Editing Pac-Man (SSBU)

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 7: Line 7:
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 23
}}
}}
'''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 on June 12, 2018. Pac-Man is classified as 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.
 
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.
 
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}}.


==How to unlock==
==How to unlock==
Line 23: Line 15:
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Jigglypuff}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Jigglypuff}}.
*Have Pac-Man join the player's party in [[World of Light]].
*Have Pac-Man join the player's party in [[World of Light]].
Pac-Man must then be defeated on [[Pac-Land]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Pac-Man must then be defeated on [[Pac-Land]].


==Attributes==
==Attributes==
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 middleweight whose attributes slightly deviate from the typicality of his weight class. Although his air and dashing speeds are average and his air acceleration and traction are above average, his walking speed is slightly below average, while his falling speed is below average and his gravity is low. As a result, these traits make him a rather floaty character, albeit not to the degree of Rosalina. Pac-Man is also able to crawl and wall jump, although the former is largely 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.
 
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 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.


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.
Pac-Man, like {{SSBU|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.


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.
[[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 [[Wind#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 good [[out of shield]] option when used properly.


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.
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 down tilt can reliably combo into his dash attack, which allows Pac-Man to follow up with almost any ground move as his dash attack hits multiple times with nearly no ending lag, 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 aerial|forward]] and [[up aerial]]s, 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.


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.
Pac-Man has a respectable grab game, he possesses a [[tether grab]] with long lasting hitboxes, giving him a good grab range. His throws have some utility, with his up throw and down throw having combo potential, with his down throw being able 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.


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 is not without weakness however, 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 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.


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.
Pac-Man’s tether grab, while nowhere as awful as it was in SSB4, is still flawed in some ways, as it possess some risk which leaves him vulnerable if he misses due to its long animation. Although his down throw and up throw have combo potential, his forward throw and back throw were unimpressive due to both of them not having any combo potential nor having enough KO Power.


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 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. 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.


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 excels at mindgames and damage racking, yet his moveset's overall low base knockback and average range make him unable 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.


==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''.
Possibly due to his low tier status in ''Smash 4'' (ranked 46th out of 55 characters), Pac-Man has been significantly 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 [[grab]], which was widely regarded as the worst grab in ''Super Smash Bros. 4'' due to its lag and hitbox issues. It is now significantly faster overall, acts as one continuous hitbox instead of separate short-lasting ones, and is more in line with the cast due to the universal increase to grab ending lag, eliminating his worst weakness and giving him a very reliable grab. Additionally, [[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, giving him more options and speeding up a previously slow-charging [[projectile]]. If Pac-Man picks up a fruit he previously dropped, he can begin the cycle at the one he is currently holding. This technique, dubbed [[Fruit Recycle|Fruit Recycling]], allows Pac-Man to constantly pressure with his Bonus Fruits by allowing him to switch fruits and set up new combos after catching a fruit. The Bell fruit can now [[paralyze]] opponents if Z-dropped as well, granting a new item setup.


[[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.
Other improvements come in the form of changes to his mobility; his overall speed is faster compared to his mediocre speed in ''Smash 4''. His [[recovery]] reaches further, as [[Power Pellet]] is faster and less punishable, grants even more distance, has less lag on a wall collision, and no longer makes him tumble when he runs into the ground, instead allowing him to move along the floor. He has also received an abundance of buffs to his standard moveset: his Up and Down [[tilt attack]]s have less lag, and some of his best aerial combo initiators (such as [[neutral aerial]] and [[forward aerial]]) have altered knockback, allowing his attacks to flow better into each other. The universal reduction to landing lag further improves his respectable combo ability by allowing him access to his quick aerials, while the ability to [[dash cancel]] ground moves lets him approach with his tilts.


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.
Some of his attacks have new benefits, with moves such as [[down tilt]] being less punishable due to momentum changes, [[dash attack]] hitting one extra time while having even less endlag (relative to the final hit), [[down aerial]] connecting better and doing more damage, and his new [[up tilt]] reaching higher while also being much faster. Finally, his mediocre KO potential has been improved, as his punishable [[smash attack]]s have less startup, F-Smash in particular is much stronger, Power Pellet's fully charged sweetspot is much stronger, and the aforementioned buffs to Bonus Fruit allow Pac-Man to access the Key projectile more easily.


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.
However, Pac-Man received some noticeable nerfs that affect his combo game. The mechanics of his Bonus Fruits have been changed in many ways, severely limiting the variety of item techniques he can perform: the time window for catching fruits is now very narrow, as most of the fruits disappear almost immediately after hitting an opponent, while the Cherry and Strawberry now have a set distance and no longer linger on the ground. Z-dropped fruits cannot be picked up again, and 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 makes his item-camping play even more straightforward. [[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 setups when sent flying. In addition, many 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, several moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.
His new up tilt is more situational than his previous up tilt, as it can no longer hit opponents directly next to him, and it is unable to hit his Fire Hydrant to send it at a backwards angle. Neutral and forward aerials can no longer [[lock]], removing lock followups, though this is compensated by their adjusted knockback values which allow them to combo at a wider percent range. [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its uses. Finally, Pac-Man retains many of his former issues despite his buffs, such as mediocre range and a dependence on setups to KO.


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 now more consistent for fighting against close confrontations, and his tools have been improved to keep up with the fast pace of ''Ultimate''. The changes overall make Pac-Man a significantly more formidable fighter, though his playstyle has less of an emphasis over item stalling and rewards item positioning and setups more than before. Though Pac-Man's representation is generally poor, he has obtained very strong results competitively thanks to the efforts of players such as {{sm|EKING}}, {{sm|Sinji}}, and especially {{sm|Tea}}. As a result, Pac-Man has achieved a positive reception across the community overall, where he is near universally considered to be a high tier character in comparison to his low tier status in ''SSB4'', with some players like {{sm|Mew2King}} and {{sm|MkLeo}} even claiming Pac-Man is a top tier.
 
