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'''Pac-Man''' ({{ja|パックマン|Pakkuman}}), stylized in-game as '''PAC-MAN''', is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside the rest of the [[veteran]]s on June 12, 2018. Pac-Man is classified as [[Fighter number|Fighter #55]]. Like in ''[[Super Smash Bros. 4]]'', Pac-Man reuses sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games.
'''Pac-Man''' ({{ja|パックマン|Pakkuman}}), stylized in-game as '''PAC-MAN''', is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside the rest of the [[veteran]]s on June 12, 2018. Pac-Man is classified as [[Fighter number|Fighter #55]].  


Pac-Man is currently ranked 23rd out of 82 on the tier list, placing him at the bottom of the A tier and marking a significant improvement over his appearance in ''Smash 4''. Pac-Man's greatest strengths lie in his zoning capabilities thanks to his barrage of projectiles in [[Bonus Fruit]] and [[Fire Hydrant]]. Bonus Fruit is notable for having different projectiles with distinguishing properties, with Bell being the most effective one as it confirms into KOs. His 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. His recovery is among one of, if not, the best recoveries in the game due to its outstanding travel distance of [[Power Pellet]] and mixup potential and [[Pac-Jump]] giving him a high vertical boost. This makes Pac-Man one of the hardest characters to edgeguard due to his amount of options. Pac-Man's normals are also amazing in their own right as most of them have amazing frame data and shield safety, which allows him to box out his opponents at ease. Finally, his grab, previously seen as one of the worst in ''Smash 4'', has been buffed significantly to increase its hitbox detection, allowing it to even beat spotdodges.
Like in ''[[Super Smash Bros. 4]]'', Pac-Man reuses his generic sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games.


Despite his abundance of strengths, Pac-Man has some flaws. Pac-Man has few reliable ways to KO his opponent, with his smash attacks and aerials being pretty predictable, so holding shield can be effective against him. His projectiles can also be used against him, with the Bonus Fruit being able to be caught when shielded and used freely against him, as well as his Hydrant being able to be hit back at him by a strong enough move. His recovery, while amazing, is relatively exploitable, as both moves can be interrupted: Power Pellet can be canceled if the pellet is hit before Pac-Man dashes, and while Pac-Jump allows up to three total uses, it can be used by opponents to recover themselves, or force Pac-Man into helplessness if the trampoline is used three times.
Pac-Man is ranked 23rd out of 82 on the ''Ultimate'' [[tier list]], which is a significant improvement over his appearance in ''SSB4'' (where he was ranked 45th out of 54). Pac-Man's greatest strengths lie in his zoning capabilities, thanks to his barrage of projectiles in [[Bonus Fruit]] and [[Fire Hydrant]]. The former is notable for possessing 8 different projectiles with distinguishing properties, with Bell being the most effective one as it confirms into KOs. Meanwhile, the latter 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. His [[recovery]] is among one of, if not, the best recoveries in the game due to its outstanding traveling distance of [[Power Pellet]] and mixup potential and [[Pac-Jump]] granting him a high vertical boost. This makes Pac-Man one of the hardest characters to edgeguard due to his amount of options. Pac-Man's normal moveset is also amazing on its own as it benefits from amazing frame-data and safety on shield, which allows him to box out his opponents and rack up damage at ease. Finally, his [[grab]], considered one of the worst in ''Smash 4'', has been buffed significantly to increase its hitbox's detection, allowing it to even beat [[spot dodge]]s.


Overall, Pac-Man's strengths outweigh his nerfs, and he his representation has been above average for most of the game's competitive lifespan, with especially strong performances from {{Sm|Tea}}.
Despite his abundance of strengths, Pac-Man is not flawless. Pac-Man lacks reliable methods to KO his opponents early, with his [[smash attack]]s being burdened with considerable lag and his moveset being burdened with low base knockback, so [[shield]]ing can be effective against him. In addition, his mediocre mobility can also create problems with dealing with speed demons and/or creating space in order to cycle through Bonus Fruit. His projectiles can also be reflected against him, with Bonus Fruit being able to be caught when shielded and thrown freely against him, as well as Fire Hydrant being able to be hit and sent flying back at him by his opponent via inflicting enough damage on it. His recovery, while amazing, is relatively exploitable, as both moves can be interrupted in their own respective rights: Power Pellet can be canceled if the pellet is hit before Pac-Man dashes, while Pac-Jump allows up to three total bounces, it can be bounces off by opponents to recover themselves, or force Pac-Man into helplessness if the trampoline is bounced off three times.
 
Overall, Pac-Man has all the tools he needs to fare well in the metagame while players who have the knowledge of the matchup can have the advantage to easily overcome his weaknesses. Pac-Man continues to receive strong results and representation in both a major and supermajor level from players, such as {{Sm|Tea}} and {{Sm|JDV}}.


==How to unlock==
==How to unlock==
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Pac-Man is a [[Weight|middleweight]] whose attributes deviate slightly from other fighters of his weight class. Although his [[dash]]ing speed is average, his [[air speed]] is slightly above-average and his [[traction]] and [[air acceleration]] are above-average, Pac-Man's [[walk]]ing speed is slightly below-average, his [[falling speed]] is below-average, and his [[gravity]] is the 11th-lowest in the game. As a result, these traits make Pac-Man a rather floaty and relatively speedy character for a middleweight, albeit not to the degree of {{SSBU|Rosalina & Luma}} and {{SSBU|Mario}}, respectively. Pac-Man is also able to [[crawl]] and [[wall jump]], although the former is generally impractical because of his crouch's tall height.
Pac-Man is a [[Weight|middleweight]] whose attributes deviate slightly from other fighters of his weight class. Although his [[dash]]ing speed is average, his [[air speed]] is slightly above-average and his [[traction]] and [[air acceleration]] are above-average, Pac-Man's [[walk]]ing speed is slightly below-average, his [[falling speed]] is below-average, and his [[gravity]] is the 11th-lowest in the game. As a result, these traits make Pac-Man a rather floaty and relatively speedy character for a middleweight, albeit not to the degree of {{SSBU|Rosalina & Luma}} and {{SSBU|Mario}}, respectively. Pac-Man is also able to [[crawl]] and [[wall jump]], although the former is generally impractical because of his crouch's tall height.


Pac-Man, like {{SSBU|Diddy Kong}}, is reliant on his item-producing [[special move]]s to control the flow of a battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation. The fruits and objects generated by Bonus Fruit each have different attributes; in addition to functioning as useful [[spacing]], [[combo]], and [[edge-guarding]] options, some of them (primarily the apple, melon and key) notably boast respectable KO potential as a way to circumvent the sluggishness and short ranges of Pac-Man's smash attacks. As a result, Bonus Fruit allows Pac-Man to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.
Like {{SSBU|Diddy Kong}}, Pac-Man is reliant on his item-producing [[special move]]s to control the flow of a battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation. The fruits and objects generated by Bonus Fruit each have different attributes; in addition to being versatile in multiple applications, including [[spacing]], [[combo]], and [[edgeguarding]]. In addition, some of them (primarily the apple, melon and key) boast surprisingly respectable KO potential as a method to circumvent the sluggishness and short ranges of Pac-Man's [[smash attack]]s. As a result, Bonus Fruit allows Pac-Man to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.
 
Upon performance in the air, [[Fire Hydrant]] 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 bursts of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to create space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks, such as [[up throw]] into [[up aerial]] when standing on top of the Fire Hydrant.


When used in the air, [[Fire Hydrant]] 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 bursts of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to create space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks.
Aside from his projectiles, Pac-Man also possesses a slow, but potent and [[charge]]able KO option in [[Power Pellet]]. Power Pellet also functions both as a great [[recovery]] and option for [[mindgame]]s: it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can function as a KO confirm from Bonus Fruit's bell. [[Pac-Jump]] is an outstanding vertical recovery should all of its trampoline jumps be bounced off of, 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. Due to its quick start-up and aforementioned hitboxes, Pac-Jump also functions as a good [[out of shield]] option with proper usage.


Aside from his projectiles, Pac-Man also possesses a slow, but potent KO option in [[Power Pellet]]. Power Pellet also functions both as a great recovery and [[mindgame]] option: it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can function as a KO confirm from Bonus Fruit's bell. [[Pac-Jump]] is an effective vertical recovery should all of its 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. Due to its quick start-up and aforementioned hitboxes, Pac-Jump also functions as a good [[out of shield]] option when used properly.
Disregarding his special moveset, Pac-Man boasts an excellent [[combo]] game and a versatile moveset. Though his grounded moveset suffers from low power and moderate ending lag, Pac-Man's [[neutral attack]] and [[tilt attack]]s benefit from quick frame-data. 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. Although it has poor horizontal coverage, its good vertical range makes up tilt a decent anti-air and [[juggling]] tool that can chain into itself at low percentages and lead into up aerials at medium precents, while his down tilt can reliably combo into his [[dash 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]]. Pac-Man's [[dash attack]] is one of his best approaching options, thanks to it hitting multiple times with essentially the lack of ending lag, the latter of which is what causes it to noticeably rival other dash attacks, allowing Pac-Man to follow up with one of his grounded moves, such as his safe and quick neutral attack.


