Editing Pac-Man (SSBU)

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|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.
{{cquote|''This fighter appears in both his classic form and his form with hands and legs. He has many unique special moves, such as using a trampoline or a fire hydrant. For his Final Smash, he grows into a giant Super PAC-MAN, chomping and launching his opponents!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}


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.
'''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.
 
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==
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*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==
==Changes from ''[[Super Smash Bros. 4]]''==
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.
Possibly due to his low tier status in ''SSB4'' (46th out of 55th), Pac-Man has been significantly buffed overall in his transition to ''Ultimate''.  


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.
One of Pac-Man's biggest buffs involves his [[tether 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 one of the better tether grabs in the game. 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.


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.
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 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.
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.


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.
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.


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.
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 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.
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}} even claiming Pac-Man is a top tier.


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.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Pac-Man's model features a more subdued color scheme.}}
*{{change|Pac-Man's boots now have well-defined soles on the bottom.}}
*{{change|Like most of the cast, Pac-Man is more expressive, now not being limited to simply smiling and surprised expressions. He now shows an angry look during his forward smash, down smash, back aerial, and the end of his dash attack. He will also look disappointed if his grab misses, and will appear panicked while drowning. His mouth also briefly opens when he stands up from a [[crouch]].}}
*{{change|Pac-Man's [[on-screen appearance]] has been slightly altered, now doing a slow chomp in his 8-bit form, before jumping into his modern form. In ''Smash 4'', the chomp is quicker and stops once Pac-Man opens his mouth once.}}
*{{change|Pac-Man's taunts have been altered:}}
**{{change|[[Namco Roulette]]'s animation is faster. Its roster includes the exclusive characters from both the Wii U and 3DS versions. Additionally, [[Heihachi Mishima]] from ''Tekken'' and The Prince of All Cosmos from ''Katamari Damacy'' have been added.}}
**{{change|Side taunt has been altered to show Pac-Man alternating chomps left and right twice, instead of twice on one side before turning.}}
**{{change|Pixelated fairies from ''Pac-Land'' appear during Pac-Man's down taunt in place of Blinky and Pinky.}}
*{{change|A fairy now appears in his ''Pac-Land''-inspired victory animation.}}