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.


{{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.
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.
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}}).


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
Line 104: Line 83:
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Pac-Hook ({{ja|パックフック|Pakku Fukku}}) / Pac-Counter Hook ({{ja|パックカウンターフック|Pakku Cauntā Fukku}}) / Pac-Upper Kick ({{ja|パックアッパーキック|Pakku Appā Kikku}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|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=Two punches, followed by a bicycle kick. Comes out quickly (All hits are frame 4), but the third hit has some endlag, and little knockback.
|ftiltname=Pac-Kick ({{ja|パックキック|Pakku Kikku}})
|ftiltname= 
|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=Pac-Man kicks forward, throwing his arms back with an angered expression. Very quick (frame 5), and can kill around 160% at the edge. However, it does possess decent endlag (FAF 31), making it unsafe on shield at close range.
|utiltname=Pac-Upper Punch ({{ja|パックアッパーパンチ|Pakku Appā Panchi}})
|utiltname= 
|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=Punches upward, hopping up slightly. Has decent vertical range, with low vertical knockback and minimal ending lag (Frame 7, FAF 25), making it good to start or extend combos. Pac-Man's fist has intangibility from frames 7 to 10. Cannot hit Pac-Man's sides, however, making it only usable as an anti-air or niche ledge coverage option.
|dtiltname=Pac-Bite ({{ja|パックバイト|Pakku Baito}})
|dtiltname= 
|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=Pac-Man changes into his Classic Form and chomps downward. Has long range since Pac-Man moves forward at a far distance and once the move finishes, he returns back to his original position, making down tilt a safe poking tool.
|dashname=Pac-Dash Bite ({{ja|パックダッシュバイト|Pakku Dasshu Baito}})
|dashname=PAC Dash Bite
|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=Pac-Man changes into his Classic Form and slides forward, chomping repeatedly. Hits four 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 shield). The hitbox comes out on frame 10, but it has a windbox for 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.
|fsmashname=Blinky ({{ja|アカベエ|Akabē}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (sourspot), {{ChargedSmashDmgSSBU|16}} (sweetspot), {{ChargedSmashDmgSSBU|9}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (sour), {{ChargedSmashDmgSSBU|16}} (sweet), {{ChargedSmashDmgSSBU|8}} (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=Reels back before throwing Blinky (the red ghost) in front of him. Has a sourspot on his arm, while the ghost itself is the sweetspot. Just like his other smash attacks, it can nullify projectiles. Deals respectable damage and high knockback, and has a long-lasting late hitbox. Has 26 frames of ending lag (FAF 53), however, and its long duration makes it easy to punish if not used properly.
|usmashname=Inky ({{ja|アオスケ|Aosuke}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|3}} (launcher), {{ChargedSmashDmgSSBU|14}} (Inky), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (launcher), {{ChargedSmashDmgSSBU|14}} (Inky), {{ChargedSmashDmgSSBU|7}} (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=Balances on one foot while throwing Inky (the cyan ghost) upward. Has a launcher hitbox in front of him. Also has a long-lasting late hitbox. Has decent knockback, but struggles to kill at higher percents, approaching 130%. His fastest smash attack, coming out on frame 11 (With the second hit on frame 15), with an FAF of 50 and 24 frames of ending lag, making it his most reliable.
|dsmashname=Pinky & Clyde ({{ja|ピンキー&グズタ|Pinkī ando Guzuta}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (clean), {{ChargedSmashDmgSSBU|7}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (clean), {{ChargedSmashDmgSSBU|6}} (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 throwing Pinky and Clyde (the pink and orange ghosts respectively) to either side. The weakest of Pac-Man's smashes, but it sends at a very low angle (29°) for gimps. Also has the highest ending lag of his smashes (FAF 55), with 29 frames of lag, making it unsafe to use outside of punishing rolls, although it has impressive range.
|nairname=Pac-Roll ({{ja|パックロール|Pakku Rōru}})
|nairname= 
|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=Spins around in his Classic Form. Very fast (frame 3), and lasts a long time. Very little landing lag and knockback, so it is good for combos, but has high ending lag in the air (FAF 52). Autocancels in a full hop.
|fairname=Pac-Air Kick ({{ja|パックエアキック|Pakku Ea Kikku}})
|fairname= 
|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 in front of him. Extremely fast (frame 5), with very little ending/landing lag (FAF 26, 10 frames of landing lag), making it the fastest Fair in terms of startup, and the second fastest (behind Luigi) in terms of endlag. Can chain into itself or other moves effectively for combos due to its excellent frame data, average damage output, high base knockback and very low knockback scaling, and autocancels in a short hop fast fall. All of these attributes make it one of Pac-Man's best moves and a good approach option.
|bairname=Pac-Drop Kick ({{ja|パックドロップキック|Pakku Doroppu Kikku}})
|bairname= 
|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 dropkick behind himself. Decently fast (frame 9, FAF 41) and autocancels in a short hop, but has decent landing lag (13 frames) and mediocre knockback for an aerial of its type. Pac-Man's most reliable killing aerial.
|uairname=Pac-Somersault Kick ({{ja|パックサマーソルトキック|Pakku Samāsoruto Kikku}})
|uairname= 
|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 sweeping bicycle kick above Pac-Man, similar to the Flip Kick from ''Pac-Man World 2''. Decently fast startup and very long duration (frame 9-16), and has little knockback, and somewhat low ending lag (FAF 37) with 20 frames of lag. It autocancels in a short hop and it also is the only aerial in the game which can perform a functional [[drop cancel]].
