Bonus Fruit: Difference between revisions

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→‎Overview: A big overhaul, re-testing all fruits and adding in one of Pac-Man's key areas: grabbing and dropping fruits.
(→‎Overview: A big overhaul, re-testing all fruits and adding in one of Pac-Man's key areas: grabbing and dropping fruits.)
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==Overview==
==Overview==
A chargeable move, Pac-Man holds out a bonus item from his original appearance and cycles through them, starting at the iconic Cherry. The items cycle in the same order they do in the original arcade game: Cherry, Strawberry, Orange, Apple, Melon, Galaxian, Bell, and Key. Pac-Man cannot cycle past the key, and will instead put the key away for later use. After reaching the Orange, each item takes longer to charge. Pac-Man can save his selected fruit by shielding or dodging, and continue to cycle starting from the last fruit he selected by holding the special button (tapping it will instead use the stored fruit). On the ground, Pac-Man can quickly interrupt the charging process by tapping the shield button. During the charging process, opponents can attack the item, which causes [[hitlag]] but no other effects.
A [[charge]]able move, Pac-Man holds out a bonus item from his original appearance and cycles through them, starting at the iconic Cherry. The items cycle in the same order they do in the original arcade game: Cherry, Strawberry, Orange, Apple, Melon, Galaxian, Bell, and Key. Pac-Man cannot cycle past the key, and will instead put the key away for later use. After reaching the Orange, each item takes longer to charge. Pac-Man can save his selected fruit by shielding or dodging, and continue to cycle starting from the last fruit he selected by holding the special button (tapping it will instead use the stored fruit). On the ground, Pac-Man can quickly interrupt the charging process by tapping the shield button. During the charging process, opponents can attack the item, which causes [[hitlag]] but no other effects.


Once an item is selected, Pac-Man throws the item as a projectile, with each one having unique properties when thrown. Thrown items can be caught out of the air (by opponents as well as by Pac-Man), and can be picked up if they land on the ground, though they disappear quickly if left alone. This move cannot be used again until the item thrown disappears from the stage, and Pac-Man cannot produce a Bonus Fruit if his opponent is currently holding it.
Once an item is selected, Pac-Man throws the item as a projectile, with each one having unique properties when thrown. Only one Bonus Fruit can exist at any time for each Pac-Man; it cannot be used again until the item thrown disappears from the stage, and Pac-Man cannot produce a Bonus Fruit if his opponent is currently holding it.
 
Thrown items can be caught out of the air (by opponents as well as by Pac-Man), and can be picked up while traveling or if they land on the ground, though they disappear quickly if left alone; if they collide with hitboxes (such as players or [[Fire Hydrant]]), they will pop upwards and disappear much quicker. If they have already been thrown normally as an item and do not collide with any hitboxes, the user cannot regrab the thrown item. Bonus Fruits will follow their usual trajectories even if they collide with a surface or are thrown at different angles (such as after being grabbed as items or being pushed by the water from a Fire Hydrant), with the exception of the Galaxia and Bell (which stops traveling upon hitting a wall, and goes through solid surfaces during its initial travel, respectively).
 
Notably, all Bonus Fruit variants can be re-caught and will not disappear for around 3 seconds upon coming to a rest if dropped from the air, in addition to bouncing twice and refreshing their "lifetime" upon each re-catch, giving Pac-Man a rather powerful and lasting item game once a fruit is caught. Learning to re-catch each fruit is therefore one of the most important areas to master while playing Pac-Man, as it is possible to accomplish several feats with extreme technical skill (such as using the key to start [[zero-death]], [https://www.youtube.com/watch?v=bEVDvfzcvXU infinite footstool combos]). A compiled guide to re-catch every Bonus Fruit on competitively legal stages can be found [https://www.youtube.com/watch?v=Lp3P7aJ_1dY here].




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|Cherry||Bounces twice and lands for a moment before disappearing.||4%||467%
|Cherry||Bounces twice and lands for a moment before disappearing.||4%||467%
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|Strawberry||Bounces three times and lands for a moment before disappearing. Travels slightly more total distance than the cherry.||6%||349%
|Strawberry||Bounces three times and lands for a moment before disappearing. Travels slightly more total distance than the cherry, and can travel almost the length of [[Final Destination]] if thrown from a short hop.||6%||349%
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|Orange||Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. Knocks characters in a [[semi-spike]] angle.||8%||217%
|Orange||Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. Knocks characters in a [[semi-spike]] angle.||8%||217%
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|Apple||Bounces across the floor four times in quick hops before disappearing. Thrown at a strong diagonal angle downwards, useful for interrupting offstage opponents attempting to jump towards an edge. Deals mostly vertical knockback.||9%||137%
|Apple||Bounces across the floor four times in quick hops before disappearing. Thrown at a strong diagonal angle downwards, useful for interrupting offstage opponents attempting to jump towards an edge. Deals mostly vertical knockback, and can travel almost the length of [[Final Destination]] if thrown from a short hop, though slightly less than the strawberry.||9%||137%
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|Melon||Travels slowly in a broad arc, and has considerable knockback. Can be used to stop approaches and will KO at high percents.||12%||146%
|Melon||Travels slowly in a very slight arc, and has considerable knockback. Flies slow enough that Pac-Man is able to run up to it and catch it. Can be used to stop approaches and will KO at high percents.||12%||146%
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|Galaxian||Does a quick shuttle loop before continuing to fly off either straight ahead or in a 45 degree angle upward from the direction it was thrown. Inflicts the same amount of damage every time it connects.||9%||220%
|Galaxian||Does a quick shuttle loop before continuing to fly off either straight ahead or at several angles diagonally upward from the direction it was thrown. Inflicts the same amount of damage every time it connects. Immediately stops and drops as an item if it hits a wall.||9%||220%
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|Bell||Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes paralysis if it connects, and bounces once before disappearing, which can also cause paralysis if an opponent touches it then.||8%||186%
|Bell||Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes [[paralysis]] if it connects (unless dropped lightly in the air as an item), and bounces thrice upon hitting the ground before disappearing, which can also cause paralysis if an opponent touches it then. Notably passes through all solid ground during the initial high travel arc.||8%||186%
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|Key||Travels at high speed in a straight line and deals high damage and knockback. Highest knockback out of all Bonus Fruit charges. With extreme technical skill, the key can be used to start [[zero-death]] [https://www.youtube.com/watch?v=bEVDvfzcvXU infinite footstool combos].||15%||131%
|Key||Travels at high speed in a straight line and deals high damage and knockback. Highest knockback out of all Bonus Fruit charges, and the most reliable KOing projectile out of all fruits.||15%||131%
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