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.
===Attributes===
*{{buff|Like all characters, Pac-Man's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Pac-Man [[walk]]s faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man's initial dash is much faster (1.6 → 1.87).}}
*{{buff|Pac-Man's [[air speed]] is slightly higher (1.04 → 1.092).}}
*{{buff|Pac-Man has significantly increased traction (0.045 → 0.116).}}
*{{buff|Spot dodge has slightly less endlag (FAF 26 → 25).}}
*{{nerf|Forward roll has a slightly shorter duration (frames 4-16 → 4-15).}}
*{{nerf|Back roll has slightly increased start-up lag (frame 4 → 5), a slightly shorter duration (frames 4-16 → 5-16), and increased endlag (FAF 30 → 35).}}
*{{buff|Neutral air dodge has a slightly longer duration (frames 3-27 → 3-29).}}
*{{buff|Neutral air dodge has less significantly less landing lag (22 frames → 10).}}
*{{nerf|Neutral air dodge has significantly increased endlag (FAF 33 → 56).}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{change|Neutral attack's first hit is now a hook rather than a jab.}}
**{{buff|Neutral attack transitions faster.}}
**{{buff|Neutral attack's first and second hits no longer use set knockback, instead having minimal knockback scaling (22/16 set/ 100 scaling → 25/15 base/ 25/20 scaling (hit 1), 26/15 set / 100 scaling → 30/35 base / 30/35 scaling (hit 2)), and all but one of its hitboxes launch at a more consistent angle (80°/361° → 361°/361°/180°/361° (hit 1), 80°/361° → 361°/361°/361° (hit 2)), allowing both hits to connect into each other more reliably and jab lock.}}
**{{nerf|Neutral attack's first hit deals slightly less damage (3% → 2%).}}
**{{nerf|Neutral attack's first and second hits have increased hitlag multipliers (1× → 1.6× (hit 1), 1× → 1.2× (hit 2)), giving the opponent more time to SDI each hit.}}
**{{nerf|Neutral attack's first and second hits have had their two larger hitboxes replaced with smaller ones (4.2u/3.5u → 1.5u/1.7u/2u/2u (hit 1), 4.2u/3.5u → 2.5u/2.8u/3u (hit 2)), giving them less range.}}
**{{nerf|All hits of neutral attack have shorter durations (frames 4-6 → 4 (hits 1 and 2), 4-7 → 4-5 (hit 3)).}}
*[[Dash attack]]:
**{{change|Dash attack hits four times instead of three.}}
***{{buff|All hits after the first one have less startup lag (frame 20/30 → 19/28/37) and the last hit has comparatively less ending lag (FAF 42 → 46).}}
***{{buff|Dash attack deals more damage if all hits connect (9% → 10%).}}
**{{buff|The looping hits have drastically less hitlag (2x → 0.6x), making them much harder to SDI out of.}}
**{{nerf|The last hit deals less damage (5% → 4%) with knockback scaling partially compensated (60 → 65).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has altered hitboxes (4u/4u/3u → 4.8u/3.6u/3u) with the outermost  hitbox larger and positioned further out (X offset: 6 → 7), improving its range overall despite the middle hitbox being smaller.}}
*[[Up tilt]]:
**{{change| Pac-Man has a new up tilt: a quick upwards punch.}}
**{{buff|Up tilt has more vertical range.}}
**{{buff|Up tilt has much less ending lag (FAF 34 → 25), improving its combo potential.}}
**{{nerf|Up tilt deals slightly less damage (7% → 6.5%) and much less knockback (50 base/100 scaling → 43/68), noticeably hindering its KO potential.}}
***{{buff|However, its reduced knockback further improves its combo potential.}}
**{{nerf|Pac-Man's fist has one less frame of [[intangibility]] (frame 6-10 → 7-10).}}
**{{nerf|Up tilt's hitbox is located on Pac-Man's fist. As a result, it is generally smaller overall (6.5u → 5.5u/3.2u), and has much less horizontal reach, missing most characters on the ground even if they stand directly next to him. Due to the same factors, Pac-Man's new up tilt can no longer be used to knock [[Fire Hydrant]] backwards.}}
**{{change|Up tilt launches at a slightly higher angle (96° → 93°).}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 29 → 27).}}
**{{buff|Pac-Man returns to his original position after attacking, rather than moving forward, making it safer to use for spacing.}}
**{{change|Down tilt has more base knockback and less knockback scaling (50 base/80 scaling → 65/50), making it safer on hit at lower percents, but hindering its KO potential.}}
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag (frame 18 → 16) with its duration increased (18-28 → 16-29, 11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Forward smash's ghost has a bigger hitbox (4.8u → 5.4u (early), 4u → 4.3u (late)) and extends vertically (Y offset: 5 → 5.4-4.2), improving its range.}}
**{{buff|Forward smash's early hits deal noticeably more base knockback, greatly improving its KO potential despite the lower knockback scaling (25 base/99 scaling → 40/97).}}
*[[Up smash]]:
**{{buff|Both hits of up smash have less startup lag (frame 13/16 → 11/15) with its duration increased on the second hit (16-26 → 15-28, 11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Up smash's ghost has a larger hitbox (6u → 6.2u (clean), 4u → 4.5u (late)).}}
**{{change|Up smash's first hit now uses set knockback (95 base/20 scaling → 125 set/100 scaling) and launches at a lower angle (115° → 135°). This improves its linking ability into the second hit and now allows it to be used to knock a Fire Hydrant backwards, but significantly worsens its reliability as a follow-up option off of Bonus Fruit's Bell projectile.}}
*[[Down smash]]:
**{{buff|Down smash has less startup lag (frame 18 → 15) with its duration increased (18-28 → 15-28, 11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Down smash's ghosts have larger hitboxes (6u → 6.2u (clean), 4u → 4.5u (late)) and extend vertically (Y offset: 6 → 5.3-5.8), improving its range.}}