|dairname=Pac-Stomp ({{ja|パックスタンプ|Pakku Sutanpu}})
|dairname= 
|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=Stomps below himself four times, with the last hit sending diagonally. Has massive base knockback, able to kill reliably below 50% close to the blast zone. Onstage, though, it does not kill until after 150% due to its mediocre knockback scaling. Pac-Man's most damaging aerial if all hits connect and is very good for edgeguarding. Also a good combo finisher off the stage, notably being able to end stocks early after two forward aerials.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|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=Pac-Man holds his hand out to produce a long tractor beam (based on Galaga). If Pac-Man doesn't grab an opponent, he will appear disappointed. Has noticeable startup, but lasts a long time, and has quite far reach and low ending lag for an extended grab.
|pummelname=Grab Pac-Headbutt ({{ja|つかみパックヘッドバット|Tsukami Pakku Heddobatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt. Average power and speed.
|pummeldesc=Slams his head into the opponent.
|fthrowname=Pac-Capture Cut ({{ja|パックキャプチャーカット|Pakku Kyapuchā Katto}})
|fthrowname=
|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, then tosses the opponent at a 58° angle. Too much ending lag to combo, and too little knockback to kill, but can be used for mixups due to its awkward launch angle .
|bthrowname=Pac-Giant Swing ({{ja|パックジャイアントスイング|Pakku Jaianto Suingu}})
|bthrowname=
|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=Similar to Mario and Wario's, though it does not have a collateral hitbox. Grabs opponent and swings them around twice, throwing them behind on the second spin. Kills around 140% on the ledge. Pac-Man's most damaging throw, and his only reliable kill throw.
|uthrowname=Pac-Upper Throw ({{ja|パックアッパースルー|Pakku Appā Surū}})
|uthrowname=
|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=Swings his arm upward to throw the opponent into the sky. Has little knockback and endlag so it can combo, and kills around 220%.
|dthrowname=Pac-Devour ({{ja|パックデバウアー|Pakku Debauā}})
|dthrowname=
|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=Changes into his Classic Form and chomps the opponent four times, with the last hit dealing low knockback. Sends at a low angle for techchases, but has very high ending lag. Sends at a good angle for Key if it was charged prior.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 173: Line 152:
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a legsweep while climbing up. It has deceptively long range for an edge attack.
|edgedesc=Performs a legsweep while climbing up. Surprisingly high range for a move of its type.
|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=Pac-Man cycles through 8 different objects, each with their own damage output, knockback, speeds, and angles. All can be recaught once, and if Pac-Man has a Fruit in his hand, pressing B will continue the cycle from that Fruit's position, also allowing him to recatch the fruit again.
|ssname=Power Pellet
|ssname=Power Pellet
|ssdmg=4% (before eating Power Pellet), 6% (uncharged), 12% (fully charged)
|ssdmg=3% (before eating Power Pellet), 4% (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=Pac-Man summons a string of Pellets in front of him, then chomps 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 pellet, as well, Pac-Man has [[Super Armor|Heavy Armor]] up to 100 knockback units for a short time.
|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=Summons a trampoline below him, which will launch Pac-Man higher as it changes color (from blue, to yellow, to red). Any character can jump on the trampoline, but only Pac-Man will be sent into freefall from it. Anybody but Pac-Man himself can harm the trampoline (which sends it into different colors before destroying it entirely). Any character who jumps on a red trampoline will be instantly forced into freefall. Can be used at [[ledge]] to limit the opponent's get-up options.
|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, which falls downward until it hits the 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 takes 13% or more, it will tumble (taking the angle and speed of the move that launched it), becoming property of the character that dealt the tumbling blow and a fairly strong projectile, KOing Mario at the edge of Final Destination at 128% with good DI. The velocity of the hydrant only affects the direction victims are sent 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 to be subject to gravity, bouncing along the ground and slowing down after each bounce.
|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=Pac-Man eats a Power Pellet and a Super Pellet, grows large, and turns into his classic 2D form before looping around the stage repeatedly. He 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 "eats" them, dealing knockback and turning them into ghost eyes, similar to eaten 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. The point value is completely aesthetic.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=95 | rweight=44-47
| dash=1.87 | rdash=52-57
| run=1.672 | rrun=49-50
| walk=1.097 | rwalk=50
| trac=0.116 | rtrac=20-28
| airfric=0.015 | rairfric=9-30
| air=1.092 | rair=40-41
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.072 | rgravity=79
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.1 | rjumpheight=28
| shorthop=16.48 | rshorthop=36-37
| djump=34.1 | rdjump=36
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pac-Man English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Assumes his Classic Form, chomps slowly, and then assumes his normal form.
*Starts out as the classic Pac-Man sprite, makes a slow chomp, and then jumps out of it into his normal form.
<gallery>
<gallery>
Pac-ManOnScreenAppearanceSSBU.gif|Pac-Man's on-screen appearance
Pac-ManOnScreenAppearanceSSBU.gif|Pac-Man's on-screen appearance
Line 226: Line 177:


