shaowebb
Get your guns on. Sheriff is back.
Folks have been trying to figure out Pacman on stream for awhile. He's pretty underplayed since in spite of his great mobility for recovery he just lacked a lot of kill moves. Well someone in japan figured out his playstyle and is rocking him like mad.
Largely your goal is to use zoning and primarily use jump back tactics. When jumping back you either start charging up your projectile where he holds out a fruit. If he gets either of the last two projectiles charged up he can throw either a homing attack or a really heavy knockback looking golden pear thing. Also the Key is VERY fast when thrown and good. Apple is like Mario's fireball and just good to buy a little time or to help you recover onto the stage from above on ledge campers sorta like an Akuma fireball approach.
You are to fish for these CONSTANTLY. If you jump back and folks rush in you are meant to toss the hydrant straight down. The hydrant is one of his kill moves that has great knockback. This will check your opponents and make them afraid to suffocate you because it could very well get them KO-ed. We all know hydrant shoots water that pushes folks out but it largely just annoys. Don't try to use that water a lot to setup folks for mixups. Use it to buy time for jump backs to charge VERY powerful projectiles. Don't be afraid to kick the hydrant either...that also kills. In addition replace it once its thrown out so that the opponent can't kick it into you. Main thing is chuck it down often to check folks and go for kills. If its out for more than a moment get rid of it before it becomes a threat to you. You need it to protect your jump back charging attempts so leaving it out there isn't beneficial for more than a moment or two.
Jump, hydrant and projectile often. Its reminescent to something between a Yoshi or Ness style of zoning. Only difference is you have really decent normals to push folks off the stage edges.
Have fun folks. This vid shows the essentials of how to move, charge and stay threatening without just being a big floaty yellow ball of little knockback and free item throws for your opponents to exploit.
Largely your goal is to use zoning and primarily use jump back tactics. When jumping back you either start charging up your projectile where he holds out a fruit. If he gets either of the last two projectiles charged up he can throw either a homing attack or a really heavy knockback looking golden pear thing. Also the Key is VERY fast when thrown and good. Apple is like Mario's fireball and just good to buy a little time or to help you recover onto the stage from above on ledge campers sorta like an Akuma fireball approach.
You are to fish for these CONSTANTLY. If you jump back and folks rush in you are meant to toss the hydrant straight down. The hydrant is one of his kill moves that has great knockback. This will check your opponents and make them afraid to suffocate you because it could very well get them KO-ed. We all know hydrant shoots water that pushes folks out but it largely just annoys. Don't try to use that water a lot to setup folks for mixups. Use it to buy time for jump backs to charge VERY powerful projectiles. Don't be afraid to kick the hydrant either...that also kills. In addition replace it once its thrown out so that the opponent can't kick it into you. Main thing is chuck it down often to check folks and go for kills. If its out for more than a moment get rid of it before it becomes a threat to you. You need it to protect your jump back charging attempts so leaving it out there isn't beneficial for more than a moment or two.
Jump, hydrant and projectile often. Its reminescent to something between a Yoshi or Ness style of zoning. Only difference is you have really decent normals to push folks off the stage edges.
Have fun folks. This vid shows the essentials of how to move, charge and stay threatening without just being a big floaty yellow ball of little knockback and free item throws for your opponents to exploit.