Editing Pac-Man (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 8: Line 8:
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = F
|tier = F
|ranking = 45
|ranking = 46
}}
}}
:{{Cquote|''PAC-MAN Hungers for Battle!''|cite=Introduction Tagline}}
:{{Cquote|''PAC-MAN Hungers for Battle!''|cite=Introduction Tagline}}
'''Pac-Man''' ({{ja|パックマン|Pakkuman}}, ''Pakkuman''), stylized in-game as '''PAC-MAN''', is a [[newcomer]] in ''[[Super Smash Bros. 4]]''. He was revealed on June 10th, 2014 during the [[Electronic Entertainment Expo|E3]] 2014 ''Super Smash Bros.'' roundtable, alongside the {{SSB4|Mii Fighter}}s.<ref>[https://www.youtube.com/watch?v=BDsmjbifWUk Play Nintendo - Super Smash Bros. Roundtable with Masahiro Sakurai]</ref><ref>[https://twitter.com/NintendoAmerica/status/476547936881369088 Pac-Man joins the battle! #SmashBros]</ref> Pac-Man is one of six third-party characters in ''SSB4'', alongside [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Square Enix]]'s {{SSB4|Cloud}}.
'''Pac-Man''' ({{ja|パックマン|Pakkuman}}, ''Pakkuman''), stylized in-game as '''PAC-MAN''', is a [[newcomer]] in ''[[Super Smash Bros. 4]]''. He was revealed on June 10th, 2014 during the [[Electronic Entertainment Expo|E3]] 2014 ''Super Smash Bros.'' roundtable, alongside the {{SSB4|Mii Fighter}}s.<ref>[https://www.youtube.com/watch?v=BDsmjbifWUk Play Nintendo - Super Smash Bros. Roundtable with Masahiro Sakurai]</ref><ref>[https://twitter.com/NintendoAmerica/status/476547936881369088 Pac-Man joins the battle! #SmashBros]</ref> Pac-Man is one of six third-party characters in ''SSB4'', alongside [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Square Enix]]'s {{SSB4|Cloud}}.


Although Pac-Man has been voiced by numerous actors in the past, Pac-Man has no voice actor in this game, and instead uses modified and recycled sounds from several [[Bandai Namco]] arcade games such as the 1980 ''Pac-Man'' game and ''Pac-Land''.
Although Pac-Man has been voiced by numerous actors in the past, Pac-Man lacks a voice actor in this game, and instead emits modified and recycled sounds from several [[Bandai Namco]] arcade games, such as the 1980 ''Pac-Man'' game and ''Pac-Land''.


Pac-Man's moveset involves signature aspects of his home series, such as utilizing fruits and eating Power Pellets,<ref>[https://twitter.com/NintendoAmerica/status/476548659048239104 Pac-Man has some interesting abilities like throwing fruit and eating power pellets #SmashBros]</ref> while also referencing numerous other [[Namco]] games in a few ways, most notably via his up taunt. While Pac-Man retains his classic "wedge" form, he only uses it occasionally, such as for his down tilt and his side taunt. Instead, he mostly uses his "ball" form that appeared on game cabinet artwork and advertising before it debuted in-game in the Japanese version of ''Pac-Land''.
Pac-Man's moveset involves signature aspects of his home series, such as utilizing fruits and eating Power Pellets,<ref>[https://twitter.com/NintendoAmerica/status/476548659048239104 Pac-Man has some interesting abilities like throwing fruit and eating power pellets #SmashBros]</ref> while also referencing numerous other [[Namco]] games in a few ways, most notably via his up taunt. While Pac-Man retains his classic "wedge" form, he is only depicted in it occasionally, such as for his down tilt and his side taunt. Instead, he is mostly depicted his "ball" form that appeared on game cabinet artwork and advertising before it debuted in-game in the Japanese version of ''Pac-Land''.