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Performs the [[Namco Roulette]], which involves him summoning a sprite and associated sound effect from a classic Namco game.
*'''Up Taunt''': [[Namco Roulette]], where he summons a sprite and associated sound effect from a classic Namco game.
*'''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''': Turns into his classic design and chomps from side to side while his chomping sound from ''[[Pac-Man (game)|Pac-Man]]'' plays.
*'''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 2 fairies from ''Pac-Land'' and a few music notes appear above his head. During this, an arrangement of the first five 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]].
Line 236: Line 187:


===[[Idle Pose]]s===
===[[Idle Pose]]s===
* Rubs his head.
* Scratches his head.
* 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, similarly to his official art from ''Smash 4''.
<gallery>
<gallery>
SSBUPacManIdle1.gif|Pac-Man's first idle pose.
SSBUPacManIdle1.gif|Pac-Man's first idle pose
SSBUPacManIdle2.gif|Pac-Man's second idle pose.
SSBUPacManIdle2.gif|Pac-Man's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Pac-Man Cheer English SSBU.ogg|center]]||[[File:Pac-Man Cheer Japanese SSBU.ogg|center]]||[[File:Pac-Man Cheer Italian SSBU.ogg|center]]||[[File:Pac-Man Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Pac-Man Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pac-Man Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Pac - Man! || Go! Go! Pac-Man! || Pac - Man! *claps 3 times* || Pac - Man! Pac Man! || Pac - Man! Pac Man!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Pac-Man Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Pac-Man Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pac-Man Cheer Spanish PAL SSBU.ogg|center]]||[[File:Pac-Man Cheer Russian SSBU.ogg|center]]||[[File:Pac-Man Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Goooo - Pac-Man! || Pac - Man! || Pac - Man! *claps 3 times* || Pac - Man!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Appears in ball form, trips, and raises his fist.
*'''Left:''' Appears in ball form, trips, and raises a fist.
*'''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 2D form, then poses in 3D form.
*'''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 while a sign reading "7650" appears, then winks and gives a thumbs up with Buttercup. This pose is based on ''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
Line 291: Line 205:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
During E3's pre-release of ''Ultimate'', Pac-Man garnered a generally mediocre reception; this was because many players considered Pac-Man to not have significantly improved from his ''SSB4'' counterpart outside of his buffed grab. As a result, many players thought of him as lower-mid tier, or even a low tier character, much like his standing in ''SSB4''.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also: [[:Category:Pac-Man players (SSBU)]]''


*{{Sm|Beji|Japan}} - One of the best Pac-Man players in Japan who regularly places well at Kyushu events, including 5th at {{Trn|KOWLOON 2}}, 7th at {{Trn|KOWLOON 3}}, and 17th at {{Trn|KOWLOON 5}}. He notably upset {{Sm|Kaninabe}} in the latter event and has also defeated {{Sm|Asimo}} and {{Sm|Mr.R}}.
However, upon the release of ''Ultimate'', Pac-Man has achieved increasingly strong results by both {{Sm|Sinji}} and {{Sm|Tea}}; Tea in particular has gone on to place Top 8 at multiple major and supermajors such as {{Trn|Umebura Japan Major 2019}}, {{Trn|2GG: Prime Saga}}, {{Trn|Mainstage}}, {{Trn|Let's Make Big Moves}}, {{Trn|EVO Japan 2020}}, and {{Trn|Frostbite 2020}} all while taking sets off of multiple top level players. Many players came to realize that Pac-Man greatly improved in many aspects like mobility, KO potential, combo ability, and recovery, viewing him as a formidable character to face. As a result, Pac-Man has achieved a significantly stronger reception from the community, where he is mostly regarded as a upper high or top tier character.
*{{Sm|EKING|Puerto Rico}} - One of the best Pac-Man players in North America and is also one of the best players in the Caribbean, notably dominating the Puerto Rican scene. Outside of his region, he has also placed well at several events including 25th at {{Trn|Let's Make Moves Miami}} and 33rd at {{Trn|Smash Factor 9}}. His highest ranking was 129th on the [[OrionRank 2022]].
*{{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|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|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.


===Tier placement and history===
===Notable players===
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.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


