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Smash King
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PostSubject: Pac-Man Discussion   Thu Oct 02, 2014 12:25 am

Discuss, share opinions, ideas, etc. about Pac-Man.
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Crimson Heights
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PostSubject: Re: Pac-Man Discussion   Thu Oct 02, 2014 1:10 pm

I'm making Pacman my main, so I need to understand the reference to the down special move. I have no idea, so please indulge me. Thanks.
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VultureDuck
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PostSubject: Re: Pac-Man Discussion   Thu Oct 02, 2014 3:18 pm

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Crimson Heights
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PostSubject: Re: Pac-Man Discussion   Sat Oct 04, 2014 4:33 pm

Wow, I didn't know that ever existed. Thanks VultureDuck.

Anyways, I'll bring this up here if you can enlighten me please:

Still not sure as to what exactly his down-special does, or just me if someone can explain in novice terms. From the look of it, it's nothing special with some combo slapping. Am hoping it's more than just that.
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Dry



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PostSubject: Re: Pac-Man Discussion   Sun Oct 05, 2014 1:19 am

Do you mean if it's got any special gimmicks to it? It homes in on an enemy, if that counts. It's like Sonic's Homing Attack, but multi-hit and quicker.
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Sun Oct 05, 2014 2:24 am

Pac-Man's down b can be effective when playing against multiple opponents. Especially when your opponents are grouped together.
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Crimson Heights
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PostSubject: Re: Pac-Man Discussion   Sun Oct 05, 2014 2:19 pm

hehehehe you're awesome, thanks TaxmaN!
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Sun Oct 05, 2014 2:38 pm

LatencyError wrote:
hehehehe you're awesome, thanks TaxmaN!

Happy to help!
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Falcon8r

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PostSubject: Re: Pac-Man Discussion   Sat Nov 01, 2014 10:43 pm

Here's something cool Pac-man can do. He can use shield to cancel his Side B at any point, including once he's started moving. (Watch in 720p or higher for 60 fps!) He could use this to grab from long range, shield, roll dodge, or even do a sliding Up Smash out of shield. Pretty awesome for mindgames.

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Alucard
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PostSubject: Re: Pac-Man Discussion   Thu Nov 20, 2014 6:53 pm

I think he would be much more badass if he would use the ghosts as his smash attacks and use the Bonus Fruit attack as his neutral special.

- Forward smash - Shoots Blinky, the red ghost, forward.
- Up smash - Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag.
- Down smash - Shoots Pinky and Clyde, the pink and orange ghosts respectively, at both of his sides.

Bonus Fruit:
Cherry Bounces twice and lands for a moment before disappearing. 4%
Strawberry Bounces three times and lands for a moment before disappearing. 6%
Orange Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. 8%
Apple Bounces across the floor four times in quick hops before disappearing. 9%
Melon Travels slowly in a broad arc, and has considerable knockback. 12%
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. 11%
Bell Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes paralysis if it connects. 8%
Key Travels rapidly in a straight line and deals high damage and knockback. 15%

Namco Roulette should also be his taunt.
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HypeConduit
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PostSubject: Re: Pac-Man Discussion   Thu Nov 20, 2014 7:17 pm

Alucard wrote:
I think he would be much more badass if he would use the ghosts as his smash attacks and use the Bonus Fruit attack as his neutral special.

- Forward smash - Shoots Blinky, the red ghost, forward.
- Up smash - Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag.
- Down smash - Shoots Pinky and Clyde, the pink and orange ghosts respectively, at both of his sides.

Bonus Fruit:
Cherry Bounces twice and lands for a moment before disappearing. 4%
Strawberry Bounces three times and lands for a moment before disappearing. 6%
Orange Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. 8%
Apple Bounces across the floor four times in quick hops before disappearing. 9%
Melon Travels slowly in a broad arc, and has considerable knockback. 12%
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. 11%
Bell Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes paralysis if it connects. 8%
Key Travels rapidly in a straight line and deals high damage and knockback. 15%

Namco Roulette should also be his taunt.

Although the fruit was a cool concept, I think too many people misuse it, going straight for the key even when something else is more advantageous. I feel that with the mirroring of that move comes the cruddy playstyle people have seemed to formed with it.

As for the ghosts, I'll pass. They're extremely forced, we have them as a hazard, and Pac-Man's current smashes serve him very well. His F.Smash covers a ton of ground, his U.Smash is strong and has a decent hitbox, and his D.Smash actually has mobility.