Outside of his specials, Pac-Man has a good combo game. Though his ground attacks are weak with slight ending lag, Pac-Man's [[neutral attack]] and [[tilt attack]]s are fast. 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. Pac-Man's [[dash attack]] is one of his best approach options, thanks to it hitting multiple times and having extremely minimal ending lag, the latter of which is very atypical for dash attacks. Pac-Man is also capable in the air; his aerial attacks are fast 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.
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 near the horizontal blast zoness due to the clean hit's decent knockback. 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 {{SSBU|Sheik}} and {{SSBU|Diddy Kong}}'s forward aerials, making it a reliable burst approaching option. Back aerial is Pac-Man's strongest aerial, making it a reliable KO move at around 120% by the edge. 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 {{SSBU|Mario}}, {{SSBU|Zero Suit Samus}} and {{SSBU|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 useful for edgeguarding or as a combo finisher offstage, especially being able to KO early after a pair of forward aerials, while the final hit's fairly strong knockback allows it to KO at around 130% near the edge.


Unlike in ''SSB4'', Pac-Man has a respectable [[grab]] game; he possesses a rather long ranged grab with long lasting hitboxes, giving him a good grab range. His [[throw]]s have some utility: [[up throw]] has combo potential (primarily into neutral and up aerials) at low to medium percentages, whereas [[down throw]] has a decent damage output and can set up [[tech-chase]]s (most notably into Bonus Fruit's key, Power Pellet, dash attack, or a short hopped forward aerial into neutral aerial). Although the lattermost combo does not work on characters whose hurtboxes are low after missing a [[tech]], it is still beneficial, as Pac-Man can instead [[lock]] the opponent with a short hopped forward aerial at low to medium percentages. [[Forward throw]] can be used for mix-ups due to its minimal ending lag and awkward launching angle, whereas [[back throw]] is a decent KO option.
Unlike in ''SSB4'', Pac-Man has a respectable [[grab]] game; he possesses a rather long-ranged grab with long-lasting hitboxes, giving him a good grab range. His [[pummel]] is also quick, allowing him to inflict decent amount of damage before throwing the opponent. His [[throw]]s have some utility: [[up throw]] has combo potential into neutral and up aerials at low to medium percentages, whereas [[down throw]] inflicts decent damage and can set up [[tech-chase]]s (most notably into Bonus Fruit's key, Power Pellet, dash attack, or a short hopped forward aerial into neutral aerial). Although the lattermost combo does not work on characters whose hurtboxes are low after missing a [[tech]], it is still beneficial, as Pac-Man can instead [[lock]] the opponent with a short hopped forward aerial at low/medium percentages. [[Forward throw]] can be used for mix-ups due to its minimal ending lag and awkward launching angle, whereas [[back throw]] is a reasonably strong KO option.


Pac-Man has a few noticeable weakness, however; arguably his biggest one is his inability to KO early because of the overwhelming majority of his moves having low base knockback. Although his tilts and aerials are fast, only Pac-Man's down and clean back aerials can KO at reasonable percentages and especially while near the left or right [[blast line]]s. Although Pac-Man's smash attacks can KO easily while near the edge thanks to their respectable damage outputs and knockback growth values, they are very punishable and predictable because of their considerable start-up and ending lag.
Pac-Man is not flawless, however. Arguably, his biggest flaw includes his 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 Pac-Man's down and clean back aerials can KO at reasonable percentages and especially while near the left/right [[blast line]]s. While [[back throw]] is a reasonable KO option as well, it requires grabbing the opponent first; this tends to be a challenge, because of Pac-Man's slow and comittal [[grab]]. Although Pac-Man's [[smash attack]]s can KO easily and early while near the edge thanks to their respectable damage outputs and knockback values, they are very punishable and predictable because of their considerable start-up and ending lag.


Although Bonus Fruit's key and a launched Fire Hydrant are viable KO options, the former needs to be charged 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 overall range and awkward hitboxes can make landing hits or spacing difficult against opponents with long range. His below-average overall mobility can also make it difficult to chase down opponents, create space and/or cycle through Bonus Fruit, especially against rushdown-oriented characters.
Although Bonus Fruit's key and a launched Fire Hydrant are viable KO options, but former needs to be charged for 2.37 seconds (specifically 142 frames) in order to be accessible, whereas the latter can be easily launched 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. Additionally, Pac-Man's mediocre overall [[range]] and awkward hitboxes not only makes landing hits or spacing difficult against opponents, but also gives him disadvantageous matchups against characters with [[disjointed hitbox]]es (especially swordies), such as {{SSBU|Ike}} and {{SSBU|Marth}}. His mediocre overall mobility can also make it difficult to chase down opponents, create space and/or cycle through Bonus Fruit, especially against rushdown-oriented characters or speed demons, such as {{SSBU|Sonic}} and {{SSBU|Fox}}.


Pac-Man's grab game, while nowhere near as awful as it was in ''SSB4'', is still flawed in some ways. His grabs, despite being much more consistent, are still somewhat risky due to retaining fairly high ending lag that tether grabs are known for. Although Pac-Man's up throw now has combo potential and his back throw remains a reasonably strong KO option, his forward and down throws leave a lot to be desired. The former throw's higher damage output and base knockback make it only mediocre at best for mix-ups, whereas the latter throw has all but lost its already minimal combo potential due to its ending lag being increased.
Pac-Man's grab game, while nowhere near as awful as it was in ''SSB4'', is still flawed in some aspects. His grabs, despite being much more consistent, are still somewhat risky due to retaining fairly high ending lag that [[tether grab]]s are known for. Although Pac-Man's up throw now has combo potential and his back throw remains a reasonably strong KO option, his forward and down throws leave a lot to be desired. The former throw's increased damage output and base knockback make it only mediocre at best for mix-ups, whereas the latter throw has all but lost its previously minimal combo potential due to its ending lag being increased. In addition, back throw is considered to be generally inferior compared to {{SSBU|Mario}}'s similar back throw due to lacking collateral hitboxes during the spins and possessing slightly less power, as well as its deceptive ending lag preventing reliable follow-ups.


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 even use Bonus Fruit's items against him. 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 inadvertently cost Pac-Man if he is careless.
Despite their perks, Pac-Man's entire [[special move]]set are capable of infamously getting 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 even utilize Bonus Fruit's items against him. 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 inadvertently cost Pac-Man 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. Pac-Jump, despite propelling Pac-Man very high vertically, 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 being a powerful KOing tool, Power Pellet is extremely predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be eaten by the opponent, including Pac-Man himself. [[Pac-Jump]], despite propelling Pac-Man at a considerable vertical height, can also be bounced off by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a professional Pac-Man player must guard the location of where his items are in order to inflict the highest potential knockback at a safer range, and avoid his items' abilities being turned against him.


Overall, Pac-Man excels at mindgames and damage racking, yet his moveset's overall low base knockback and average range make it difficult for him to KO opponents early. 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 ultimately decide the momentum of not only himself, but even the whole match itself.
Overall, Pac-Man is a flexible trapper who excels at mindgames and damage-racking, yet his moveset's overall low base knockback and mediocre range make KOing opponents often a hassle. As a result, he has a dependence on using 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. In addition, his special moves, while versatile, are considered to be a high double-edged sword as well, as while Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can ultimately decide the momentum of not only himself, but even the whole match itself.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Pac-Man was considered to be a low-tier character in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on the final tier list), owing to a somewhat underwhelming normal moveset, over-reliance on his special moves, constant micromanagement of his resources, the potential of all his special moves being used against him, poor KO potential and an extremely infamous [[grab]] that was burdened with huge lag and a tendency to miss due to its misleading and intermittent grabboxes. Potentially owing to his poorly regarded status, Pac-Man was dramatically buffed overall in his transition to ''Ultimate''.
Pac-Man used to be a lower-ranking character in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on the final tier list), owing to a somewhat underwhelming normal moveset, overreliance on his special moves, constant micromanagement of his resources, the potential of all his special moves being used against him, poor KO power and a highly infamous [[grab]] that had huge lag issues and a tendency to miss due to its grabboxes. Potentially owing to his poorly regarded status, Pac-Man was dramatically buffed overall in his transition to ''Ultimate''.


One of Pac-Man's biggest buffs involves his previously infamous grab: it is now drastically quicker overall, functions as a single and continuous hitbox instead of separate and short-lasting ones, and is more in-line with the rest of the cast due to the universal increase to ending lag within grabs. When combined with his [[up throw]]'s newfound combo potential and his [[back throw]] remaining a reasonably strong KO option, Pac-Man now possesses a much more useful grab game.
One of Pac-Man's biggest buffs involves his previously infamous grab: it is now drastically quicker overall, functions as a single and continuous hitbox instead of separate and short-lasting ones, and is more in-line with the cast due to the universal increase to ending lag within grabs. When combined with his [[up throw]]'s newfound combo potential and his [[back throw]] remaining a reasonably strong KO option, Pac-Man now possesses a much more useful grab game.