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.
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{Sm|Banku-|Japan}} - Placed 13th at {{Trn|Sumabato SP 6}} in conjunction with {{SSBU|Ridley}}.
*{{Sm|EKING|Puerto Rico}} - The best Pac-Man player in Puerto Rico. Placed 1st at {{Trn|Winter Clash 2019}}, 25th at {{Trn|Come to Papa 3}}, and 49th at {{Trn|CEO 2019}}. Has wins over {{Sm|Myran}} and {{Sm|Blank|p=Florida}}.
*{{Sm|Hidakadrapion|Japan}} - Placed 9th at {{Trn|Karisuma SP 8}} and 13th at {{Trn|Seibugeki 4}}.
*{{Sm|Hitman|Mexico}} - The best Pac-Man player in Mexico. Placed 5th at {{Trn|SKL: Open Primavera 2020}} and 17th at {{Trn|BIT MASTER MTY 6}}, {{Trn|BIT MASTER MTY 8}}, and {{Trn|BIT MASTER MTY 9}}.
*{{Sm|Kiwi|USA}} - The best Pac-Man player in Connecticut. Placed 7th at {{Trn|Return to Subspace 2}} and 13th at both {{Trn|Overclocked Ultimate}} and {{Trn|CT GamerCon 3}}.
*{{Sm|Ribbon|USA}} - More known for being a Wi-Fi Warrior, but has also placed 17th at {{Trn|Port Priority 5}} with offline wins over {{Sm|Pandarian}}, {{Sm|Big D}}, and {{Sm|Konga}}.
*{{Sm|kou|Japan|p=Kansai}} - One of the best Pac-Man players in Japan. Placed 17th at {{Trn|Sumabato SP 2}} and 25th at {{Trn|KVOxTSB 2019}}.
*{{Sm|PC3X|USA}} - Placed 9th at {{Trn|Wolverine Tailgate}}, 13th at {{Trn|Summer Games 2}}, and 33rd at {{Trn|Get On My Level 2019}}. Has defeated {{Sm|Nen}}, {{Sm|Runes}}, and {{Sm|Izaw}}.
*{{Sm|PurpleDebo|Netherlands}} - The best Pac-Man player in the Netherlands. Placed 13th at {{Trn|Lightning: Strikes Twice}} and {{Trn|The Ultimate Performance 2}}, 17th at {{Trn|Elysium: Yggdrasil}}, and 25th at {{Trn|Syndicate 2019}}. Has wins over {{Sm|Griffith}}, {{Sm|adom}}, and {{Sm|WhYYZ}}.
*{{Sm|Sinji|USA}} - The best Pac-Man player in the United States and the second best Pac-Man in the world. Was also considered the best Pac-Man player in the world in ''[[Smash 4]]''. Placed 7th at both {{Trn|Collision 2019}} and {{Trn|MomoCon 2019}}, 9th at {{Trn|Pound 2019}}, and 25th at both {{Trn|GENESIS 6}} and {{Trn|CEO 2019}}. Has wins over {{Sm|VoiD}}, {{Sm|Myran}}, {{Sm|Cosmos}}, {{Sm|Shoyo James}}, and {{Sm|Fatality}}.
*{{Sm|Tea|Japan}} (#12) - The best Pac-Man player in the world. Placed 1st at {{Trn|Sumabato SP 2}} and {{Trn|Thunder Smash 3: Clash of the Pandas}}, 2nd at {{Trn|Sumabato SP}}, {{Trn|Sumabato SP 6}}, {{Trn|Seoul Smash X}}, {{Trn|2GG: Run it Back}}, and {{Trn|2GG: SwitchFest 2019}}, 3rd at {{Trn|EVO Japan 2020}} and {{Trn|Maesuma TOP 4}}, 4th at {{Trn|Let's Make Big Moves}} and {{Trn|Frostbite 2020}}, 5th at {{Trn|2GG: Prime Saga}}, {{Trn|Umebura Japan Major 2019}}, {{Trn|Mainstage}}, and {{Trn|Smash Ultimate Summit 2}}, 9th at {{Trn|Umebura SP 5}}, 13th at {{Trn|Frostbite 2019}}, and 17th at {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 7}}. Has wins over {{sm|ESAM}}, {{sm|Cosmos}}, {{sm|Maister}}, {{sm|Salem}}, {{Sm|Dabuz}}, {{Sm|Marss}}, {{Sm|Tweek}}, {{Sm|Samsora}}, {{Sm|Glutonny}}, and {{Sm|Shuton}}.
*{{Sm|The6Master|USA}} - Placed 4th at {{Trn|Shell Shock}}, 7th at {{Trn|GatorLAN Fall 2019}}, 17th at {{Trn|GatorLAN Spring 2020}}, and 33rd at {{Trn|CEO Dreamland 2020}}. Has wins over {{Sm|Goblin}}, {{Sm|Epic_Gabriel}}, {{Sm|Tachyon}}, and {{Sm|OverLade}}.


=={{SSBU|Classic Mode}}: Ageless Classic==
=={{SSBU|Classic Mode}}: Ageless Classic==
[[File:SSBU Congratulations Pac-Man.png|thumb|Pac-Man's congratulations screen.]]
[[File:SSBU Congratulations Pac-Man.png|thumb|Pac-Man's congratulations screen.]]
Pac-Man's opponents are fighters who debuted on the Nintendo Entertainment System (NES) or appeared in an NES game at least once. These fighters are listed in accordance with the dates of their debuts, similarly to [[All-Star Mode]] in ''[[Super Smash Bros. 4]]''. The exceptions to this are {{SSBU|Donkey Kong}} and {{SSBU|Young Link}}: the former uses his red [[alternate costume]] to reference {{s|mariowiki|Cranky Kong}}'s color scheme during his time as the first Donkey Kong, whereas the latter is a substitute for the [[zeldawiki:Link#The Legend of Zelda|Link from the original ''The Legend of Zelda'']] due to being the closest to his age compared to {{SSBU|Link}} and {{SSBU|Toon Link}}. The [[boss]] of this route, [[Dracula]], also fits this theme due to the original ''Castlevania'' (his game of origin) debuting on the NES.
Pac-Man fights classic characters who debuted on the Nintendo Entertainment System or appeared in an NES game at least once. These characters are listed in accordance to their original release date, similar to All Star-Mode in ''[[SSB4]]''. To go with the theme, Pac-Man faces [[Dracula]] as the final boss of his route as he was the oldest boss who debuted on the NES console, like many characters in his route, and is a supernatural foe similar to the Ghosts.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music
!Round!!Opponent!!Stage!!Music
|-
|-
|1||{{CharHead|Mario|SSBU|hsize=20px}}, {{CharHead|Luigi|SSBU|hsize=20px}}, and {{CharHead|Donkey Kong|SSBU|hsize=20px|color=Red}}||[[75m]] ([[Battlefield form]])|| ''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
|1||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}, {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}, and {{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}||[[75m]] ([[Battlefield form]])|| ''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
|-
|-
|2||{{CharHead|Duck Hunt|SSBU|hsize=20px}}||{{b|Duck Hunt|stage}}||No music
|2||{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px}}||{{b|Duck Hunt|stage}}||No music
|-
|-
|3||{{CharHead|Ice Climbers|SSBU|hsize=20px}} and {{CharHead|R.O.B.|SSBU|hsize=20px|color=Grey}}||[[Wrecking Crew]] (Battlefield form)|| ''{{SSBUMusicLink|Other|Power-Up Music - Wrecking Crew}}''
|3||{{SSBU|Ice Climbers}} {{Head|Ice Climbers|g=SSBU|s=20px}} and {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}||[[Wrecking Crew]] (Battlefield form)|| ''{{SSBUMusicLink|Other|Power-Up Music - Wrecking Crew}}''
|-
|-
|4||{{CharHead|Young Link|SSBU|hsize=20px}}, {{CharHead|Samus|SSBU|hsize=20px}}, {{CharHead|Simon|SSBU|hsize=20px}}, and {{CharHead|Pit|SSBU|hsize=20px}}||[[Hyrule Castle]]|| ''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda}}''
|4||{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px}}, {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px}}, {{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px}}, and {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}}||[[Hyrule Castle]]|| ''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda}}''
|-
|-
|5||{{CharHead|Little Mac|SSBU|hsize=20px}}, {{CharHead|Mega Man|SSBU|hsize=20px}}, and {{CharHead|Snake|SSBU|hsize=20px}}||[[Boxing Ring]]|| ''{{SSBUMusicLink|Mega Man|Mega Man Retro Medley}}''
|5||{{SSBU|Little Mac}} {{Head|Little Mac|g=SSBU|s=20px}}, {{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px}}, and {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px}}||[[Boxing Ring]]|| ''{{SSBUMusicLink|Mega Man|Mega Man Retro Medley}}''
|-
|-
|6||{{CharHead|Marth|SSBU|hsize=20px}}, {{CharHead|Dr. Mario|SSBU|hsize=20px}}, and {{CharHead|Kirby|SSBU|hsize=20px}}||[[Dream Land GB]]|| ''{{SSBUMusicLink|Kirby|Kirby Retro Medley}}''
|6||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px}}, and {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}}||[[Dream Land GB]]|| ''{{SSBUMusicLink|Kirby|Kirby Retro Medley}}''
|-
|-
|colspan="4"|[[Bonus Stage]]
|colspan="4"|[[Bonus Stage]]
|-
|-
|Final||[[Dracula]]||{{b|Dracula's Castle|World of Light}}||''{{SSBUMusicLink|Castlevania|Dwelling of Doom}}''
|Final||[[Dracula]]||Castlevania||''{{SSBUMusicLink|Castlevania|Dwelling of Doom}}''
|}
|}