Pac-Man's moveset here is fine. He represents Pac-Man. Not Namco, not the entire arcade machine, but Pac-Man.
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Thu Nov 20, 2014 10:52 pm

HypeConduit wrote:
Alucard wrote:
I think he would be much more badass if he would use the ghosts as his smash attacks and use the Bonus Fruit attack as his neutral special.

- Forward smash - Shoots Blinky, the red ghost, forward.
- Up smash - Shoots Inky, the blue ghost, straight upward with moderate knockback with high ending lag.
- Down smash - Shoots Pinky and Clyde, the pink and orange ghosts respectively, at both of his sides.

Bonus Fruit:
Cherry Bounces twice and lands for a moment before disappearing. 4%
Strawberry Bounces three times and lands for a moment before disappearing. 6%
Orange Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. 8%
Apple Bounces across the floor four times in quick hops before disappearing. 9%
Melon Travels slowly in a broad arc, and has considerable knockback. 12%
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. 11%
Bell Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes paralysis if it connects. 8%
Key Travels rapidly in a straight line and deals high damage and knockback. 15%

Namco Roulette should also be his taunt.

Although the fruit was a cool concept, I think too many people misuse it, going straight for the key even when something else is more advantageous. I feel that with the mirroring of that move comes the cruddy playstyle people have seemed to formed with it.

As for the ghosts, I'll pass. They're extremely forced, we have them as a hazard, and Pac-Man's current smashes serve him very well. His F.Smash covers a ton of ground, his U.Smash is strong and has a decent hitbox, and his D.Smash actually has mobility.

Pac-Man's moveset here is fine. He represents Pac-Man. Not Namco, not the entire arcade machine, but Pac-Man.

Agreed. Pac-Man's moveset should remain untouched.
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Alucard
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PostSubject: Re: Pac-Man Discussion   Wed Nov 26, 2014 2:52 pm

Nahhh in my opinion his standard special is too identical with his up special, besides you cant choose the path. This is why his standard special should be the bonus fruit ... and hey the ghosts and the bonus fruit are all contents from the pacman arcade game so why they can not be introduced in to his moveset. For the ghosts okey they could maybe work better as an assist trophy or stage hazard but the bonus fruit should be really his standard special move.
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HypeConduit
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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 9:16 am

Alucard wrote:
Nahhh in my opinion his standard special is too identical with his up special, besides you cant choose the path. This is why his standard special should be the bonus fruit ... and hey the ghosts and the bonus fruit are all contents from the pacman arcade game so why they can not be introduced in to his moveset. For the ghosts okey they could maybe work better as an assist trophy or stage hazard but the bonus fruit should be really his standard special move.

Actually, having recently played Smash WiiU at a friend's house, Pac-Man's Bonus fruit doesn't feel too bad. I'll shamefully admit it does, in fact, feel better to use than Crusade's Pac-Man's N-Spec. However, I still believe that Crusade's version is more accustomed to Pac-Man's rushdown game, which isn't really how he plays in Smash 4, or at least not too heavily.
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Dry



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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 11:19 am

My thoughts on this is that even though Pac-Man has a playstyle based on momentum and mobility, it wouldn't hurt to change his neutral special given that all three of his other specials and a number of standard attacks involve movement.

I'd either avoid making the fruits so varied in their effects, or allow only a couple of overpowered fruits which appear very rarely (like Peach's turnips). Given how apparently Dedede's side B was changed for Smash 4 because people hated the random chance, I doubt that things like the Melon and Bell would rub people the right way.

Ghosts, definitely not. As Hype put it excellently, we're repping Pac-Man, not Namco. The fruit throwing is just about viable because fruits are beneficial to Pac-Man; they're his "allies" in the sense that the ghosts are not. Think of it like Peach's Toad. If Peach pulled out a Goomba or Koopa, it wouldn't make the least bit of sense. Whereas, say, you could potentially Sakurai such a move for Bowser, who in turn wouldn't be able to have Toad in his moveset.
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Dustination



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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 12:44 pm

Honest question, how are the ghosts repping Namco and not Pacman? I can understand the taunt and the up special, but the ghosts are 100% Pacman.
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 1:32 pm

Dustination wrote:
Honest question, how are the ghosts repping Namco and not Pacman? I can understand the taunt and the up special, but the ghosts are 100% Pacman.
The ghosts rep the Pac-Man series but not Pac-Man as a character. But that's not the point here. What matters is that Pac-Man's current crusade moves suit him better than Smash 4's.
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Dry



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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 2:37 pm

Dustination wrote:
Honest question, how are the ghosts repping Namco and not Pacman? I can understand the taunt and the up special, but the ghosts are 100% Pacman.