Pac-Man is ranked 45th out of 55 on the [[tier list]], placing him at the top of the F tier. Pac-Man's strengths lie in his unique item-oriented playstyle, which involves a capable camping and projectile game via the use of [[Bonus Fruit]] for a range of items, along with [[Pac-Jump]] and [[Fire Hydrant]] for stage control. These traits synchronize well with Pac-Man's regular moves, the overwhelming majority of which allow him to rack up damage effectively because of their low start-up lag and low base knockback. Pac-Man also boasts a great [[recovery]] thanks to [[Power Pellet]] and Pac-Jump covering great distances, both of which are further supplemented by his ability to [[wall jump]].
Pac-Man is ranked 46th out of 55 on the [[tier list]], placing him at the top of the F tier. This renders him as both the highest-ranking low-tier and the lowest-ranking third-party character in the game. Pac-Man's strengths lie in his unique item-oriented playstyle, which involves a capable camping and projectile-zoning game via the usage of [[Bonus Fruit]] for a range of items, along with [[Pac-Jump]] and [[Fire Hydrant]] for stage control. Bonus Fruit is notable for providing different projectiles with distinguishing properties, with Bell being the most effective one as it confirms into KOs. Fire Hydrant is notorious for creating a barrier that a lot of characters can struggle to deal with up close, allowing Pac-Man to continue setting up shop behind it. These traits synchronize well with Pac-Man's regular moveset, the overwhelming majority of which allow him to rack up damage effectively because of their low start-up lag and low base knockback. Pac-Man also boasts one of the most [[recovery]] thanks to [[Power Pellet]] and Pac-Jump covering considerable distances, both of which are further supplemented by his ability to [[wall jump]].


However, Pac-Man suffers from numerous flaws, which include mediocre mobility and average range. The aforementioned low base knockback of his moveset also significantly hinders his ability to KO effectively, which is further compounded by his strongest attacks having high overall lag. Finally, his most notable flaws include what is considered the most ineffective [[grab]] game among the cast, along with all his special moves being exploitable either via [[reflection]], direct usage by his opponents, or even [[gimp]]ing his recovery. This, in turn, gives Pac-Man particularly disadvantageous matchups against characters with projectile-nullifying abilities like {{SSB4|Fox}}, {{SSB4|Mario}}, but most notoriously, {{SSB4|Villager}} and {{SSB4|Rosalina & Luma}}.
However, Pac-Man suffers from numerous flaws. His mediocre mobility and poor range leaves him vulnerable to speed demons and characters with high disjoints, such as {{SSB4|Sonic}} and {{SSB4|Cloud}}, respectively. The aforementioned low base knockback of his moveset also drastically hinders his ability to KO effectively, which is further compounded by his strongest attacks suffering from high overall lag. Finally, his most notable flaws include what is considered the most ineffective [[grab]] game among the cast, along with all his special moves being exploitable either via [[reflection]], direct usage by his opponents, or even [[gimp]]ing his recovery. This, in turn, gives Pac-Man especially disadvantageous matchups against characters with projectile-nullifying abilities like {{SSB4|Fox}}, {{SSB4|Mario}}, but most notoriously, {{SSB4|Villager}} and {{SSB4|Rosalina & Luma}}.


Overall, Pac-Man excels at [[mindgame]]s and damage racking, although he has a high learning curve because of his items requiring constant micromanagement. Pac-Man's weaknesses and learning curve have resulted in him being considered non-viable in the current metagame, as well as overall attaining a small playerbase throughout ''SSB4''{{'}}s lifespan, but he has nevertheless achieved a decent amount of success, such as {{Sm|Abadango}} in the early metagame, {{Sm|Tea}} towards the end of the game's competitive lifespan, and {{Sm|Sinji}} throughout the game's competitive lifespan.
Overall, Pac-Man excels at [[mindgame]]s and damage-racking, although he has a high learning curve because of his items requiring constant micromanagement. Pac-Man's weaknesses and learning curve have resulted in him being considered non-viable in the current metagame, as well as overall attaining a small playerbase throughout ''SSB4''{{'}}s lifespan, but he has nevertheless achieved a decent amount of success. Prior to switching to {{SSB4|Mewtwo}}, {{Sm|Abadango}} achieved several impressive placings at both the regional and national levels, while {{Sm|Koolaid}} (prior to switching to {{SSB4|Sheik}}), {{Sm|Ginko}}, {{Sm|Sinji}}, {{Sm|Tea}}, and {{Sm|Zage}} have each managed to achieve decent results at the regional and national levels, as well as utilizing his edge-trapping abilities and shield-breaking capabilities to devastating effect.