Line 346: Line 264:
{|class="wikitable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|55
| 55
|[[File:Pac-Man SSBU.png|center|108x108px]]
| [[File:Pac-Man SSBU.png|center|108x108px]]
|Pac-Man
| {{SSBU|Pac-Man}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|3,300
| 3,300
|[[Pac-Land]] ([[Ω form]])
| [[Pac-Land]] ([[Ω form]])
|''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
| ''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
Pac-Man's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Pac-Man has been unlocked. Unlocking Pac-Man in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
PAC-MAN's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pac-Man in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
Line 373: Line 291:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 391: Line 309:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|51
|51
Line 403: Line 320:
|•Hostile assist trophies will appear<br>•The enemy favors side specials<br>•The enemy is metal
|•Hostile assist trophies will appear<br>•The enemy favors side specials<br>•The enemy is metal
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64}}
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64}}
|
|-
|-
|53
|53
|{{SpiritTableName|Nipper Plant|size=64}}
|{{SpiritTableName|Nipper Plant|size=64}}
|''Super Mario'' Series
|''Super Mario'' Series
|•Tiny {{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×8
|•Tiny {{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} (×8)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|1,900
|1,900
Line 415: Line 331:
|•The enemy loves to jump<br>•Defeat an army of fighters
|•The enemy loves to jump<br>•Defeat an army of fighters
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 3 (Remix)}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 3 (Remix)}}
|
|-
|-
|58
|58
Line 425: Line 340:
|[[Mushroom Kingdom U]] (Slide Lift Tower)
|[[Mushroom Kingdom U]] (Slide Lift Tower)
|•Item: Hothead
|•Item: Hothead
|•The enemy breathes fire<br>•The enemy is easily distracted by items<br>•''The enemy starts the battle with a [[Hothead]]''
|•The enemy breathes fire<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}}
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}}
|
|-
|-
|108
|108
Line 439: Line 353:
|•The enemy is giant<br>•The enemy is tiny after a little while
|•The enemy is giant<br>•The enemy is tiny after a little while
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|
|-
|-
|109
|109
Line 451: Line 364:
|•The enemy has increased defense<br>•The enemy shields often<br>•The enemy's shield has extra durability
|•The enemy has increased defense<br>•The enemy shields often<br>•The enemy's shield has extra durability
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|
|-
|-
|305
|305
Line 463: Line 375:
|•The enemy is metal
|•The enemy is metal
|{{SSBUMusicLink|Yoshi|Wildlands}}
|{{SSBUMusicLink|Yoshi|Wildlands}}
|
|-
|-
|311
|311
Line 475: Line 386:
|•The enemy deals damage when falling<br>•The enemy is giant<br>•The enemy has increased defense
|•The enemy deals damage when falling<br>•The enemy is giant<br>•The enemy has increased defense
|{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario World}}
|{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario World}}
|
|-
|-
|378
|378
Line 484: Line 394:
|9,000
|9,000
|[[Green Greens]]
|[[Green Greens]]
|•Assist Trophy Enemies (Chef Kawasaki)<br>•Item: [[Food]]
|•Assist Trophy Enemies ([[Chef Kawasaki]])<br>•Item: [[Food]]
|•Hostile assist trophies will appear<br>•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items
|•Hostile assist trophies will appear<br>•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Kirby|Gourmet Race (Brawl)}}
|{{SSBUMusicLink|Kirby|Gourmet Race (Brawl)}}
|
|-
|-
|441
|441
|{{SpiritTableName|Magneton|size=64}}
|{{SpiritTableName|Magneton|size=64}}
|''Pokémon'' Series
|''Pokémon'' Series
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×3 (50 HP)
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} (×3)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|2,200
|2,200
Line 499: Line 408:
|•[[Stamina battle]]<br>•The enemy is metal
|•[[Stamina battle]]<br>•The enemy is metal
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}
|
|-
|-
|444
|444
Line 511: Line 419:
|•Bob-ombs will rain from the sky after a little while<br>•The enemy is easily distracted by items
|•Bob-ombs will rain from the sky after a little while<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|
|-
|-
|725
|725
|{{SpiritTableName|Lurchthorn|link=y|size=64}}
|{{SpiritTableName|Lurchthorn|link=y|size=64}}
|''Kid Icarus'' Series
|''Kid Icarus'' Series
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}×6
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}} (×6)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|1,800
|1,800
Line 523: Line 430:
|•The enemy is easily distracted by items<br>•The enemy starts the battle with a Super Scope<br>•Defeat an army of fighters
|•The enemy is easily distracted by items<br>•The enemy starts the battle with a Super Scope<br>•Defeat an army of fighters
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|Lurchthorn's segments
|-
|-
|821
|821
|{{SpiritTableName|Mockiwi|iw=pikipedia|size=64}}
|{{SpiritTableName|Mockiwi|link=y|iw=pikipedia|size=64}}
|''Pikmin'' Series
|''Pikmin'' Series
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (100 HP)<br>•Ally: {{SSBU|Olimar}} {{Head|Olimar|g=SSBU|s=20px|cl=Red}} (50 HP)
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•Ally: {{SSBU|Olimar}} {{Head|Olimar|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|1,500
|1,500
Line 535: Line 441:
|•Join forces with a CPU ally<br>•[[Stamina battle]]<br>•The enemy is giant
|•Join forces with a CPU ally<br>•[[Stamina battle]]<br>•The enemy is giant
|{{SSBUMusicLink|Pikmin|Over Wintry Mountains}}
|{{SSBUMusicLink|Pikmin|Over Wintry Mountains}}
|
|-
|-
|875
|875
|{{SpiritTableName|Mettaur|link=y|size=64}}
|{{SpiritTableName|Mettaur|link=y|size=64}}
|''Mega Man'' Series
|''Mega Man'' Series
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (120 HP)
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|1,800
|1,800
Line 547: Line 452:
|•[[Stamina battle]]<br>•The enemy shields often<br>•The enemy doesn't like to jump
|•[[Stamina battle]]<br>•The enemy shields often<br>•The enemy doesn't like to jump
|{{SSBUMusicLink|Mega Man|Cut Man Stage}}
|{{SSBUMusicLink|Mega Man|Cut Man Stage}}
|
|-
|-
|950
|950
|{{SpiritTableName|Bonus Fruit|link=y|size=64}}
|{{SpiritTableName|Bonus Fruit|link=y|size=64}}
|''PAC-MAN'' Series
|''PAC-MAN'' Series
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}×2
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (×2)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|2,100
|2,100
|[[Pac-Land]] ([[Ω form]])
|[[Pac-Land]] ([[Ω form]])
|N/A
|N/A
|•Timed battle (0:20)<br>•The enemy favors neutral specials
|•Timed battle<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|Pac-Man
|-
|-
|1,039
|1,039
Line 571: Line 474:
|•The enemy's kicks and knee strikes have increased power<br>•The enemy has increased move speed after a little while
|•The enemy's kicks and knee strikes have increased power<br>•The enemy has increased move speed after a little while
|{{SSBUMusicLink|Splatoon|Endolphin Surge}}
|{{SSBUMusicLink|Splatoon|Endolphin Surge}}
|
|-
|-
|1,110
|1,110
|{{SpiritTableName|Bytans|customname=[[Bytan]]s|size=64}}
|{{SpiritTableName|Bytans|customname=[[Bytan]]s|size=64}}
|''Super Smash Bros.'' Series
|''Super Smash Bros.'' Series
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}×4
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}} (×4)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|1,800
|1,800
Line 583: Line 485:
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}}
|{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}}
|
|-
|-
|1,121
|1,121
Line 594: Line 495:
|•Item: [[Unira]]
|•Item: [[Unira]]
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Clu Clu Land}}
|{{SSBUMusicLink|Nintendo|Clu Clu Land}}
|
|-
|-
|1,183
|1,183
Line 607: Line 507:
|•The enemy shields often<br>•The enemy's shield has extra durability
|•The enemy shields often<br>•The enemy's shield has extra durability
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|
|-
|-
|1,208
|1,208
Line 618: Line 517:
|•Item: Throwing Types
|•Item: Throwing Types
|•The enemy is easily distracted by items<br>•The enemy falls slowly<br>•The enemy starts the battle with a [[Rocket Belt]]
|•The enemy is easily distracted by items<br>•The enemy falls slowly<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Other|Noisy Notebook}}
|{{SSBUMusicLink|Nintendo|Noisy Notebook}}
|
|-
|-
|1,224
|1,224
|{{SpiritTableName|Kurikin|size=64}}
|{{SpiritTableName|Kurikin|size=64}}
|''Kurikin Nano Island Story''
|''Kurikin Nano Island Story''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}×4
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}} (×4)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|1,400
|1,400
Line 630: Line 528:
|•Tiny<br>•Item: [[Unira]]
|•Tiny<br>•Item: [[Unira]]
|•All fighters are tiny<br>•The enemy is easily distracted by items
|•All fighters are tiny<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Electroplankton (Original)}}
|{{SSBUMusicLink|Nintendo|Electroplankton (Original)}}
|
|-
|-
|1,249
|1,249
Line 643: Line 540:
|•Gravity is reduced after a little while<br>•Hostile assist trophies will appear
|•Gravity is reduced after a little while<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Donkey Kong|Mole Patrol}}
|{{SSBUMusicLink|Donkey Kong|Mole Patrol}}
|
|-
|-
|1,286
|1,286
Line 654: Line 550:
|N/A
|N/A
|•The enemy starts the battle with a [[Killing Edge]]
|•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Other|Noisy Notebook}}
|{{SSBUMusicLink|Nintendo|Noisy Notebook}}
|[https://nintendo.fandom.com/wiki/Clip Clip]
|-
|-
|1,292
|1,292
|{{SpiritTableName|Boss Galaga|link=y|size=64}}
|{{SpiritTableName|Boss Galaga|link=y|size=64}}
|''Galaga'' Series
|''Galaga'' Series
|•Tiny {{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×5
|•Tiny {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} Team (×5)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|3,400
|3,400
Line 667: Line 562:
|•Items will be pulled toward the enemy<br>•The enemy is easily distracted by items<br>•Defeat an army of fighters
|•Items will be pulled toward the enemy<br>•The enemy is easily distracted by items<br>•Defeat an army of fighters
|{{SSBUMusicLink|Pac-Man|Galaga Medley}}
|{{SSBUMusicLink|Pac-Man|Galaga Medley}}
|Galaga
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 697: Line 592:
|[[Flat Zone X]] (hazards off)
|[[Flat Zone X]] (hazards off)
|•Item: Balls
|•Item: Balls
|•The enemy favors grabs and throws<br>•The enemy's throwing-type items have increased power
|•The enemy favors grabs and throws<br>•The enemy's throwing type items have increased power
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|{{s|mariowiki|Ball}}
|{{s|mariowiki|Ball}}
Line 716: Line 611:
|{{SpiritTableName|King Olly|size=64}}
|{{SpiritTableName|King Olly|size=64}}
|''Paper Mario'' Series
|''Paper Mario'' Series
|•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Purple}}<br>•Giant Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px}}
|•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Purple}}<br>•Giant Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=}}
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
|9,700
|9,700
Line 746: Line 641:
Pac-Man unlock notice SSBU.jpg|Pac-Man's unlock notice.
Pac-Man unlock notice SSBU.jpg|Pac-Man's unlock notice.
SSBUWebsitePac-Man1.jpg|Idling on [[3D Land]].
SSBUWebsitePac-Man1.jpg|Idling on [[3D Land]].
SSBUWebsitePac-Man2.jpg|Using [[Power Pellet]] on {{SSBU|Wii Fit Trainer}} on [[Super Mario Maker]].
SSBUWebsitePac-Man2.jpg|Pac-Man using [[Power Pellet]] on {{SSBU|Wii Fit Trainer}} on [[Super Mario Maker]].
SSBUWebsitePac-Man3.jpg|Throwing a [[Bonus Fruit|melon]] on [[Mushroomy Kingdom]].
SSBUWebsitePac-Man3.jpg|Pac-Man throwing a [[Bonus Fruit|melon]] on [[Mushroomy Kingdom]].
SSBUWebsitePac-Man4.jpg|Using his down smash on {{SSBU|Yoshi}} on [[Big Blue]].
SSBUWebsitePac-Man4.jpg|Pac-Man using his down smash on {{SSBU|Yoshi}} on [[Big Blue]].
SSBUWebsitePac-Man5.jpg|Dodging {{SSBU|Mr. Game & Watch}}'s [[Chef]] on [[Tortimer Island]].
SSBUWebsitePac-Man5.jpg|Dodging {{SSBU|Mr. Game & Watch}}'s [[Chef]] on [[Tortimer Island]].
SSBUWebsitePac-Man6.jpg|Alongside a tiny {{SSBU|Olimar}} on [[Distant Planet]].
SSBUWebsitePac-Man6.jpg|"Holding" a tiny {{SSBU|Olimar}} on [[Distant Planet]].
SSBUWebsiteLink3.jpg|Getting hit by {{SSBU|Link}}'s [[Spin Attack]] on [[Spirit Train]].
SSBUWebsiteLink3.jpg|Getting hit by {{SSBU|Link}}'s [[Spin Attack]] on [[Spirit Train]].
SSBUWebsiteOlimar2.jpg|Alongside Olimar, {{SSBU|Mario}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsiteOlimar2.jpg|With Olimar, {{SSBU|Mario}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsite19.jpg|[[Air dodge|Air dodging]] on [[Green Greens]].
SSBUWebsite19.jpg|[[Air dodge|Air dodging]] on [[Green Greens]].
PacManForwardSmash.PNG|Using his [[forward smash]] on [[Kalos Pokémon League]].
PacManForwardSmash.PNG|Using his [[forward smash]] on [[Kalos Pokémon League]]
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=NPzo-TuH0C0}}
{{#widget:YouTube|id=NPzo-TuH0C0}}


==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 three different {{SSBU|Mii Fighter}} types, is among the few ones that do not depict the character's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the arcade game.
**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 having recolored sections of his stock icon for his [[alternate costume]]s, his palette swaps are represented by a colored neon bar underneath his stock icon, which appear 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's artwork in ''Ultimate'' resembles his artwork in ''Pac-Man Vs.'', albeit with Pac-Man angled differently.
**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.
*Pac-Man is unlockable in {{SSBU|Kirby}}'s Classic Mode column, likely referencing how the two are round balls that primarily revolve around eating enemies.
**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]].
**Alongside {{SSBU|Jigglypuff}}, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky while Pac-Man himself represents Clyde.
**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 the water from [[Fire Hydrant]] can be punched out of the air, but this is not possible in the final game.
**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''.
*Pac-Man is the only character who fights a Classic Mode opponent in a round without 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, 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 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.
*Pac-Man's forward aerial deals exactly 7.65%, which 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.
*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.
*Pac-Man, {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and {{SSBU|Mr. Game & Watch}} are the only fighters who do not emit red-flashing eyes in the spirit battle previews in World of Light.
*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.
*Humorously, the 3D model used for his Classic form is labeled internally as "pizzapacman."
*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".
*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.


==References==
==References==
Line 784: Line 675:
{{Pac-Man universe}}
{{Pac-Man universe}}
[[Category:Pac-Man (SSBU)| ]]
[[Category:Pac-Man (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Bandai Namco]]
[[Category:Namco]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Pac-Man (SSBU)]]
[[es:Pac-Man (SSBU)]]

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: