which isn't enough to launch a hydrant. The reason you can never launch a hydrant with 1 bair in training mode is because moves always do 100% damage in training mode.