==Attributes==
==Attributes==
Pac-Man is a [[Weight|middleweight]] whose attributes slightly deviate from the typicality of his weight class. Although his [[air speed]] is average and his [[air acceleration]] is above average, his [[walk]]ing and [[dash]]ing speeds are slightly below average, while his [[falling speed]], [[gravity]], and [[traction]] are below average. As a result, these traits make him a rather [[Falling speed#Floaty|floaty]] character, albeit not to the degree of {{SSB4|Luigi}}. Pac-Man is also able to [[Crawling|crawl]] and [[wall jump]], although the former is largely impractical because of his crouch's tall height.
Pac-Man is a [[Weight|middleweight]] whose attributes slightly deviate from the typicality of his weight class. Although his [[air speed]] is slightly above average and his [[air acceleration]] and [[jump]]ing height are above average, his [[walk]]ing and [[dash]]ing speeds are slightly below average, while his [[falling speed]], [[gravity]], and [[traction]] are each below average. As a result, these traits make him a rather [[Falling speed#Floaty|floaty]] and relatively speedy character for a middleweight, albeit not to the degree of {{SSB4|Luigi}} and {{SSB4|Mario}}, respectively. Pac-Man is also able to [[Crawling|crawl]] and [[wall jump]], although the former is generally impractical because of his crouch's tall height.


Pac-Man, like {{SSB4|Diddy Kong}}, is reliant on his item-producing [[special move]]s to control the flow of battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation: each object provided by Bonus Fruit has different attributes, which makes them good [[spacing]], [[combo]], and [[edge-guarding]] options, and some notably possess early KO potential as a way to overcome his smash attacks' slow speeds and low ranges, such as the Apple or the Key. This allows him to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage. With extreme technical skill, Bonus Fruit can even be used for [[Footstool Jump|footstool jump]]-initiated [[zero-to-death combo]]s, making Pac-Man one of the few characters with this ability in no-item scenarios.
Like {{SSB4|Diddy Kong}}, Pac-Man is reliant on his item-producing [[special move]]s to control the flow of battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation: each object provided by Bonus Fruit has different attributes, which makes them versatile in multiple applications, such as [[spacing]], [[combo]] and [[edgeguarding]]. In addition, some of these projectiles also possess surprisingly early KO potential as a method to overcome the sluggishness and low ranges of his smash attacks, such as the Apple or the Key. This allows him to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage. In conjunction with extreme technical skill, Bonus Fruit can even have utility for [[Footstool Jump|footstool jump]]-initiated [[zero-to-death combo]]s, making Pac-Man one of the few characters with this ability in no-item scenarios.


[[Fire Hydrant]], when used in the air, functions similarly to [[Stone]], which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its shots of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks. Apart from his projectiles, Pac-Man also possesses a slow, but potent, KO option in [[Power Pellet]], which functions both as a great recovery and [[mindgame]] option, as it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can also be confirmed off of [[Bonus Fruit]]'s Bell. [[Pac-Jump]] is an effective vertical recovery should all three trampoline jumps be used, and makes it safe to edge-guard off-stage, as Pac-Man will likely make it back onto the stage. It is also difficult to gimp, especially from an overhead perspective, thanks to Pac-Man's jumps having unblockable hitboxes, and can function as a great [[out of shield]] option when used properly.
[[Fire Hydrant]], when performed in the air, has similar functionality to [[Stone]], which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its shots of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks. Apart from his projectiles, Pac-Man also possesses a sluggish, but potent and chargeable KO option in [[Power Pellet]], which functions both as a great recovery and an option for [[mindgame]]s, as it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can also be confirmed off of [[Bonus Fruit]]'s Bell. [[Pac-Jump]] is an effective vertical recovery should all three trampoline jumps be bounced off, and makes it safe to edge-guard off-stage, as Pac-Man will likely make it back onto the stage. It is also difficult to gimp, especially from an overhead perspective, thanks to Pac-Man's jumps possessing unblockable hitboxes, and can function as a great [[out of shield]] option with proper usage.


Outside of his specials, Pac-Man has a good combo game. Though his ground attacks are weak with slight ending lag, his neutral attack and tilts are fast and extend his hitboxes (forward tilt) or slide him forward (down tilt), letting him attack out of shield easily or poke opponents at a safe distance. His up tilt can chain into itself at low percentages and up aerials, while his down tilt can reliably combo into his dash attack. The latter hits multiple times with nearly no ending lag and allows Pac-Man to follow up with almost any ground move, such as his safe and fast neutral attack. Pac-Man is also capable in the air; his aerials are fast and can chain into themselves, especially his forward and up aerials, his neutral aerial is a useful out of shield option and both it and his back aerial are effective off-stage finishers, making him overall good at damage racking and edge-guarding.
Outside of his [[special move]]set, Pac-Man boasts a superb [[combo]] game. Though his grounded moveset has rather sub-par power with slight ending lag, Pac-Man's [[neutral attack]] and [[tilt attack]]s are quick. His tilts, in particular, also give him slightly extended hitboxes ([[forward tilt]] and [[up tilt]]) or slide him forward ([[down tilt]]), letting him attack out of shield easily or poke opponents at a safe distance. His up tilt can chain into itself at low percentages and up aerials while KOing at higher precents, while his down tilt can reliably combo into his [[dash attack]]. The latter hits multiple times with essentially the lack of ending lag and allows Pac-Man to follow up with almost any grounded move, such as his safe and quick neutral attack. Meanwhile, his forward tilt is a reasonably strong spacing tool with decent range and can KO at around 160% by the edge without [[rage]].


However, Pac-Man has many exploitable flaws. One of his biggest issues is his inability to KO early because of the overwhelming majority of his moveset having low base knockback. Although his tilts and aerials are fast, only his clean neutral aerial and clean back aerial possess actual KO potential. This, in turn, is further compounded by their reliability being most apparent at high percentages and/or while near the left or right [[blast line]]s. His main KO options, his smash attacks, can KO near the edge easily thanks to their respectable damage outputs and knockback growth, but are very punishable and predictable because of their considerable amounts of start-up and ending lag. Pac-Man also has viable KOing options in Bonus Fruit's key and flying Fire Hydrant, but former needs to be charged for 2.37 seconds (specifically 142 frames) in order to be accessible, whereas the latter can be easily used against Pac-Man just as he is about to launch it. Additionally, Pac-Man's average range and awkward hitboxes can make landing hits or spacing difficult against opponents with high reach, while his below-average movement speed can make it difficult to both chase down opponents or create space and charge his Bonus Fruits, especially against rushdown-oriented characters.
Complimenting his impressive aerial mobility, Pac-Man's aerial game is excellent. All of his aerial attacks are quick, capable of [[auto-canceling]] out of a short hop (aside from his neutral and [[down aerial]]) and can chain into themselves (especially his [[forward aerial|forward]] and [[up aerial]]s). In addition, his [[neutral aerial|neutral]] and [[back aerial]]s are effective edge-guarding options; their clean hitboxes also make them useful from out of shield and for KOing, respectively. His neutral aerial serves as a viable get-off-me option due to its quick startup. It can also be used to escape combos and kill at higher percents due to its strong knockback. Due to its low trajectory, it can be used to set up for a lock at medium percents. Due to its low power, his forward aerial is versatile for [[wall of pain|walls of pain]] and a quick combo tool, potentially leading into KO moves. The move's speed is comparable to that of {{SSB4|Sheik}} and {{SSB4|Diddy Kong}}'s forward airs, making it a reliable burst approaching option. Back aerial is Pac-Man's strongest aerial, making it a reliable KO move at high precents. Despite its power, it is quite quick as well, and is useful for walls of pain at lower precents in conjunction with [[reverse aerial rush]]ing. [[Up aerial]] is another reliable KO option due to its decent knockback, thus making it viable for killing off the top blast zones. It is also useful for juggling and partaking in combos at lower precents. While it is slightly slower than other comparable up aerials of its own kind, such as {{SSB4|Mario}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Captain Falcon}}, it has similar combo potential, being able to combo into itself and up tilt, though it is often useful as a finisher after landing a dash attack. Finally, his [[down aerial]] is the least effective among Pac-Man's aerials, but is useful for edgeguarding or as a combo finisher offstage, while the final hit's moderate knockback allows it to KO at higher precents near the blast lines.


Another prominent issue is his grab game: his grabs carry extremely high risk due to their extreme lag and notoriously awkward hitboxes, with only the starting animation having three separate grab hitboxes that last for very short times. This makes it far riskier to use his grab for punishes compared to other characters. This is further burdened by his unimpressive throws, with only his down throw having combo potential, most notably into Bonus Fruit's key, Power Pellet, a dash attack, or a short hopped forward aerial into neutral aerial. Although the latter combo does not work on characters whose hurtboxes are low after missing a tech, it can still be beneficial, as Pac-Man can instead [[lock]] the opponent with a short hopped forward aerial at low to medium percentages.
While his [[grab]] game is among the worst across the entire cast, it is not fundamentally useless. It has some certain perks; his grabs have long ranges. His [[pummel]] is tied with {{SSB4|Mario}}'s pummel as the second most-damaging pummel in the game. However, using it at lower percents is generally unoptimal, as the opponent can easily break out of Pac-Man's grab after only a single pummel due to its moderate sluggishness. However, it can be useful for damage-racking against opponents at medium/higher percents. [[Forward throw]]'s low knockback allows it to lead into possible combo set-ups with [[Bonus Fruit]]. [[Back throw]] is a reasonably strong KO option near the edge, although it is generally inferior to {{SSB4|Mario}} and {{SSB4|Luigi}}'s similar back throws due to its sub-par knockback growth in comparison. In addition, it lacks collateral hitboxes and its deceptive ending lag prevents reliable follow-ups. His [[up throw]] is the weakest of Pac-Man's throws damage-wise, but its rather low ending lag allows to be a decent combo starter at lower precents. If Pac-Man is pushed upwards by the [[Fire Hydrant]]'s water, it can combo into an up aerial for a KO combo. It can also have utility as a "last resort" KO option at higher precents with high levels of rage. Finally, [[down throw]] is Pac-Man's most useful throw, leading into most notably Bonus Fruit's key, [[Power Pellet]], a dash attack, or a short hopped forward aerial into neutral aerial. Although the latter combo does not work on characters whose hurtboxes are low after missing a tech, it can still be beneficial, as Pac-Man can instead [[lock]] the opponent with a short hopped forward aerial at low/medium percentages. However, his grab game is almost heavily offset by a number of prominent setbacks: his grabs, while long-ranged, carry extremely high risk due to their considerable lag and notoriously awkward hitboxes, with only the starting animation possessing three separate grabbboxes that last for minimum periods. This makes it far riskier to make usage of his grabs for punishes compared to other characters. This is further burdened by his unimpressive throws, due to their limited utility, lack of combo ability or reliable follow-up potential (aside from up and down throw) and KO potential; his strongest throw (back throw) only KOs reliably at very high precents near the ledge.


Despite their perks, all of Pac-Man's special moves can be used against him. Bonus Fruit's objects are [[item]]s that can only exist once at a time, hence opponents can grab them out of the air, nullifying one of Pac-Man's only projectiles so long as they hold onto it. So long as Bonus Fruit is nullified, Pac-Man is disadvantaged at spacing, KOing and mindgames, while a competent opponent can use his own Bonus Fruit against him. This significantly hinders Pac-Man's matchups against characters who are able to reflect projectiles, with two particularly notable examples: {{SSB4|Villager}} can [[Pocket]] Bonus Fruit for long periods and thus strongly hinder his offense, whereas {{SSB4|Rosalina & Luma}} can use [[Gravitational Pull]] to completely nullify both of his projectiles and render him absolutely helpless at zoning.
Alongside the setbacks to his grab game, Pac-Man suffers from several exploitable flaws. One of his biggest issues includes an inability to KO effectively early because of the overwhelming majority of his moveset dealing low base knockback, even with the inclusion of [[rage]]. Although his tilts and aerials are quick, only his clean neutral aerial and clean back aerial possess actual KO potential, while forward tilt and up tilt can KO at very high precentages. This, in turn, is further compounded by their reliability being most apparent at high percentages and/or while near the horizontal [[blast line]]s. His primary KO options, his [[smash attack]]s, can KO near the edge easily and early thanks to their respectable damage outputs and knockback growth, but are very punishable and predictable because of their considerable amounts of start-up and ending lag. Pac-Man also has viable KOing options in [[Bonus Fruit]]'s key and flying [[Fire Hydrant]], but former needs to be charged for 2.37 seconds (specifically 142 frames) in order to be accessible, whereas the latter can be easily turned against Pac-Man just as he is about to launch it. In addition, [[Power Pellet]] is another viable KOing option, but is very predictable and easy to avoid due to the pattern of the pellets. While his back throw and up throw are decent KO options as well, it requires grabbing the opponent first; this tends to be a risky challenge, due to Pac-Man's slow and misleading grab. Additionally, Pac-Man's mediocre range and awkward hitboxes can make landing hits or spacing difficult against opponents with high disjoints (especially swordfighters), {{SSB4|Cloud}} and {{SSB4|Link}}. His sub-par overall mobility can also make it difficult to chase down opponents, create space and/or cycle through Bonus Fruit, especially against rushdown-oriented characters, such as {{SSB4|Fox}} and {{SSB4|Captain Falcon}}.


His Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can cost Pac-Man a stock if he is careless. Despite being strong, Power Pellet is highly predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be used by the opponent, and his Pac-Jump, though giving great vertical height, can also be used by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a good Pac-Man player must keep watch of where his items are in order to inflict the highest knockback possible at a safer range, and avoid his items' abilities being turned against him.
Despite their perks, all of Pac-Man's [[special move]]s can be reflected against him. [[Bonus Fruit]]'s objects are [[item]]s that can only exist once at a time, hence opponents can grab them out of the air, nullifying one of Pac-Man's only projectiles so long as they hold onto it. So long as Bonus Fruit is nullified, Pac-Man is disadvantaged at spacing, KOing and mindgames, while a competent opponent can make usage his own Bonus Fruit against him. This significantly hinders Pac-Man's matchups against characters who are able to reflect projectiles, with a pair of particularly notable examples: {{SSB4|Villager}} can [[Pocket]] Bonus Fruit for long periods and thus strongly hinder his offense, whereas {{SSB4|Rosalina & Luma}} can perform [[Gravitational Pull]] to completely nullify both of his projectiles and render him absolutely helpless at zoning.


Pac-Man benefits from his [[Character customization|custom moves]]. Freaky Fruit deals less damage, but each fruit and object has its own erratic pattern and thus can provide even greater mix-ups. Lazy Fruit is slower and deals less damage, but the fruits and objects take longer to disappear, which enables them to be usable more than once and provide different mix-ups. Distant Power Pellet is much more maneuverable which allows Pac-Man to mix up his recovery more easily at the cost of less damage and knockback. Enticing Power Pellet travels less distance but produces a windbox which can be used to gimp recovering opponents and is much more powerful. Power Pac-Jump functions like a traditional recovery move in that it only provides one jump, but it immediately launches Pac-Man very high and enables him to hit multiple times while ascending, making it suitable for offensive playstyles. Meteor Trampoline decreases in height after each jump, but the fourth jump can [[bury]] grounded opponents and, true to its name, [[meteor smash]] airborne ones, as its name implies. On-Fire Hydrant does not shoot out as far, but it shoots fireballs instead of water, shoots three times instead of twice, takes less damage to launch, and the hydrant itself deals more damage. Finally Dire Hydrant explodes when it touches a surface, opponent, or after a set distance which makes it less risky to use since opponents cannot launch the hydrant, the explosion improves the move's horizontal range, and because Pac-Man jumps higher when he deploys the hydrant it can be used to dodge projectiles.
[[Fire Hydrant]], another projectile, can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can inadvertently cost Pac-Man a stock if he is careless. Despite being a powerful KOing option, Power Pellet is very predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be eaten by the opponent, and Pac-Jump, though being an excellent vertical [[recovery]], can also be bounced by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a professional Pac-Man player must guard where his items are in order to inflict the highest knockback possible at a safer range, and avoid his items' abilities being turned against him.


Overall, while Pac-Man excels at mindgames and damage racking, his moveset's overall low base knockback and poor range makes it difficult for him to KO opponents. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can decide the momentum of not only himself, but even the entire match.
Pac-Man benefits from his [[Character customization|customized moves]]. Freaky Fruit deals less damage, but each fruit and object have their own erratic pattern and thus can provide even greater mix-ups. Lazy Fruit is slower and deals less damage, but the fruits and objects have longer durations, which enables them to be usable more than once and provide different mix-ups. Distant Power Pellet has much more manueverability, which allows Pac-Man to mix up his recovery more easily at the cost of inflicting less damage and knockback. Enticing Power Pellet travels less distance, but produces a windbox which can be used to gimp recovering opponents while possessing much more power. Power Pac-Jump functions like a traditional recovery in that it only provides a single jump, but it immediately launches Pac-Man at a considerable height and enables him to hit multiple times while ascending, making it suitable for offensive playstyles. Meteor Trampoline decreases in terms of height after each jump, but the fourth jump can [[bury]] grounded opponents and, true to its name, [[meteor smash]] airborne ones, as its name implies. On-Fire Hydrant does not shoot out as far, but it shoots fireballs instead of water, shoots three times instead of twice, requires less damage to launch, and the hydrant itself inflicts more damage. Finally, Dire Hydrant explodes when it touches a surface, opponent, or after a set distance, which makes it less risky for usage since opponents cannot launch the hydrant, the explosion improves the move's horizontal range, and because Pac-Man jumps higher when he deploys the hydrant, it can have utility to dodge projectiles.
 