Yeah, I meant Pac-Man the character, sorry. Although my third paragraph should have cleared up any confusion on that front.
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Alucard
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PostSubject: Re: Pac-Man Discussion   Thu Nov 27, 2014 4:36 pm

But I think the fruits/ships/bells/keys should still have the same sequence of movements.
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Dry



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PostSubject: Re: Pac-Man Discussion   Fri Nov 28, 2014 12:25 am

Oh, you're having them appear in a certain order?

Not sure if I like that idea. It's something similar to what Gooey had. As Hype said, it wouldn't do his playstyle any favours. Random chance is probably better, with less variation in the effects of the fruits.
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SP



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PostSubject: Re: Pac-Man Discussion   Fri Nov 28, 2014 8:08 am

Pac-Man's bonus fruit special in smash 4 is fine, adding random variation takes all the fun out
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Braystar
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PostSubject: Re: Pac-Man Discussion   Sun Aug 23, 2015 8:40 pm

I really don't like his Down B. The Fire Hydrant is more unique. Anyway, who actually liked Pacman 2?
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 1:03 am

I like his down B. Love using it with multiple players. I liked Pacman 2. Who liked Pac-Land?
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Braystar
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 2:09 am

Sakurai. And you can't beat the creator of Smash
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Slissith

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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 4:55 am

Braystar wrote:
Sakurai. And you can't beat the creator of Smash

"Sakurai" is no justification. His opinion and interpretation are respected but using him to demand that a fangame's content should be what it is in the official games is ludicrous.
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TaXMaN
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 5:15 am

I think Slissith pretty much summed it up.
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Mikael_Fernandes
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 5:37 am

"Can't beat the creator of smash" lucina and dark Pit say hi.
As for pac,i find cool the references of pac man world. Pretty clever. Still bothers me the references of pac man 2: the new adventures :p (but thats just me)
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Shiruza
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 5:18 pm

Mikael_Fernandes wrote:
"Can't beat the creator of smash" lucina and dark Pit say hi.
As for pac,i find cool the references of pac man world. Pretty clever. Still bothers me the references of pac man 2: the new adventures :p (but thats just me)

Same. I'd rather the D-Spec be changed to something else... The Hydrant has been seeing tons of use in competitive play, so that could work very well, but if that doesn't work I suppose you could change it to the Bonus Fruit or another original move. Currently, the move seems like a very spammable and loose version of a counter, and it doesn't feel all that great to pull off (at least to me); changing it to something else would be very much welcome, and the strategic advantages that either the Bonus Fruit or the Hydrant would bring would be very useful towards his current moveset (plus it would help Smash 4 Pac-Mains feel more at home, considering the radical differences his current moveset brings).

The only other thing I'd like to mention is that I find myself often trying to use U-Spec as an offensive move, but it's difficult to do so since you have to curve the line over the front of Pac first. Perhaps, if you hold a direction while activating the attack, the line forms in the direction of the attack rather than always forming straight upwards. I made a very crude diagram to better illustrate what I mean.

Line Start - ^
Pac-Man   - O (holding up/not holding anything)

               O > (where the line would start while holding right)

            < O (where the line would start while holding left)

               O (where the line would start while holding down)
               v
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Braystar
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 5:30 pm

@Slissith and TaXMaN: Tax asked who liked Pac Land, and Sakurai liked it. Pac Land more sucessful that Pacman 2

@Shiruza I agree. Pac's Down S in Crusade is very loose. It feels unnatural. Took me 5 Min to figure out what it did! I do like your Up S idea. Instead of a cluster at the top, how about a Red Pac Pellet as a reference to Pac Man World.
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Shiruza
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PostSubject: Re: Pac-Man Discussion   Mon Aug 24, 2015 5:48 pm

Braystar wrote:
@Slissith and TaXMaN: Tax asked who liked Pac Land, and Sakurai liked it. Pac Land more sucessful that Pacman 2

@Shiruza I agree. Pac's Down S in Crusade is very loose. It feels unnatural. Took me 5 Min to figure out what it did! I do like your Up S idea. Instead of a cluster at the top, how about a Red Pac Pellet as a reference to Pac Man World.

I'd personally like a Power Pellet for aesthetic's sake, but really, the colour/shape of the pellet is just nitpicking at this point (though admittedly your idea has much more basis in canon). Maybe a half-way point, with a pellet that flashes red? Either way, the function of the attack is all I'm really concerned about.
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