[[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, granting him more options in the process. If Pac-Man picks up one of Bonus Fruit's items he previously dropped, he can begin the cycle at the one he is currently holding. This technique, dubbed the [[Fruit Recycle]], allows Pac-Man to constantly pressure with his Bonus Fruit's items by allowing him to switch items and set up new combos after catching an item. Bonus Fruit's bell, in particular, can now [[paralyze]] opponents if it is Z-dropped, granting him a new item set-up.
[[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, granting him more options in the process. If Pac-Man picks up one of Bonus Fruit's items he previously dropped, he can begin the cycle at the one he is currently holding. This technique, dubbed the [[Fruit Recycle]], allows Pac-Man to constantly pressure with his Bonus Fruit's items by allowing him to switch items and set up new combos after catching an item. Bonus Fruit's bell, in particular, can now [[paralyze]] opponents if it is Z-dropped, granting him a new item set-up.
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Aside from his grab and Bonus Fruit, many of Pac-Man's moves have seen miscellaneous improvements. [[Down tilt]] is less punishable due to the changes of the move's momentum and reduced ending lag, [[dash attack]] has an additional hit while possessing even less ending lag (relative to its final hit), [[down aerial]]'s initial hits link together much better and inflict more damage, his new [[up tilt]] possesses greater frame data and increased vertical range to improve its utility as an anti-air, and some of his best aerial combo starters (such as [[neutral aerial]] and [[forward aerial]]) have altered knockback, allowing his attacks to flow better into each other. His [[recovery]] reaches further, as [[Power Pellet]] is faster and less punishable, grants even more distance, suffers much less lag on a wall-collision, and no longer causes [[tumbling]] when he runs into the ground, instead allowing him to move along the floor.
Aside from his grab and Bonus Fruit, many of Pac-Man's moves have seen miscellaneous improvements. [[Down tilt]] is less punishable due to the changes of the move's momentum and reduced ending lag, [[dash attack]] has an additional hit while possessing even less ending lag (relative to its final hit), [[down aerial]]'s initial hits link together much better and inflict more damage, his new [[up tilt]] possesses greater frame data and increased vertical range to improve its utility as an anti-air, and some of his best aerial combo starters (such as [[neutral aerial]] and [[forward aerial]]) have altered knockback, allowing his attacks to flow better into each other. His [[recovery]] reaches further, as [[Power Pellet]] is faster and less punishable, grants even more distance, suffers much less lag on a wall-collision, and no longer causes [[tumbling]] when he runs into the ground, instead allowing him to move along the floor.


Pac-Man's mediocre KO potential, one of his biggest weaknesses from ''SSB4'', has also been improved considerably, as his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key, which has strong KO potential on its own. All of these changes alleviate one of Pac-Man's biggest weaknesses from ''SSB4''. Finally, the universal alterations made to the mechanics in ''Ultimate'' have been beneficial to Pac-Man overall. The universally faster mobility improves his previously mediocre mobility, thus benefitting his approach. The universal reduction to [[landing lag]] further improves his respectable combo ability by allowing him access to his quick aerials, while [[dash-canceling]]'s expanded prevalence improves the utility of his tilts, thus granting him newfound approaching options by performing one of his tilt attacks out of a run.
Pac-Man's mediocre KO potential, one of his biggest weaknesses from ''SSB4'', has also been improved considerably, as his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key, which has strong KO potential on its own. All of these changes alleviate one of Pac-Man's biggest weaknesses from ''SSB4''. Finally, the universal alterations made to the mechanics in ''Ultimate'' have been benefitial to Pac-Man overall. The universally faster mobility improves his previously mediocre mobility, thus benefitting his approach. The universal reduction to [[landing lag]] further improves his respectable combo ability by allowing him access to his quick aerials, while [[dash-canceling]]'s expanded prevalance improves the utility of his tilts, thus granting him newfound approaching options by performing one of his tilt attacks out of a run.


However, Pac-Man received some noticeable nerfs, especially to his combo game. The mechanics of his Bonus Fruit's items have been altered drastically, heavily limiting the variety of item-based techniques he can perform: the time-window for catching the items is now very narrow, as most of the items disappear almost immediately after hitting an opponent, while the cherry and strawberry now have a set distance and no longer linger on the ground. Bonus Fruit's items also cannot be picked up again after being Z-dropped; when combined with the changes to [[footstool]]s and [[lock]]s, Pac-Man can no longer perform his notorious [[zero-to-death]] footstool combos. While all these changes prevent the opponent from capitalizing on his own fruits, it also homogenizes his item play. [[Fire Hydrant]]'s physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and set-ups when it is launched. In addition, several moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.
However, Pac-Man received some noticeable nerfs, especially to his combo game. The mechanics of his Bonus Fruit's items have been altered drastically, heavily limiting the variety of item-based techniques he can perform: the time-window for catching the items is now very narrow, as most of the items disappear almost immediately after hitting an opponent, while the cherry and strawberry now have a set distance and no longer linger on the ground. Bonus Fruit's items also cannot be picked up again after being Z-dropped; when combined with the changes to [[footstool]]s and [[lock]]s, Pac-Man can no longer perform his notorious [[zero-to-death]] footstool combos. While all these changes prevent the opponent from capitalizing on his own fruits, it also homogenizes his item play. [[Fire Hydrant]]'s physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and set-ups when it is launched. In addition, many moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.


Pac-Man's aforementioned new up tilt is more situational than his previous up tilt in ''SSB4'', as it can no longer hit opponents directly next to or behind him, and it is unable to launch Fire Hydrant backward. In addition, Pac-Man's neutral and forward aerials have lost their ability to [[lock]] (though this is compensated by their newfound combo potential). Lastly, [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its availability.
Pac-Man's aforementioned new up tilt is more situational than his previous up tilt in ''SSB4'', as it can no longer hit opponents directly next to or behind him, and it is unable to launch Fire Hydrant backward. In addition, Pac-Man's neutral and forward aerials have lost their ability to [[lock]] (though this is compensated by their newfound combo potential). Lastly, [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its availability.


Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to catch up with the quick and aggressive pace of ''Ultimate''. The changes overall make Pac-Man more formidable, although his playstyle has less of an emphasis over item-stalling and rewards item-positioning and setups more than before. However, he still retains several of his former issues from ''SSB4'', such as mediocre melee-oriented range, a slight dependence on setups to KO, the necessity for micromanagement, and the ease of his special moves potentially being turned against him. Nevertheless, despite the buffs to other characters and the introduction of powerful DLC characters in game updates, Pac-Man has immensely improved from ''SSB4'', and is considered one of the most buffed characters in the transition to ''Ultimate'' and a highly effective character as opposed to non-viable.
Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to catch up with the quick and aggressive pace of ''Ultimate''. The changes overall make Pac-Man a drastically more formidable fighter, although his playstyle has less of an emphasis over item-stalling and rewards item-positioning and setups more than before. However, he still retains several of his former issues from ''SSB4'', such as mediocre melee range, a slight dependence on setups to KO, the necessity for micromanagement, and the ease of his special moves potentially being turned against him. Nevertheless, despite the buffs to other characters and the introduction of powerful DLC characters in game updates, Pac-Man has immensely improved from ''SSB4'', and is considered one of the most buffed characters in the transition to ''Ultimate'' and a highly effective character as opposed to non-viable.


{{SSB4 to SSBU changelist|char=Pac-Man}}
{{SSB4 to SSBU changelist|char=Pac-Man}}


==Update history==
==Update history==
Pac-Man received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update 1.2.0 introduced a universal nerf by removing the ability to Z-drop items out of hitstun. This nerf hurt Pac-Man more than any other fighter, as it removed the defensive strategy of opponents getting hit by [[Bonus Fruit]]'s item that Pac-Man is holding while attacking, allowing Pac-Man to run away and possibly punish the opponent. Update 2.0.0 then buffed Pac-Man's combo potential by making his forward and down aerials autocancel earlier and having Bonus Fruit's items last longer after making contact, widening the window to follow up and more easily keep opponents in hitstun.
Pac-Man received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update 1.2.0 introduced a universal nerf by removing the ability to Z-drop items out of hitstun. This aforementioned change impaired Pac-Man more than all other fighters, as it removed the defensive strategy of opponents getting hit by [[Bonus Fruit]]'s item that Pac-Man is holding while attacking, allowing Pac-Man to run away and potentially punish the opponent, heavily hindering his hit-and-run playstyle. However, update 2.0.0 buffed Pac-Man's combo potential by increasing his forward and down aerials' auto-cancel windows and increasing Bonus Fruit's endurance after making contact, widening the window to follow up and more easily keep opponents in hitstun.


Update 3.0.0's near-universal nerf to projectiles' shield damage outputs noticeably affected Bonus Fruit and [[Fire Hydrant]]. Update 3.1.0 improved up smash's first hit ability to link into its second hit by adjusting its launching angle. Update 4.0.0 fixed a notorious flaw with Pac-Man being forced to drop charging Bonus Fruit while being reversed; this no longer makes Pac-Man vulnerable after being reversed and now possibly lets him punish the opponent. Update 7.0.0 enlarged Pac-Man's shield as part of a near-universal buff, while update 8.0.0 nerfed his rolls slightly by standardizing their lag with the rest of the cast's rolls.
Update 3.0.0's near-universal nerf to projectiles' damage outputs to shields noticeably affected Bonus Fruit and [[Fire Hydrant]], hindering Pac-Man's shield-breaking capabilities. Update 3.1.0 improved up smash's first hit ability to link into its second hit by adjusting its launching angle. Update 4.0.0 fixed a notorious flaw with Pac-Man being forced to drop charging Bonus Fruit while being reversed; this no longer makes Pac-Man vulnerable after being reversed and now potentially allows him to punish the opponent. Update 7.0.0 enlarged Pac-Man's shield as part of a near-universal buff, while update 8.0.0 nerfed his rolls slightly by standardizing their lag with the rest of the cast's rolls.


Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his optimal game plan has changed from that of a zoner to more of a bait-and-punish style because of the universal item and projectile nerfs and his combo-oriented buffs, Pac-Man's competitive standing has not changed much and he remains among the most significantly buffed veterans in the game (similarly to {{SSBU|Palutena}}, {{SSBU|Roy}} and {{SSBU|Pichu}}).
Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his optimal gameplan has changed from that of a zoner to more of a bait-and-punish playstyle because of the universal item and projectile-oriented nerfs and his combo-oriented buffs, Pac-Man's competitive standing has not changed much and he remains among the most significantly buffed veterans in the game (comparatively like {{SSBU|Palutena}}, {{SSBU|Roy}} and {{SSBU|Pichu}}).


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
Line 108: Line 112:
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=An alternating pair of hooks followed by a bycicle kick. Each hit has quick start-up (frame 4), but the third hit has slight ending lag and minimal knockback. it's reminniscent of Pac-Man's punch combos from ''Pac-Man World 3''.
|neutraldesc=A one-two combo followed by a bicycle kick. It has decent range for a neutral attack and thanks to the first and second hits' very minimal start-up lag (frame 4), it is useful as an anti-pressuring option as a follow-up from his dash attack. The first and second hits can [[lock]]. However, the third hit has noticeable ending lag for a neutral attack of its kind while dealing minimal knockback.
|ftiltname=Pac-Kick ({{ja|パックキック|Pakku Kikku}})
|ftiltname=Pac-Kick ({{ja|パックキック|Pakku Kikku}})
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=A side kick. It has quick start-up (frame 5), yet slight ending lag (FAF 31). Unlike the majority of forward tilts in ''Ultimate'', it retains very low base knockback and very high knockback growth. As a result, it can KO at around 160% at the edge, but is unsafe on shield and on hit at low percentages.
|ftiltdesc=A straight side kick. It has quick start-up (frame 5), although it has moderate ending lag. Unlike the majority of forward tilts in ''Ultimate'', it retains minimal base knockback and extremely high knockback growth. As a result, it can KO middleweights at around 160% at the edge of Final Destination, but is unsafe on shield and on hit at low percentages. It can be angled, being capable of [[jab reset]]ting at low percentages if angled down. It is also useful for spacing beginning at 45%.
|utiltname=Pac-Upper Punch ({{ja|パックアッパーパンチ|Pakku Appā Panchi}})
|utiltname=Pac-Upper Punch ({{ja|パックアッパーパンチ|Pakku Appā Panchi}})
|utiltdmg=6.5%
|utiltdmg=6.5%
|utiltdesc=An uppercut. It has decent vertical range, low vertical knockback, decent start-up (frame 7) and minimal ending lag (FAF 25). It also grants intangibility to Pac-Man's fist on frames 7-10. Altogether, these traits make it useful for starting and/or extending combos. However, it cannot hit directly in front of or behind Pac-Man, making it largely suited to being an anti-air attack, platform poke, or niche edge coverage option.
|utiltdesc=An uppercut. It possesses decent vertical range, low vertical knockback, decent start-up (frame 7) and minimal ending lag. It also grants [[intangibility]] to Pac-Man's fist throughout the duration of the hitbox. Altogether, these traits make it useful for starting and/or extending combos, as well as partaking in juggling. However, it cannot hit in front of and/or behind Pac-Man due to its lack of horizontal range, fundamentally making it suitable to being an anti-air attack, poking tool from a platform, or a niche option for covering the opponent's options out of a ledge.
|dtiltname=Pac-Bite ({{ja|パックバイト|Pakku Baito}})
|dtiltname=Pac-Bite ({{ja|パックバイト|Pakku Baito}})
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Pac-Man changes into his Classic Form and chomps downward. It has minimal ending lag and long range, since Pac-Man moves forward at a far distance. Once the move finishes, he returns back to his original position. Altogether, these traits make it a safe poking tool.
|dtiltdesc=Transforms into his "wedge" form and chomps below himself at a diagonal angle. It has deceptive range, thanks to Pac-Man chomping forward at a decent distance before retreating, which makes it extremely useful for spacing and safe poking. However, its hitbox has a minimal duration. The move can be performed in quick succession due to its interruptibility.
|dashname=Pac-Dash Bite ({{ja|パックダッシュバイト|Pakku Dasshu Baito}})
|dashname=Pac-Dash Bite ({{ja|パックダッシュバイト|Pakku Dasshu Baito}})
|dashdmg=2% (hits 1-3), 4% (hit 4)
|dashdmg=2% (hits 1-3), 4% (hit 4)
|dashdesc=Pac-Man changes into his Classic Form and slides forward while chomping repeatedly. It hits 4 times, with the last hit having low vertical knockback. This move has a long animation, but almost no ending lag (FAF 46, while the last hit comes out frame 37), making it incredibly safe (even against a shield). The hitbox comes out on frame 10, but it has a windbox on frames 3-9, making it one of the fastest dash attacks overall when combined with its very minimal ending lag. One of Pac-Man's best approach options.
|dashdesc=Transforms into his "wedge" form and chomps repeatedly while sliding forward, with the last chomp dealing low vertical knockback. Although it hits on frame 10 and has a long animation, it has a windbox that hits on frame 3, which makes it the second-fastest dash attack in the game, being surpassed only by {{SSBU|Little Mac}}'s. When coupled with its very minimal ending lag, it can easily combo into his forward, up, and neutral aerials, or used as a [[cross-up]] to escape pressure. In addition, it is the only dash attack in ''Ultimate'' to not force the player to come to a stop, giving it incredible safety. It also functions as a combo starter into several moves, especially Pac-Man's [[up aerial]] and his Key. While the move does have a windbox at the start, its effect is negligible. Altogether, these traits collectively make it one of Pac-Man's best approaching options in his kit.
|fsmashname=Blinky ({{ja|アカベエ|Akabē}})
|fsmashname=Blinky ({{ja|アカベエ|Akabē}})
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (sourspot), {{ChargedSmashDmgSSBU|16}} (sweetspot), {{ChargedSmashDmgSSBU|9}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (sourspot), {{ChargedSmashDmgSSBU|16}} (sweetspot), {{ChargedSmashDmgSSBU|9}} (late)
|fsmashdesc=Thrusts Blinky (the red ghost) in front of himself. It has a sourspot on his arm, while Blinky himself is the sweetspot. Just like his other smash attacks, it can nullify projectiles. Deals respectable damage and high knockback while Blinky also has a long-lasting late hitbox. It has 26 frames of ending lag (FAF 53), however, and its long duration makes it easy to punish if it used carelessly.
|fsmashdesc=Unleashes [[Ghosts|Blinky]], the red ghost, forward to slam into the opponent. Pac-Man's arm is the [[sourspot]], while Blinky himself is the [[sweetspot]]. It is Pac-Man's strongest smash attack, dealing respectable damage and enough knockback to KOs middleweights under 100% while near the edge of Final Destination, and Blinky is a long-lasting and disjointed hitbox. Like Pac-Man's other two smash attacks, it is able to nullify oncoming projectiles. It has moderate start-up lag, hitting on frame 16, however, and is burdened with 26 frames of ending lag, making it punishable without wise usage.
|usmashname=Inky ({{ja|アオスケ|Aosuke}})
|usmashname=Inky ({{ja|アオスケ|Aosuke}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (launcher), {{ChargedSmashDmgSSBU|14}} (Inky), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (launcher), {{ChargedSmashDmgSSBU|14}} (Inky), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdesc=Thrusts Inky (the cyan ghost) directly overhead. It has a brief hitbox on Pac-Man's clenched fist that is in front of him and launches the opponent directly into Inky. Inky deals decent damage and knockback while also having long-lasting late hitbox. It is Pac-Man's fastest smash attack (coming out on frame 11, with Inky coming out on frame 15) and has 24 frames of ending lag (FAF 50). However, its moderate power results in it KOing effectively beginning at around 130%.
|usmashdesc=Unleashes Inky, the cyan ghost, straight overhead to slam into the opponent. It has a brief hitbox on Pac-Man's clenched fist that deals set knockback, which launches the opponent straight into Inky. Inky is a disjointed hitbox deals respectable damage and knockback, KOing middleweights at around 119% on Final Destination, while also possessing long-lasting late hitbox. It is Pac-Man's fastest smash attack in terms of start-up lag (coming out on frame 11, with Inky coming out on frame 15) and has 24 frames of ending lag.
|dsmashname=Pinky & Clyde ({{ja|ピンキー&グズタ|Pinkī ando Guzuta}})
|dsmashname=Pinky & Clyde ({{ja|ピンキー&グズタ|Pinkī ando Guzuta}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (clean), {{ChargedSmashDmgSSBU|7}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (clean), {{ChargedSmashDmgSSBU|7}} (late)
|dsmashdesc=Crouches while thrusting Pinky and Clyde (the pink and orange ghosts, respectively) in front of and behind himself simultaneously. Pinky and Clyde are [[semi-spike]]s and have impressive range, making them ideal for gimps and punishing rolls. Like Blinky and Inky, they have long-lasting late hitboxes. However, it is Pac-Man's weakest smash attack and its 29 frames of ending lag (FAF 55) is the highest amount out of his smashes.
|dsmashdesc=Crouches while unleashing Pinky and Clyde, the pink and orange ghosts, respectively, in front of and behind himself simultaneously to slam into the opponent. Pinky and Clyde are disjointed hitboxes with impressive ranges and are steep [[semi-spike]]s, making them effective for [[gimp]]s and punishing [[roll]]s, while dealing enough knockback to KO middleweights at around 135% by the center of Final Destination. Like Blinky and Inky, Pinky and Clyde have long-lasting late hitboxes. However, it is Pac-Man's weakest smash attack both in terms of power and damage output, and the move's 29 frames of ending lag is the highest amount among the rest of Pac-Man's smash attacks.
|nairname=Pac-Roll ({{ja|パックロール|Pakku Rōru}})
|nairname=Pac-Roll ({{ja|パックロール|Pakku Rōru}})
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8.5}} (mid), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8.5}} (mid), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=Quickly assumes his Classic Form and then backflips repeatedly. It has very quick start-up (frame 3), a long duration, very minimal landing lag and low knockback. Altogether, these traits it useful for combos. Its clean hit is also useful for edge-guarding, although the move itself has high ending lag in the air (FAF 52). Auto-cancels in a full hop.
|nairdesc=Transforms into his "wedge" form and backflips repeatedly. It has the properties of a [[sex kick]]. Thanks to it hitting on frame 3, it is his fastest aerial attack, and one of the fastest aerials of all kinds in the game. When combined with its long-lasting hitbox, very minimal landing lag and low knockback, these traits collectively make it useful for starting and breaking out of combos. Its clean hit is also useful for edgeguarding and can KO middleweights at around 188% by the edge of Final Destination, although the move itself has high ending lag in the air. It [[auto-cancel]]s in a full hop.
|fairname=Pac-Air Kick ({{ja|パックエアキック|Pakku Ea Kikku}})
|fairname=Pac-Air Kick ({{ja|パックエアキック|Pakku Ea Kikku}})
|fairdmg={{ShortHopDmgSSBU|7.65}}
|fairdmg={{ShortHopDmgSSBU|7.65}}
|fairdesc=A roundhouse kick. It has an average damage output, high base knockback and very low knockback scaling. However, it is the fastest forward aerial in the game in regard to start-up (frame 5), and the second fastest forward aerial (behind {{SSBU|Luigi}}'s) in regard to ending lag (FAF 26). It also has only 10 frames of landing lag and auto-cancels in a short hop fast fall. Altogether, these traits make it one of Pac-Man's best moves, since it can chain into itself or other moves effectively, as well as function as a reliable approach option.
|fairdesc=A roundhouse kick. It inflicts average damage, possesses high base knockback and minimal knockback scaling. However, it is the fastest forward aerial in the game in regard to start-up (frame 5), and the second-fastest forward aerial (behind {{SSBU|Luigi}}'s) in regard to ending lag. It also has only 10 frames of landing lag and auto-cancels in a fast-fallen short hop. Altogether, these traits collectively make it one of Pac-Man's best tools in his kit, since it can chain into itself or other moves effectively. In addition, it is effective for leading into a [[wall of pain]] at low percentages in conjunction with Pac-Man's high aerial mobility. Thanks to Pac-Man's above-average [[air acceleration]], this move is also a reliable spacing and approaching option, as he can retreat while using it. It also serves as a quick combo tool, potentially into KO moves.
|bairname=Pac-Drop Kick ({{ja|パックドロップキック|Pakku Doroppu Kikku}})
|bairname=Pac-Drop Kick ({{ja|パックドロップキック|Pakku Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|11.8}} (clean), {{ShortHopDmgSSBU|7}} (late)
|bairdmg={{ShortHopDmgSSBU|11.8}} (clean), {{ShortHopDmgSSBU|7}} (late)
|bairdesc=A dropkick. It has decent start-up (frame 9), ending (FAF 41) and landing lag (13 frames) for an aerial of its kind. It can also auto-cancel in a short hop. Its clean hitbox makes it Pac-Man's most reliable aerial for KOing, although it has only mediocre knockback for an aerial of its type.
|bairdesc=A {{s|wikipedia|dropkick}}. When combined with dealing the highest damage out of Pac-Man's aerials, it is Pac-Man's strongest aerial, as its clean hitbox KOs middleweights at 121% while near the edge of Final Destination. Despite its power, it is quite quick, as it hits on frame 9, while possessing relatively low ending and landing lag (13 frames) for an aerial of its kind. It also has properties of a sex kick, like his neutral aerial. It is able to auto-cancel out of a short hop, making it an effective spacing tool. The clean hitbox's properties make it Pac-Man's most reliable aerial for KOing, although it boasts rather mediocre power and damage output for an aerial of its kind.
|uairname=Pac-Somersault Kick ({{ja|パックサマーソルトキック|Pakku Samāsoruto Kikku}})
|uairname=Pac-Somersault Kick ({{ja|パックサマーソルトキック|Pakku Samāsoruto Kikku}})
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdesc=A bycicle kick. It has decent start-up, a very long duration (frames 9-16), minimal knockback and 20 frames of ending lag (FAF 37). It can also auto-cancel in a short hop, and is the only aerial in the game that can perform a functional [[drop cancel]]. It resembles the Flip Kick from ''Pac-Man World 2''.
|uairdesc=A bicycle kick. It has decent start-up, a very long duration (frames 9-16), minimal knockback and 20 frames of ending lag. Its long range and almost nonexistent base knockback make it a reliable [[juggling]] option and a decent anti-air tool. The move's hitbox lasts longer than expected while possessing consistent damage throughout, allowing the late hitbox to connect against opponents or Fire Hydrant for unique followups. While it is slightly slower than other comparable up aerials of its own kind, such as {{SSBU|Mario}}, {{SSBU|Zero Suit Samus}} and {{SSBU|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. It KOs middleweights starting around 162% near the top of Final Destination. It can also auto-cancel in a short hop, and is the only aerial in the game that can perform a functional [[drop cancel]]. Resembles Pac-Man's flip kick from ''Pac-Man World 2''.
|dairname=Pac-Stomp ({{ja|パックスタンプ|Pakku Sutanpu}})
|dairname=Pac-Stomp ({{ja|パックスタンプ|Pakku Sutanpu}})
|dairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|7}} (hit 4)
|dairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|7}} (hit 4)
|dairdesc=A series of stomps. Due to coming out on frame 6 and having low ending lag after the final stomp, it's one of the fastest down aerials in the game. Its last hit has massive base knockback and launches diagonally, which make it able to KO reliably below 50% while very close to the left/right [[blast line]]. Onstage, however, it does not KO until after 150% due to its mediocre knockback scaling. Pac-Man's most damaging aerial if all of its hits connect. Outside of KOing, it is also very useful for edge-guarding or as a combo finisher offstage, notably being able to KO early after 2 forward aerials.
|dairdesc=A series of [[Stomp (archetype)|stomps]], similar to {{SSB4|Lucas}}' down aerial, although it lacks the ability to [[meteor smash]]. Due to coming out on frame 6, it's one of the fastest down aerials in the game. Its last hit has massive base knockback and launches at a diagonal angle, which allow it to KO reliably below 50% while nearing to the left/right [[blast line]]. In addition, despite its mediocre knockback scaling, the final hit can KO middleweights at around 139% at the edge of Final Destination. Pac-Man's most damaging aerial if all of its hits connect. Outside of KOing, it is also effective for edgeguarding or as a combo finisher offstage, especially being able to KO early after a pair of forward aerials.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Holds his hand out to emit [[Boss Galaga]]'s tractor beam. It has noticeable start-up, but lasts a long time and has fairly long range and low ending lag for an extended grab.
|grabdesc=Holds his palm out to emit [[Boss Galaga]]'s tractor beam, drawing opponents in his grip. It has noticeable startup lag, but unlike in ''SSB4'', it consists of a single and long-lasting hitbox that covers the entire beam. It has considerable range and rather low ending lag for an extended grab, but still has rather high overall ending lag similar to [[tether grab]]s.
|pummelname=Grab Pac-Headbutt ({{ja|つかみパックヘッドバット|Tsukami Pakku Heddobatto}})
|pummelname=Grab Pac-Headbutt ({{ja|つかみパックヘッドバット|Tsukami Pakku Heddobatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|pummeldesc=A headbutt. A relatively quick pummel with decent damage to boot.
|fthrowname=Pac-Capture Cut ({{ja|パックキャプチャーカット|Pakku Kyapuchā Katto}})
|fthrowname=Pac-Capture Cut ({{ja|パックキャプチャーカット|Pakku Kyapuchā Katto}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Reels back and then shoves the opponent away. Its below-average knockback makes it unable to KO at reasonable percentages. However, it can be used for mix-ups, due to it launching at 58° and having minimal ending lag.
|fthrowdesc=Reels back before shoving the opponent forward. Its below-average knockback prevents it from being able to KO at reasonable percentages. However, it can be useful for mix-ups, due to it launching at 58° and possessing minimal ending lag.
|bthrowname=Pac-Giant Swing ({{ja|パックジャイアントスイング|Pakku Jaianto Suingu}})
|bthrowname=Pac-Giant Swing ({{ja|パックジャイアントスイング|Pakku Jaianto Suingu}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Unlike similar throws, however, it lacks a collateral hitbox. It is Pac-Man's only throw that KOs reliably, and does so beginning at around 140% at the edge.
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. In addition to being Pac-Man's most damaging throw, it is Pac-Man's only reliable KO throw, and is one of the strongest back throws in the game, as it KOs even the heaviest of characters at around 169% at the edge of Final Destination without [[rage]]. Unlike similar throws (such as {{SSBU|Mario}} and {{SSBU|Wario}}), however, it lacks a collateral hitbox during the spins. In addition, its rather deceptive ending lag prevents it from leading into follow-ups.
|uthrowname=Pac-Upper Throw ({{ja|パックアッパースルー|Pakku Appā Surū}})
|uthrowname=Pac-Upper Throw ({{ja|パックアッパースルー|Pakku Appā Surū}})
|uthrowdmg=5%
|uthrowdmg=5%
|uthrowdesc=Swings the opponent into the air with one hand. Deals minimal damage and knockback; when coupled with its low ending lag, it can combo into neutral and up aerials at low percentages. However, its minimal power means that it will not KO until around 220%.
|uthrowdesc=Hurls the opponent straight into the air. It deals the least damage out of Pac-Man's throws, while it has relatively average base knockback and high knockback growth. When combined with its low ending lag, it can combo into neutral and up aerials at low percentages. If Pac-Man is pushed upwards by the Fire Hydrant's water, it can combo into an up aerial for a KO. It can also KO floaty middleweights at around 192% with rage.
|dthrowname=Pac-Devour ({{ja|パックデバウアー|Pakku Debauā}})
|dthrowname=Pac-Devour ({{ja|パックデバウアー|Pakku Debauā}})
|dthrowdmg=1.5% (hits 1-3), 6% (hit 4)
|dthrowdmg=1.5% (hits 1-3), 6% (hit 4)
|dthrowdesc=Changes into his Classic Form and chomps the opponent 4 times, with the last hit dealing low knockback. It launches at 43°, making it useful for tech-chases (most notably into Bonus Fruit's key). However, its very high ending lag prevents it from having true follow-ups.
|dthrowdesc=Pins the opponent to the ground and transforms into his "wedge" form to chomp them four times, with the last chomp launching them. It launches at 43°, making it useful for [[tech-chasing]], especially into Bonus Fruit's key at 0% and up to medium percentages. However, its noticeable ending lag prevents it from possessing true follow-ups.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Kicks around himself while getting up.
|floorfdesc=Sweep kicks around himself in a circle while getting up.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Kicks around himself while getting up.
|floorbdesc=Sweep kicks around himself in a circle while getting up.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a side kick to the left and then to the right while getting up.
|floortdesc=Performs a straight-roundhouse kick in front of himself, then behind himself while getting up.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
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|nsname=Bonus Fruit
|nsname=Bonus Fruit
|nsdmg=4.3% (cherry), 6% (strawberry), 7.5% (orange), 9.5% (apple), 12% (melon), 9% (Galaxian), 7.5% (bell), 16% (key)
|nsdmg=4.3% (cherry), 6% (strawberry), 7.5% (orange), 9.5% (apple), 12% (melon), 9% (Galaxian), 7.5% (bell), 16% (key)
|nsdesc=Raises his hand to cycle through the 8 different bonus items from ''{{b|Pac-Man|game}}''. The fruits, Galaxian, bell and key each have their own damage outputs, knockback values, traveling speeds, and launching angles. All of them can be re-caught once; if Pac-Man has a bonus item in his hand, pressing the special button will continue the cycle from that object's position, also allowing him to re-catch the object again.
|nsdesc=Raises his hand to cycle through the 8 different and collectable bonus frouits/items from ''{{b|Pac-Man|game}}''. The fruits, Galaxian, bell and key each have their own damage outputs, knockback values, traveling speeds, and launching angles. All of them can be re-caught once; if Pac-Man has a bonus item in his hand, pressing the special button will continue the cycle from that object's position, also allowing him to re-catch the object again. If charging is interrupted, holding down the special button will make Pac-Man resume charging from the most recent charge. It can be [[charge-cancel]]ed and, while charging in midair, Pac-Man's [[gravity]] will be decreased. The thrown projectile functions as an [[item]], which can be grabbed by Pac-Man or opponents with good timing. Conversely, opponents can hit Pac-Man to forcibly drop his Bonus Fruit, either while he is charging or holding his fruit; the latter can also be done to opponents by hitting those who are holding a Bonus Fruit. Pac-Man can only create a single fruit/object at a time, and cannot create another if it is being held by an opponent. Due to its quick speed and high power, Bonus Fruit's key is one of Pac-Man's most viable KO options, as it KOs middleweights at 143% while near the center of Final Destination.
|ssname=Power Pellet
|ssname=Power Pellet
|ssdmg=4% (before eating Power Pellet), 6% (uncharged), 12% (fully charged)
|ssdmg=4% (before eating Power Pellet), 6% (uncharged), 12% (fully charged)
|ssdesc=Summons a string of Power Pellets in front of himself, then dashes quickly in his Classic Form to chomp along the trail. The string can be angled in any direction and travels very far, making it an incredible recovery option. Also has high knockback if Pac-Man hits the opponent after eating the Power Pellet. Just after eating the final Power Pellet, Pac-Man also gains [[super armor]] for 8 frames.
|ssdesc=Summons a trail of Pac-Dots that concludes with a Power Pellet, and then transforms into his "wedge" form before propelling himself forward to devour them. The trail can be extended to a maximum of six Pac-Dots, while the dash has a controllable trajectory that can allow for [[mindgame]]s and even an incredible recovery since it travels a considerable distance, and can even extend his recovery with [[Pac-Jump]]. Pac-Man is granted 8 frames of [[super armor]] after eating the Power Pellet, giving it impressive safety. Upon extending a full trail, its finishing hit will boast enough power to KO middleweights at 124% while near the center of Final Destination. Pac-Man is able to [[fast fall]] immediately during the move's ending lag, and will not go off ledges during a grounded chomp if the trail does not go past a ledge. Interrupting it during its start-up drops the Power Pellet, which heals 2% and can be eaten by any character. Pac-Man can act out after Power Pellet and is able to automatically ledge-snap throughout its duration, but if he bumps directly into a surface during the chomps, it stops and he goes into a short [[tumbling]] animation that can be interrupted early. The string can be angled in all directions.
|usname=Pac-Jump
|usname=Pac-Jump
|usdmg=5%-7% (early), 6%-8.42% (mid), 7%-10% (late)
|usdmg=5%-7% (early), 6%-8.42% (mid), 7%-10% (late)
|usdesc=Summons a trampoline below himself, which will launch Pac-Man higher as it changes color (blue → yellow → red). Any character can jump on the trampoline, but only Pac-Man will be rendered [[helpless]] by it. Anyone other than Pac-Man himself can damage the trampoline, which also changes its coloration before destroying it entirely). Anyone, including Pac-Man, who jumps on the trampoline while it is red will be instantly rendered helpless. It can be used at edge to limit the opponent's get-up options and approach.
|usdesc=Transforms into his "wedge" form and summons a trampoline to bounce off of, which will launch Pac-Man higher as it changes color (blue → yellow → red). Extremely quick, coming out at frame 4. Any character can jump on the trampoline, but only Pac-Man will be rendered helpless by it. Any characters, including Pac-Man, who jumps on the trampoline while it is red will be instantly rendered [[helpless]]. It can be performed at edge to limit the opponent's get-up options and approach. Subsequent bounces grant more height, but the fourth bounce breaks the trampoline and renders the attempted user helpless. Any opponent other than Pac-Man himself can damage the trampoline, which also changes its coloration before completely nullifying it. Pac-Man himself can hit opponents while ascending, and since the trampoline instantly forcing opponents to jump once touched, it is an effective grounded combo breaker. When performed onstage, the trampoline can be used for mindgames and set-ups. It can be used at edge to limit the opponent's get-up options and approach.
|dsname=Fire Hydrant
|dsname=Fire Hydrant
|dsdmg=9% (falling), 13% (tumbling)
|dsdmg=9% (falling), 13% (tumbling)
|dsdesc=Summons a Fire Hydrant underneath himself. When used in the air, the Fire Hydrant falls downward until it hits solid ground. Once grounded, it spurts water out of its sides twice (or on top, if someone is standing on it). This water pushes enemies and items away. If the hydrant receives 13% or more, it will be launched (taking the angle and speed of the move that launched it) and become the property of the character that dealt the tumbling blow. It is a fairly strong projectile when launched, KOing {{SSBU|Mario}} at the edge of {{SSBU|Final Destination}} at 128% with good DI. The Fire Hydrant's velocity only affects the direction an opponent is launched, and does not affect the strength or the angle of the hit. This is also one of the few non-[[item]] projectiles in the game that is subject to gravity, bouncing along the ground and slowing down after each bounce.
|dsdesc=Summons a Fire Hydrant underneath himself. When performed in the air, the Fire Hydrant falls downward until it collides with a solid surface. Once grounded, it spurts water out of its sides twice (or on top, if a character is standing on it). This water pushes opponents and items from it. Upon receiving up to 13% or more, it is launched as a powerful projectile that travels in the trajectory of the move that sent it flying. The launched hydrant will damage opponents by ramming into them, or potentially Pac-Man himself if it is sent flying by an opponent. It is a rather powerful projectile when launched, KOing {{SSBU|Mario}} at the edge of {{SSBU|Final Destination}} at 128% with good DI. The Fire Hydrant's velocity only affects the direction an opponent is launched, and does not affect the strength or the angle of the hit. This is also one of the few non-[[item]] projectiles in the game that is subject to gravity, bouncing along the ground and slowing down after each bounce. If placed on a steep enough slope, it will tumble down the slope until it disappears. The water does not inflict damage, but has a [[push]] effect that can allow for mindgames, mix-ups, and even [[gimp]]s. Due to it functioning as a constantly active hitbox, the hydrant can actually be [[counterattack]]ed and [[Pocket]]ed while it is stationary.
|fsname=Super Pac-Man
|fsname=Super Pac-Man
|fsdmg=20% (yellow), 28% (red)
|fsdmg=20% (yellow), 28% (red)
|fsdesc=Eats both a Power Pellet and a Super Pellet, grows enormous as a result, and then changes into his Classic Form before looping around the stage repeatedly. Pac-Man always moves in a straight line, but his angle can be altered to catch opponents running away. As the Final Smash progresses, Pac-Man moves faster and faster, then starts acquiring a red tint, after which he deals more damage to opponents. The final dash deals the most damage but travels very slowly and creates afterimages. Running into opponents chomps them, dealing knockback and turning them into ghost eyes, similarly to consumed ghosts in ''Pac-Man''. Items can also be eaten in this way, which removes them from play. Every "consumed" enemy or item gives 200 points, then 400, then 800, then 1600, then 3200, then all subsequent ones yield 7650. However, the point value is completely aesthetic.
|fsdesc=Simultaneously devours a Power Pellet and a Super Pellet, transforming into his classic 2D "wedge" form, albeit drastically enlarged, before looping around the stage repeatedly. Pac-Man typically traverses in a straight line, but his angle can be altered to catch opponents fleeing. Upon progression, Pac-Man's mobility speeds up, then begins acquiring a red tint, after which, he inflicts more damage to opponents. The final dash deals the most damage at the expense of possessing slow mobility and creates afterimages. Running into opponents chomps them, dealing knockback and turning them into ghost eyes, similarly to consumed ghosts in ''Pac-Man''. Items can also be eaten in this way, which removes them from play. Every "consumed" opponent or item gives 200 points, then 400, then 800, then 1600, then 3200, then all subsequent ones yield 7650. However, the point value is completely aesthetic. Once the final dash is finished, Pac-Man will revert back to his original anthropomorphic incarnation.
}}
}}


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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Assumes his Classic Form, chomps slowly, and then assumes his normal form.
*Pops into the stage as his classic 2D "wedge" form, performs a slow chomp, then jumps up into his anthropomorphic 3D form.
<gallery>
<gallery>
Pac-ManOnScreenAppearanceSSBU.gif|Pac-Man's on-screen appearance
Pac-ManOnScreenAppearanceSSBU.gif|Pac-Man's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Performs the [[Namco Roulette]], which involes him summoning a sprite and associated sound effect from a classic Namco game.
*'''Up Taunt''': Performs the "[[Namco Roulette]]", which produces sprites of classic items, characters and antagonists compsed by ''[[Bandai Namco|Namco]]'', comparatively like [[Bonus Fruit]].
*'''Side Taunt''': Changes into his Classic Form and chomps from side to side while his chomping sound from ''{{b|Pac-Man|game}}'' plays.
*'''Side Taunt''': Transforms into his "wedge" form and chomps to the right and left at varying intervals while emitting his iconic chomping sound from ''{{b|Pac-Man|game}}'', before shifting back to his anthropomorphic form.
*'''Down Taunt''': Lays on the ground as a pair of fairies from ''Pac-Land'' and a few music notes appear above his head. During this, an arrangement of the first 5 notes of the intermission theme from ''Pac-Man'' plays.
*'''Down Taunt''': Lays on the ground as a pair of fairies from ''Pac-Land'' and a few musical notes hover above his head. During this, an arrangement of the first 5 notes of the intermission theme from ''Pac-Man'' plays.
<gallery>
<gallery>
SSBUPacManTaunt1.gif|Pac-Man's up taunt, summoning the sprite of [[Gil]].
SSBUPacManTaunt1.gif|Pac-Man's up taunt, summoning the sprite of [[Gil]].
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===[[Idle Pose]]s===
===[[Idle Pose]]s===
* Rubs his head.
* Rubs his head in a questionable manner.
* Looks at the screen and winks while giving a thumbs up, similarly to his official render from ''SSB4''.
* Looks at the screen and winks while giving a thumbs-up, comparatively like his official render from ''SSB4''.
<gallery>
<gallery>
SSBUPacManIdle1.gif|Pac-Man's first idle pose.
SSBUPacManIdle1.gif|Pac-Man's first idle pose.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Appears in ball form, trips, and raises his fist.
*'''Left:''' Curves into the screen while chomping in his "wedge" form, jumps out as his anthropomorphic form, trips onto the floor, before raising his fist up while slouching clumsily.
*'''Up:''' Chases a vulnerable ghost in his large 2D form, then poses in 3D form. This is based upon the first "Coffee Break" cutscene in ''Pac-Man''.
*'''Up:''' Chases a vulnerable ghost in his "wedge" form, then shifts to his anthropomorphic form and poses akimbo.
*'''Right:''' Lands on the ground while a sign reading "7650" appears, then winks and gives a thumbs up alongside Buttercup, a fairy companion of his who debuted in ''Pac-Land''. This pose is based his official artwork for the TurboGrafx-16 version of ''Pac-Land''. Both the sign and Buttercup do not appear in Team Battles.
*'''Right:''' Lands on the ground in his anthropomorphic form while a sign reading "7650" appears, then winks and gives a thumbs-up alongside Buttercup, a fairy companion of his who debuted in ''Pac-Land''. This pose is based his official artwork for the TurboGrafx-16 version of ''Pac-Land''. Both the sign and Buttercup do not appear in Team Battles.
[[File:Victory! (Pac-Man).ogg|thumb|A remix of the jingle that plays when starting a new game in ''Pac-Man''.]]
[[File:Victory! (Pac-Man).ogg|thumb|A remix of the jingle that plays when starting a new game in ''Pac-Man'', as well as completing levels in ''{{s|wikipedia|Pac-Man World 2}}''.]]
<gallery>
<gallery>
PacmanVictoryPose1SSBU.gif
PacmanVictoryPose1SSBU.gif
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*{{Sm|JDV|USA}} - One of the best Pac-Man players in North America, especially in the post-online metagame where his highest global ranking was 131st on the [[LumiRank 2023]], the second-highest Pac-Man player on the list. He is a regular threat at PNW events and has placed highly at PNW majors, including 17th at {{Trn|Battle of BC 4}}, {{Trn|Port Priority 7}}, and {{Trn|Battle of BC 5}}.
*{{Sm|JDV|USA}} - One of the best Pac-Man players in North America, especially in the post-online metagame where his highest global ranking was 131st on the [[LumiRank 2023]], the second-highest Pac-Man player on the list. He is a regular threat at PNW events and has placed highly at PNW majors, including 17th at {{Trn|Battle of BC 4}}, {{Trn|Port Priority 7}}, and {{Trn|Battle of BC 5}}.
*{{Sm|MoDzai|France}} - The best Pac-Man player in Europe and the only European Pac-Man player ranked globally, at 124th on the [[OrionRank 2022]]. He most notably placed 7th at {{Trn|King Of Fields 95 3}} and 9th at {{Trn|VCA 2022}}.
*{{Sm|MoDzai|France}} - The best Pac-Man player in Europe and the only European Pac-Man player ranked globally, at 124th on the [[OrionRank 2022]]. He most notably placed 7th at {{Trn|King Of Fields 95 3}} and 9th at {{Trn|VCA 2022}}.
*{{Sm|Sinji|USA}} - One of the best Pac-Man players in the world in 2019 thanks to strong major placements such as 7th at both {{Trn|Collision 2019}} and {{Trn|MomoCon 2019}}, leading him to be ranked 25th on the [[Spring 2019 PGRU]]. In the post-online metagame, he remains one of North America's best Pac-Man players who still sees some strong major results, including 9th at {{Trn|Luminosity Makes BIG Moves 2024}} and 13th at {{Trn|Collision 2024}}.
*{{Sm|Sinji|USA}} - One of the best Pac-Man players in the world in 2019 thanks to strong major placements such as 7th at both {{Trn|Collision 2019}} and {{Trn|MomoCon 2019}}, leading him to be ranked 25th on the [[Spring 2019 PGRU]]. In the post-online metagmae, he remains one of North America's best Pac-Man players who still sees some strong major results, including 9th at {{Trn|Luminosity Makes BIG Moves 2024}} and 13th at {{Trn|Get On My Level 2022}}.
*{{Sm|Tea|Japan}} - The best Pac-Man player of all-time and the only Pac-Man player who has won major-level events, including {{Trn|Thunder Smash 3: Clash of the Pandas}}, {{Trn|Kagaribi 3}}, and {{Trn|Temple: Hermès Edition}}. He is one of three players who have won majors in all three ''Ultimate'' superregions.
*{{Sm|Tea|Japan}} - The best Pac-Man player of all-time and the only Pac-Man player who has won major-level events, including {{Trn|Thunder Smash 3: Clash of the Pandas}}, {{Trn|Kagaribi 3}}, and {{Trn|Temple: Hermès Edition}}. He is one of two players who have won majors in all three ''Ultimate'' superregions.


===Tier placement and history===
===Tier placement and history===
Ever since the release of ''Ultimate'', Pac-Man has seen a highly positive response thanks to buffs to his mobility, [[Bonus Fruit]], and grab game, all of which improved his combo potential. As a result of the buffs, Pac-Man has seen strong results from players, most notably {{Sm|Sinji}} and {{Sm|Tea}}, ever since the early metagame. Tea in particular has won several majors and established himself as a top 10 player by 2021. Due to Pac-Man's buffs and strong playerbase, he is often considered a high-to-top tier character, which was reflected in his placement on the first tier list, where he was ranked 14th in S- tier.
Ever since the release of ''Ultimate'', opinions on Pac-Man's viability have been given a positive response, thanks to the received buffs to his mobility, KO potential, [[Bonus Fruit]], and grab game, all of which improved his combo potential. As a result of the buffs, Pac-Man has received strong results from players, especially {{Sm|Sinji}} and {{Sm|Tea}}, ever since the early metagame. Tea, in particular, has won several majors and established himself as a top 10 player by 2021. Due to Pac-Man's buffs and strong playerbase, he is often considered a high/top-tier character, which is reflected in his placement on the current tier list, where he is ranked 23rd as a top-tier character.
 
However, following the first tier list, Pac-Man's results saw a sudden decline. This was attributed to his high learning curve, the rise of oppressive characters that either outranged him or could absorb his projectiles, such as Cloud and Mr. Game & Watch, or DLC characters such as Aegis and most notably Steve, who is considered to power creep Pac-Man due to his similar yet more effective campy playstyle. Additionally, Tea's results in 2023 were far more inconsistent than what he had in the early metagame, and although Pac-Man saw success from players such as JDV or DDee, either they were unable to match Tea's best performances with the character or only used him as an occasional counterpick. As such, Pac-Man dropped to 23rd in A tier on the second tier list.


=={{SSBU|Classic Mode}}: Ageless Classic==
=={{SSBU|Classic Mode}}: Ageless Classic==
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
Although Pac-Man does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Pac-Man is absent from the opening cutscene of World of Light, he was vaporized and later placed under [[Galeem]]'s imprisonment when the latter proceeded to unleash his beams of lights to engulf the world and the universe, along with the rest of the fighters (excluding {{SSBU|Kirby}}).
 
By accessing {{SSBU|Marth}}'s route, the player can find Pac-Man located between the mushroom-filled area and the [[Base]]. Defeating him is necessary to progress through the story, as awakening Pac-Man will result in Galeem creating access to the Base, making Pac-Man's unlock obligatory for the mode.


By taking {{SSBU|Marth}}'s route, the player can find Pac-Man near the mushroom area.
Later, the fighters prepare their final stand against Galeem and [[Dharkon]], including Pac-Man among them.
{{clrl}}
{{clrl}}


Line 761: Line 765:


==Trivia==
==Trivia==
*Pac-Man's stock icon, alongside that of the 3 different {{SSBU|Mii Fighter}} types, is among the few ones that do not depict the fighter's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the original ''Pac-Man''.
*Pac-Man's stock icon, alongside that of the 3 different {{SSBU|Mii Fighter}} types, is among the few ones that do not depict the fighter's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life-counter in the original ''Pac-Man''.
**Instead of having recolored sections of his stock icon for his [[alternate costume]]s, Pac-Man's alternate costumes are indicated by a colored tubular line underneath his stock icon. The line appears similar to the wall sections from the original ''Pac-Man''.
**Instead of possessing recolored sections of his stock icon for his [[alternate costume]]s, Pac-Man's alternate costumes are indicated by a colored tubular line underneath his stock icon. The line appears similar to the wall-sections from the original ''Pac-Man''.
*Pac-Man is unlockable in {{SSBU|Kirby}}'s Classic Mode column, likely in reference to how they are spherical, easygoing protagonists who are notable primarily for eating enemies.
*Pac-Man is unlockable in {{SSBU|Kirby}}'s Classic Mode column, likely in reference to how they are spherical, easygoing protagonists who are notable primarily for eating antagonists and possessing an extreme appetite.
**Alongside {{SSBU|Jigglypuff}} and {{SSBU|Squirtle}}, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky, Squirtle represents Inky, and Pac-Man himself represents Clyde.
**Alongside {{SSBU|Jigglypuff}} and {{SSBU|Squirtle}}, both fighters appear in the "Ghosts" spirit battle; Kirby represents Blinky, Jigglypuff represents Pinky, Squirtle represents Inky, and Pac-Man himself represents Clyde.
**In addition, {{SSBU|Mr. Game & Watch}} is another fighter to appear in one of the spirit battles where it involves ghosts from the {{uv|Pac-Man}} series. In this case, Mr. Game & Watch (using his blue alternate costume) represents [[TURN-TO-BLUE]].
**In addition, {{SSBU|Mr. Game & Watch}} is another fighter to appear in one of the spirit battles where it involves ghosts from the ''{{uv|Pac-Man}}'' series. In this case, Mr. Game & Watch (using his blue alternate costume) represents [[TURN-TO-BLUE]].
**Pac-Man is the only third-party character in Kirby's unlock column.
**Pac-Man is the only third-party character in Kirby's unlock column.
*In Pac-Man's showcase video, it shows that [[Fire Hydrant]]'s bursts of water can be punched out of the air. However, this cannot be achieved in the released version of ''Ultimate''.
*In Pac-Man's showcase video, it shows that [[Fire Hydrant]]'s bursts of water can be punched out of the air. However, this cannot be achieved in the released version of ''Ultimate''.
**On the same video, it also shows that attacking the trampoline from [[Pac-Jump]] would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). These also cannot be achieved in the released version of ''Ultimate''.
**On the same video, it also shows that attacking the trampoline from [[Pac-Jump]] would turn it green, and it would also put opponents into a helpless state upon jumping on it (regardless of the current level). These also cannot be achieved in the released version of ''Ultimate''.
*Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
*Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
*If Pac-Man uses his Final Smash during a match and wins the match, and if his "up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
*If Pac-Man performs his Final Smash during a match and wins the match, and if his "up" victory pose plays, the 2D "wedge" Pac-Man sprite will not appear, causing Pac-Man's anthropomorphic model to appear out of thin air.
*Oddly enough, the initial animation of his [[Super Pac-Man]] Final Smash in ''Ultimate'' doesn't have Pac-Man holding any Power Pellet or Super Pellet anymore, as opposed to how it was in ''SSB4'', although he still has the animation of him eating them from the latter, appearing as he's only eating air in ''Ultimate'' before transforming into Super Pac-Man.
*Oddly enough, the initial animation of his Final Smash ([[Super Pac-Man]]) in ''Ultimate'' no longer depicts Pac-Man holding the Power Pellet or Super Pellet, as opposed to how it was in ''SSB4'', although he still has the animation of him eating them from the latter, appearing as he is only eating air in ''Ultimate'' before transforming into Super Pac-Man.
*The damage output of Pac-Man's forward aerial (7.65%) is a subtle Easter egg. The number 765 can be pronounced in Japanese as "na-mu-ko"; this particular number, known as a ''{{s|wikipedia|goroawase}}'' number, commonly appears in Namco games and is even referenced through Pac-Man's Final Smash.
*The damage output of Pac-Man's forward aerial (7.65%) is a subtle Easter egg. The number "765" can be pronounced in Japanese as "na-mu-ko"; this particular number, known as a ''{{s|wikipedia|goroawase}}'' number, commonly makes an appearance in ''Namco'' games and is even referenced through Pac-Man's Final Smash.
*Pac-Man, {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and Mr. Game & Watch are the only fighters who do not emit red-flashing eyes in the spirit battle previews in World of Light.
*Pac-Man, {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and Mr. Game & Watch are the only fighters who do not emit red-flashing eyes in the spirit battle previews in World of Light.
*Humorously, the 3D model used for Pac-Man's Classic Form is labeled internally as "pizzapacman".
*Humorously, the 3D model used for Pac-Man's "wedge" form is labeled internally as "pizzapacman".
*Pac-Man and {{SSBU|Ryu}} are the only third-party fighters in the base version of ''Ultimate'' that do not appear in any of the game's CGI trailers.
*Pac-Man and {{SSBU|Ryu}} are the only third-party fighters in the base version of ''Ultimate'' that do not appear in any of the game's CGI trailers.
*Despite also debuting on the Nintendo Entertainment System or appearing at least once on the NES, {{SSBU|Peach}}, {{SSBU|Bowser}}, {{SSBU|Zelda}}, {{SSBU|Palutena}}, {{SSBU|Wario}}, {{SSBU|Ridley}}, [[Koopalings]], {{SSBU|Daisy}}, {{SSBU|King Dedede}} and {{SSBU|Meta Knight}} do not appear in Pac-Man's Classic Mode route.
*Despite also debuting on the Nintendo Entertainment System or appearing at least once on the NES, {{SSBU|Peach}}, {{SSBU|Bowser}}, {{SSBU|Zelda}}, {{SSBU|Palutena}}, {{SSBU|Wario}}, {{SSBU|Ridley}}, [[Koopalings]], {{SSBU|Daisy}} and {{SSBU|Meta Knight}} do not appear in Pac-Man's Classic Mode route.


==References==
==References==

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