Overall, while Pac-Man excels at mindgames and damage-racking, his moveset's overall low base knockback and poor range makes it difficult for him to KO opponents. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can decide the momentum of not only himself, but even the entire match.


==Update history==
==Update history==
Line 291: Line 293:
''See also: [[:Category:Pac-Man players (SSB4)]]''
''See also: [[:Category:Pac-Man players (SSB4)]]''


*{{Sm|Abadango|Japan}} - The best Pac-Man player in the world in the early metagame, placing highly at major such as 4th at {{Trn|EVO 2015}} and 17th at {{Trn|Umebura F.A.T.}} He has since dropped Pac-Man for other characters.
*{{Sm|Abadango|Japan}} - The best Pac-Man player in the world in the early metagame, placing highly at major such as 4th at {{Trn|EVO 2015}} and 17th at {{Trn|Umebura F.A.T.}}. He has since dropped Pac-Man for other characters.
*{{Sm|Ginko|Japan}} - One of the best Pac-Man players in Japan, co-maining Pac-Man alongside {{SSB4|Mewtwo}} and notably placing 13th at {{Trn|Umebura F.A.T.}} and 33rd at both {{Trn|Umebura S.A.T.}} and {{Trn|Umebura Japan Major 2017}}.
*{{Sm|Ginko|Japan}} - One of the best Pac-Man players in Japan, co-maining Pac-Man alongside {{SSB4|Mewtwo}} and notably placing 13th at {{Trn|Umebura F.A.T.}} and 33rd at both {{Trn|Umebura S.A.T.}} and {{Trn|Umebura Japan Major 2017}}.
*{{Sm|Sinji|USA}} - The best Pac-Man player of all-time and the only solo Pac-Man player ranked on the [[PGR 100]], where he was ranked 85th. He regularly placed between 17th and 33rd at majors between 2017 and 2018.
*{{Sm|Sinji|USA}} - The best Pac-Man player of all-time and the only solo Pac-Man player ranked on the [[PGR 100]], where he was ranked 85th. He regularly placed between 17th and 33rd at majors between 2017 and 2018.
Line 301: Line 303:
However, Pac-Man's flaws would quickly become more apparent and, in a turn for the worse, more significant than most would think. Many found out that Pac-Man had a significantly high learning curve, below average damage output compared to most of the cast, and that his special moves were double-edged swords due to being susceptible to being used against him. He also had lackluster fundamental advantages as well, such as his laggy smash attacks, unimpressive KO potential due to his moveset's overall low base knockback, and abysmal grab game. Lastly, his reliance on projectiles gives him infamously difficult matchups against characters that are capable of negating them, such as {{SSB4|Rosalina & Luma}} and {{SSB4|Villager}}, both of whom are common at high-level play. Altogether, these aspects would lead many to believe that Pac-Man was not as viable as originally thought, and would culminate with him being ranked 29th on the first ''4BR'' [[tier list]].  
However, Pac-Man's flaws would quickly become more apparent and, in a turn for the worse, more significant than most would think. Many found out that Pac-Man had a significantly high learning curve, below average damage output compared to most of the cast, and that his special moves were double-edged swords due to being susceptible to being used against him. He also had lackluster fundamental advantages as well, such as his laggy smash attacks, unimpressive KO potential due to his moveset's overall low base knockback, and abysmal grab game. Lastly, his reliance on projectiles gives him infamously difficult matchups against characters that are capable of negating them, such as {{SSB4|Rosalina & Luma}} and {{SSB4|Villager}}, both of whom are common at high-level play. Altogether, these aspects would lead many to believe that Pac-Man was not as viable as originally thought, and would culminate with him being ranked 29th on the first ''4BR'' [[tier list]].  


Following the release of the first tier list, Pac-Man's tournament results sharply declined due to a less consistent playerbase and Abadango's switch to more viable characters. This further hurt Pac-Man's viability, leading to a drop to 38th on the second tier list, then to 45th on the third tier list. These drops also solidified him as a low-tier character that was unviable in the metagame, with some believing Pac-Man was potentially one of the worst characters in the game.
Following the release of this tier list, Pac-Man's tournament results sharply declined due to a less consistent playerbase and Abadango's switch to more viable characters. This further hurt Pac-Man's viability, leading to a drop to 38th on the second tier list, then to 46th on the third tier list. These drops also solidified him as a low-tier character that was unviable in the metagame, with some believing Pac-Man was potentially one of the worst character in the game.
 
Countering that perception, however, were solid results from dedicated mains. {{Sm|Sinji}} notably became a consistent threat at majors in 2017, which prevented Pac-Man from dropping further, eventually leading to a small rise to 45th place on the fourth and final tier list. In addition, 2018 saw Tea attend more events, resulting in strong results such as 2nd at {{Trn|SoCal Regionals 2018}} and 3rd at {{Trn|Umebura Smash 4 Final}}. Due to these positive developments, several players began arguing that Pac-Man was better than previously perceived, although with the end of the game's competitive lifespan in 2018, Pac-Man's true viability remains a mystery.


Countering that perception, however, were solid results from dedicated mains. {{Sm|Sinji}} notably became a consistent threat at majors in 2017, which prevented Pac-Man from dropping further, and he remained at 45th place on the fourth and final tier list. In addition, 2018 saw Tea attend more events, resulting in strong results such as 2nd at {{Trn|SoCal Regionals 2018}} and 3rd at {{Trn|Umebura Smash 4 Final}}. Due to these positive developments, several players began arguing that Pac-Man was better than previously perceived, although with the end of the game's competitive lifespan in 2018, Pac-Man's true viability remains a mystery.
==[[List of Super Smash Bros. 4 character trailers#Pac-Man|Reveal trailer]]==
{{#widget:YouTube|id=dVz-2VuAYlY}}


==[[Trophies]]==
==[[Trophies]]==
Line 377: Line 382:
|{{Head|Pac-Man|g=SSB4-U|s=50px|cl=Plaid}}
|{{Head|Pac-Man|g=SSB4-U|s=50px|cl=Plaid}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Pac-Man|Reveal trailer]]==
{{#widget:YouTube|id=dVz-2VuAYlY}}


==Gallery==
==Gallery==
Line 410: Line 412:
}}
}}
*Pac-Man is the only character to have different head icons in both versions of ''SSB4''. In {{for3ds}}, Pac-Man's arm is exposed, showing whatever armband he is wearing if he has one. In {{forwiiu}}, Pac-Man is striking a thumbs up with his opposite hand.
*Pac-Man is the only character to have different head icons in both versions of ''SSB4''. In {{for3ds}}, Pac-Man's arm is exposed, showing whatever armband he is wearing if he has one. In {{forwiiu}}, Pac-Man is striking a thumbs up with his opposite hand.
**Interestingly, each icon also represents one half of his pose in his official artwork, although his head icons have both of his eyes open.
**Interestingly, each icon also represents one half of his pose in his official artwork.
**Even though Pac-Man is winking in his official render, his head icon has both of his eyes open.
*Pac-Man makes a few references to his home series:
*Pac-Man makes a few references to his home series:
**During several animations, he emits sound effects drawn from games such as ''Pac-Man'', ''Pac-Land'', ''Galaxian'', ''Galaga'', and ''Mappy'' instead of vocalizing.
**During several animations, he emits sound effects drawn from games such as ''Pac-Man'', ''Pac-Land'', ''Galaxian'', ''Galaga'', and ''Mappy'' instead of vocalizing.
Line 424: Line 427:
*In {{for3ds}}, Pac-Man's alt. trophy shows him using [[Power Pellet]], making it impossible to tell which alternate costume is being used, or if one is even being used at all. This makes him the only character with this distinction.
*In {{for3ds}}, Pac-Man's alt. trophy shows him using [[Power Pellet]], making it impossible to tell which alternate costume is being used, or if one is even being used at all. This makes him the only character with this distinction.
*Pac-Man is the only character to have a taunt that is different between both versions of ''Smash 4'' as his [[Namco Roulette]] [[Taunt]] has exclusive sprites for both games.
*Pac-Man is the only character to have a taunt that is different between both versions of ''Smash 4'' as his [[Namco Roulette]] [[Taunt]] has exclusive sprites for both games.
*Pac-Man is the only third-party character in ''SSB4'' that can [[Crawling|crawl]].
**He is also the only third-party character in the game to not have a [[meteor smash]] effect as his down aerial.
*Pac-Man is one of only two third-party characters (the other being {{SSB4|Mega Man}}) who does not speak in-game, despite having been voiced in his own series.
*Pac-Man is one of only two third-party characters (the other being {{SSB4|Mega Man}}) who does not speak in-game, despite having been voiced in his own series.


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: