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Pac-Man (SSB4)/Down special

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< Pac-Man (SSB4)
Revision as of 19:14, December 13, 2016 by Baefeather (talk | contribs) (My b didn't make SSB4 italicized)
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Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: the timing table is a little sparse, and the only info there is for the tumbling hitbox is the damage
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Pac-Man's down special in SSB4 is Fire Hydrant. He drops a fire hydrant from beneath him that deals damage as it falls. When dealt 13% damage (unless with a move with no knockback), the hydrant will be launched, dealing greater damage and knockback than when it is simply dropped, making this a viable kill option. After a short time of being grounded, the hydrant will shoot out a jet of water either on both sides of it or from its top. It will only shoot water from its top if a fighter is on top of it. After it shoots out the first stream(s) of water, the hydrant will wait a short period of time before shooting out water again. Shortly after, the hydrant will disappear in a puff of smoke. While on the ground, the top of the hydrant serves as a mimiature platform that can be stood on and teched on. If Pac-Man attempts to use the move while the hydrant is still out, he will throw his hands down as if he were dropping another hydrant, but only a puff of smoke will appear. Doing this will cancel most of Pac-Man's upward momentum, though not his downward momentum. Should the hydrant be dropped on a steep enough slope, it will go into a tumbling animation rather than staying grounded. While in this state, the hydrant has odd physics, such as tumbling down the side of the stage rather than falling or tumbling onto ceilings. On certain stages, such as Battlefield, when the hydrant is used at the very edge of the stage, it will be grounded for a moment before slipping off, capable of hitting opponents twice. The hydrant can assist in combos, escaping from combos, edgeguarding, landing, and ledge option coverage.

Hitboxes

Effect Damage Angle Base knockback Knockback scaling
Normal 9% (dropped), 13% (launched), 10% (tumbling) 60° (dropped), 45° (launched) 60 (dropped), 30 (launched) 80 (dropped), 90 (launched)

Timing

Earliest hitbox (dropped) 12
Earliest hitbox (launched) 1
FAF (ground) 40
FAF (air) 35