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.
===Aerial attacks===
*{{buff|All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 22 → 13, Up: 16 → 10, Down: 20 → 12).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.}}
**{{buff|Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).}}
**{{change|Neutral aerial's angle on all hits was increased (361 -> 50). This increases its combo potential, but removes its ability to [[lock]].}}
**{{buff|Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).}}
**{{nerf|Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.}}
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (5.3% → 7.65%).}}
**{{buff|Forward aerial has more base knockback, but less knockback scaling (7 base/90 scaling → 70/29), increasing the percent range in which the move can combo.}}
**{{nerf|Due to the changes to its knockback, forward aerial can no longer lock opponents.}}
*[[Back aerial]]:
**{{buff|The changes to the Sakurai Angle has back aerial launch opponents at a lower angle (40°/45° → 38°), improving its KO potential.}}
*[[Up aerial]]:
**{{change|Up aerial has an altered ending animation.}}
**{{nerf|Up aerial now pushes Pac-Man back down to where he would have been as the move ends. In order to use the floating effect to boost his recovery, one must repeatedly interrupt the ending animation of the move with another up aerial.}}
*[[Down aerial]]:
**{{buff|Down aerial's hits transition faster, with 1 frame less lag between each one.}}
**{{buff|Down aerial's multi-hits are larger (5.5u → 6.2u) and have gained an additional hitbox against aerial opponents, improving its range overall.}}
**{{buff|Down aerial has much  less ending lag (FAF 60 → 50).}}
**{{buff|Down aerial deals more damage (1.5% → 2% (hits 1-3), 6% → 7% (hit 4), 10.5% → 13% (maximum)) with knockback compensated on the final hit (90 scaling → 80).}}
**{{buff|Down aerial's multi-hits deal more set knockback (10 → 35 (grounded), 10 → 22 (aerial)), and launch aerial opponents at an altered angle (100° → 130°), improving its linking ability overall.}}
**{{buff|Down aerial's final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.}}
**{{buff|Down aerial's final hit always sends in the direction Pac-Man is facing, improving its combo potential.}}


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.
===Throws/other attacks===
*[[Grab]]:
**{{nerf|Dash grab and pivot grab have increased start-up lag, no longer the same as his standing grab (frame 12 → 14 (dash), 12 → 15 (pivot)).}}
**{{buff|All grabs have significantly less ending lag (FAF 76 → 59 (standing), 76 → 67 (dash), 76 → 62 (pivot)).}}
**{{buff|Grab has two long-lasting hitboxes instead of multiple short hitboxes (frames 12-14, 22-24 & 32-39 → 12-33 (standing)/14-35 (dash)/15-36 (pivot)).}}
**{{buff|One of grab's hitboxes extends alongside the tractor beam's animation, removing its notorious blindspots.}}
**{{change|Grab's tractor beam has a smoother extending and receding animation.}}
**{{change|If the grab misses, Pac-Man will look disappointed.}}
*[[Pummel]]:
**{{change|Pummel is much faster but deals less damage (3.25% → 1.2%).}}
*[[Forward throw]]:
**{{buff|Forward throw deals more damage (6% → 8%) and has more base knockback (48 → 55), improving its edgeguarding potential.}}
*[[Back throw]]:
**{{change|Back throw has a visible wind effect while Pac-Man spins.}}
**{{buff|Back throw releases the opponent earlier (frame 28 → 25) and has significantly reduced endlag (FAF 72 → 60).}}
*[[Up throw]]:
**{{buff|Up throw has less ending lag (FAF 45 → 38) and base knockback (60 → 55), granting it combo potential.}}
*[[Down throw]]:
**{{change|Down throw's animation has been sped up significantly.}}
**{{nerf|Down throw releases the opponent earlier (frame 39 → 34) with its duration unchanged, increasing its endlag.}}


==Changes from ''[[Super Smash Bros. 4]]''==
===Special Moves===
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''.
*[[Bonus Fruit]]:
**{{buff|All Bonus Fruit except the second and third fruits cycle significantly faster (Apple: frame 54 → 52, Melon: 78 → 72, Galaxian: 102 → 92, Bell: 126 → 112, Key: 150 → 132).}}
**{{buff|Bonus Fruit can be jumped or [[air dodge]]d out of while charging.}}
**{{buff|Cherry, Apple and Key deal slightly more damage (Cherry: 4% → 4.3%, Apple: 9% → 9.5%, Key: 15% → 16%).}}
**{{buff|When Z-dropped, Bonus Fruit's Bell can [[Paralyze|stun]] the opponent.}}
**{{buff|If Pac-Man grabs a fruit he's previously thrown or dropped, [[Fruit Recycle|Bonus Fruit is able to be recycled through the items again.]]<ref>https://twitter.com/Purple_Debo/status/1068527554359750662</ref> This allows him to store his items in a similar manner to [[Pocket]], create possible setups from his Bell to his Key, reduce the opportunities for his opponents to use his fruits against him, and keep up pressure with his more powerful fruits for a longer period of time.}}
***{{buff|Bonus Fruit's new recycling mechanic allows fruits to be caught again if they are charged slightly before throwing, as they are considered a newly generated item.}}
**{{buff|Bonus Fruit's toss has reduced endlag (FAF 45 → 42).}}
**{{nerf|Bonus Fruit's Strawberry and Orange take slightly longer to charge (Strawberry: frame 19 → 20, Orange: frame 29 → 32).}}
**{{nerf|Orange and Bell deal slightly less damage (Orange: 8% → 7.5%, Bell: 8% → 7.5%).}}
**{{nerf|Cherries and Strawberries have a limited airtime before they disappear automatically, significantly lowering their maximum distance. It is no longer possible to bounce them off platforms to extend their lifetime.}}
**{{nerf|Key deals slightly less knockback (KOs Mario at 100% → 104% from the edge of Final Destination).}}
**{{change|Bonus Fruit's items can only be Z-dropped once before being unable to be recatched by anyone. This limits Pac-Man's combo potential and removes his zero-to-deaths, but makes it harder for other players to limit his usage of Bonus Fruit.}}
**{{change|Dropped fruits (either from being thrown or if an opponent knocks it out of Pac-Man's charge process) will only bounce once before disappearing instead of lingering on the floor for around three seconds. This makes it difficult for anyone to take advantage of dropped fruits, and significantly limits fruit-catching methods.}}
**{{change|Bonus Fruits that hit an enemy pop into air for a much shorter time. This makes it much harder to recatch fruits after they hit enemies, but it also makes it harder for the enemies to grab it in the air.}}
**{{change|The sprites used during Bonus Fruit have been redrawn with thinner outlines. If Pac-Man tries generating a fruit while one is in play, a pixelated "pop" effect will display instead of a puff of smoke.}}
*[[Power Pellet]]:
**{{buff|Power Pellet has been sped up overall.}}
**{{buff|All variants of Power Pellet travel further, with the fully-charged version traveling almost the full length of [[Final Destination]].}}
**{{buff|Fully charged Power Pellet's sweetspot is much stronger, and can KO at 110% at the middle of Final Destination.}}
**{{buff|Power Pellet has less ending lag when colliding with a wall.}}
**{{buff|Power Pellet no longer makes Pac-Man tumble onto the ground when the Pac-Dot trail is aimed at the floor. Instead, he will move along the ground in the last horizontal direction he moved in during the attack.}}
**{{change|Pac-Man's afterimages when using Power Pellet go from yellow to orange and then red. Pac-Man also flashes white and red after eating the power pellet.}}
*[[Pac-Jump]]:
**{{change|Pac-Jump's trampoline has a hurtbox.}}
***{{buff|This means Pac-Jump's trampoline can be used to block projectiles.}}
***{{change|The trampoline can be attacked by other players, but not by Pac-Man. Based on the power of the attack, the trampoline's uses will be reduced, from as little to one use or all uses.}}
**{{buff|Pac-Jump has a longer duration (frames 4-17 → 4-21).}}
**{{nerf|Pac-Jump's trampoline comes out on frame 10 rather than frame 1, so the move is no longer [[unblockable]].}}
**{{change|Pac-Jump's attack damage increases with time, similar to Dr. Mario's neutral air (Early: 7% → 5%, Middle: 6%, Late: 5% → 7%).}}
**{{change|Pac-Man's afterimages when using Pac-Jump are more visible and go from yellow to white.}}
**{{change|At the peak of each jump, the damage increases.}}
*[[Fire Hydrant]]:
**{{change|Fire Hydrant has altered physics, acting heavier and losing more height and speed from each bounce.}}
**{{buff|Fire Hydrant's heavier physics makes it easier to hit grounded opponents.}}
**{{nerf|Fire Hydrant's new physics significantly reduce its overall coverage and distance when bouncing.}}
**{{nerf|Aerial Fire Hydrant has increased start-up lag, now matching the grounded version's start-up (frame 9 → 12).}}
***{{buff|Its duration was unchanged, reducing its endlag.}}
**{{change|Fire Hydrant's fall attack has a reduced hitlag multiplier (1.5× → 1×).}}
**{{buff|Fire Hydrant's hitbox extends further downwards when falling (Y offset: 6 → 6-2).}}
*[[Super Pac-Man]]:
**{{change|Super Pac-Man has been changed. Pac-Man still transforms into a two-dimensional sprite to launch enemies, but automatically moves forward and loops around the screen, slowly building up speed. His trajectory can be adjusted by aiming him up or down. He will also eat items he runs into during the move. Aesthetically, the move resembles ''{{s|wikipedia|Pac-Man Championship Edition 2}}'', featuring pulsating lights in the background and a rising pitch as the move progresses.}}


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.
==Update History==
 
[[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.
 
Aside from his grab and Bonus Fruit, many of Pac-Man's moves have seen miscellaneous improvements. [[Down tilt]] is less punishable due to the changes of the move's momentum and reduced ending lag, [[dash attack]] has an additional hit while possessing even less ending lag (relative to its final hit), [[down aerial]]'s initial hits link together much better and inflict more damage, his new [[up tilt]] possesses greater frame data and increased vertical range to improve its utility as an anti-air, and some of his best aerial combo starters (such as [[neutral aerial]] and [[forward aerial]]) have altered knockback, allowing his attacks to flow better into each other. His [[recovery]] reaches further, as [[Power Pellet]] is faster and less punishable, grants even more distance, suffers much less lag on a wall-collision, and no longer causes [[tumbling]] when he runs into the ground, instead allowing him to move along the floor.
 
Pac-Man's mediocre KO potential, one of his biggest weaknesses from ''SSB4'', has also been improved considerably, as his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key, which has strong KO potential on its own. All of these changes alleviate one of Pac-Man's biggest weaknesses from ''SSB4''. Finally, the universal alterations made to the mechanics in ''Ultimate'' have been beneficial to Pac-Man overall. The universally faster mobility improves his previously mediocre mobility, thus benefitting his approach. The universal reduction to [[landing lag]] further improves his respectable combo ability by allowing him access to his quick aerials, while [[dash-canceling]]'s expanded prevalence improves the utility of his tilts, thus granting him newfound approaching options by performing one of his tilt attacks out of a run.
 
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.
 
Pac-Man's aforementioned new up tilt is more situational than his previous up tilt in ''SSB4'', as it can no longer hit opponents directly next to or behind him, and it is unable to launch Fire Hydrant backward. In addition, Pac-Man's neutral and forward aerials have lost their ability to [[lock]] (though this is compensated by their newfound combo potential). Lastly, [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its availability.
 
Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to catch up with the quick and aggressive pace of ''Ultimate''. The changes overall make Pac-Man more formidable, although his playstyle has less of an emphasis over item-stalling and rewards item-positioning and setups more than before. However, he still retains several of his former issues from ''SSB4'', such as mediocre melee-oriented range, a slight dependence on setups to KO, the necessity for micromanagement, and the ease of his special moves potentially being turned against him. Nevertheless, despite the buffs to other characters and the introduction of powerful DLC characters in game updates, Pac-Man has immensely improved from ''SSB4'', and is considered one of the most buffed characters in the transition to ''Ultimate'' and a highly effective character as opposed to non-viable.
 
{{SSB4 to SSBU changelist|char=Pac-Man}}
 
==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}}'''
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'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Pac-Man}}
{{UpdateList (SSBU)/4.0.0|char=Pac-Man}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Pac-Man}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Pac-Man}}


==Moveset==
==Moveset==
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|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=&nbsp;
|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. With the 1v1 multiplier, then the move will deal 2.4%, 2.4%, then 4.8%.
|ftiltname=Pac-Kick ({{ja|パックキック|Pakku Kikku}})
|ftiltname=&nbsp;
|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. With the 1v1 multiplier, it will deal 9.6%.
|utiltname=Pac-Upper Punch ({{ja|パックアッパーパンチ|Pakku Appā Panchi}})
|utiltname=&nbsp;
|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. With the 1v1 multiplier, it will deal 9.6%.
|dtiltname=Pac-Bite ({{ja|パックバイト|Pakku Baito}})
|dtiltname=&nbsp;
|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. With the 1v1 multiplier, it will deal 7.2%.
|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). One of Pac-Man's best approach options. If the 1v1 multiplier is active, the first three hits will deal 2.4%, and the final hit will deal 4.8%
|fsmashname=Blinky ({{ja|アカベエ|Akabē}})
|fsmashname=&nbsp;
|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. If the 1v1 multiplier is on, the sour hit will deal 18%, the sweet spot will deal 19.2%, and the late hit will deal 10.8%
|usmashname=Inky ({{ja|アオスケ|Aosuke}})
|usmashname=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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). A tether grab, but cannot be used to grab ledges. Pac-Man appears disappointed if he doesn't grab an opponent.  Noticeable startup(Standing: Frame 12, FAF 59. Dash: Frame 14, FAF 67. Pivot: Frame 15, FAF 62), but lasts a long time, has quite far reach and low ending lag for a tether grab.  
|pummelname=Grab Pac-Headbutt ({{ja|つかみパックヘッドバット|Tsukami Pakku Heddobatto}})
|pummelname=&nbsp;
|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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 173: Line 288:
|edgename=&nbsp;
|edgename=&nbsp;
|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.
|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), dealing damage to anyone who gets hit by it.
|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. Ultimately, he slows down before the Final Smash ends.
}}
 
===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>
Pac-ManOnScreenAppearanceSSBU.gif|Pac-Man's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''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 a 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 a 5-note jingle plays, while fairies from ''Pac-Land'' and a few music notes appear above his head.
<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 320:


===[[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 a pixelated fairy. This pose is based on ''Pac-Land''. Both the sign and pixelated fairy 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 338:
</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)]]''
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}}, all while taking sets off of multiple top level players. As a result, Pac-Man has achieved a significantly stronger reception from the community, where he is mostly regarded as a high or top tier character.
<!--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.-->


*{{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}}.
''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|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.


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 {{SSBU|Cloud}} and {{SSBU|Mr. Game & Watch}}, or DLC characters such as the {{SSBU|Aegis}} and most notably {{SSBU|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 {{Sm|JDV}} or {{Sm|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.
*{{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|Kiwi|USA}} - The best Pac-Man player in New England. Placed 7th at {{Trn|Return to Subspace 2}} and 13th at both {{Trn|Overclocked Ultimate}} and {{Trn|CT GamerCon 3}}.
*{{Sm|kou|Japan}} - One of the best Pac-Man players in Japan. Placed 17th at {{Trn|Sumabato SP 2}} and 25th at {{Trn|KVOxTSB 2019}}.
*{{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 one of the best ones 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}}, 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}}. Has wins over {{sm|ESAM}}, {{sm|Cosmos}}, {{sm|Maister}}, {{sm|Salem}}, {{Sm|Dabuz}}, {{Sm|Marss}}, {{Sm|Tweek}}, {{Sm|Samsora}}, {{Sm|Glutonny}}, and {{Sm|Shuton}}.


=={{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 338: Line 384:
==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
Although Pac-Man does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Pac-Man does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


By taking {{SSBU|Marth}}'s route, the player can find Pac-Man near the mushroom area.
By taking {{SSBU|Marth}}'s route, the player can find Pac-Man near a mushroom area.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" 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>
| {{color|#17ba17|Grab}}
|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]]s==
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>
<gallery>
<gallery>
SSBU spirit PAC-MAN.png|946. '''''PAC-MAN'''''
Pac-Man Spirit.png|946. '''''PAC-MAN'''''
</gallery>
</gallery>
</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 437:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|-
|51
|51
|{{SpiritTableName|Chain Chomp|link=y|size=64}}
|[[File:Chainchomp.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Chain Chomp}}[[Chain Chomp]]
|''Super Mario series''
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,000
|4,000
|{{SSBB|Yoshi's Island}} ([[Battlefield form]])
|{{SSBB|Yoshi's Island}} ([[Battlefield form]])
|•Assist Trophy Enemies (Chain Chomp)
|•[[Assist Trophy]] Enemies (Chain Chomp)
|•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}}
|[[File:Nipper Plant Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Nipper Plant}}Nipper Plant
|•Tiny {{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×8
|''Super Mario series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} (×8)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|[[Super Mario Maker]] ([[Battlefield form]])
|[[Super Mario Maker]] ([[Battlefield form]])
Line 415: Line 462:
|•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
|{{SpiritTableName|Hothead|link=y|size=64}}
|[[File:Hothead Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Hothead}}[[Hothead]]
|''Super Mario series''
|•Curry {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•Curry {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,000
|2,000
|[[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
|{{SpiritTableName|Starlow|size=64}}
|[[File:Starlow Spirit.png|center|64x64px]]
|''Mario & Luigi'' Series
|{{anchor|Starlow}}Starlow
|''Mario & Luigi series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|3,300
|[[Brinstar]] ([[Battlefield form]])
|[[Brinstar]] ([[Battlefield form]])
Line 439: Line 486:
|•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
|{{SpiritTableName|Broque Monsieur|size=64}}
|[[File:Broque Monsieur Spirit.png|center|64x64px]]
|''Mario & Luigi'' Series
|{{anchor|Broque Monsieur}}Broque Monsieur
|''Mario & Luigi series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,800
|1,800
|[[Mario Bros.]] ([[Battlefield form]])
|[[Mario Bros.]] ([[Battlefield form]])
Line 451: Line 498:
|•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
|{{SpiritTableName|Tap-Tap|size=64}}
|[[File:Taptap.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Tap-Tap}}Tap-Tap
|''Yoshi series''
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,200
|2,200
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 463: Line 510:
|•The enemy is metal
|•The enemy is metal
|{{SSBUMusicLink|Yoshi|Wildlands}}
|{{SSBUMusicLink|Yoshi|Wildlands}}
|
|-
|-
|311
|311
|{{SpiritTableName|Burt the Bashful|size=64}}
|[[File:Burt Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Burt the Bashful}}Burt the Bashful
|''Yoshi series''
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,000
|2,000
|[[Super Happy Tree]] ([[Ω form]])
|[[Super Happy Tree]] ([[Ω form]])
Line 475: Line 522:
|•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
|{{SpiritTableName|Chef Kawasaki|link=y|size=64}}
|[[File:Chef Kawasaki Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Chef Kawasaki}}[[Chef Kawasaki]]
|''Kirby series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|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}}
|[[File:MagnetonSpirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Magneton}}Magneton
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×3 (50 HP)
|''Pokémon series''
|{{SpiritType|Shield}}
|•Metal {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} (×3)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,200
|2,200
|[[Pokémon Stadium 2]] (Electric type)
|[[Pokémon Stadium 2]] (Electric type)
Line 499: Line 546:
|•[[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
|{{SpiritTableName|Electrode|link=y|size=64}}
|[[File:Electrode Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Electrode}}[[Electrode]]
|''Pokémon series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Saffron City]]
|[[Saffron City]]
Line 511: Line 558:
|•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}}
|[[File:Lurchthorn.png|center|64x64px]]
|''Kid Icarus'' Series
|[[Lurchthorn]]
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}×6
|''Kid Icarus series''
|{{SpiritType|Shield}}
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}} (×6)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,800
|1,800
|[[Reset Bomb Forest]] (forest)
|[[Reset Bomb Forest]]
|•Item: [[Super Scope]]
|•Item: [[Super Scope]]
|•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}}
|[[File:Mockiwi Spirit.PNG|center|64x64px]]
|''Pikmin'' Series
|{{anchor|Mockiwi}}{{s|pikipedia|Mockiwi}}
|•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)
|''Pikmin series''
|{{SpiritType|Shield}}
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•Ally: Olimar {{Head|Olimar|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|1,500
|[[Garden of Hope]]
|[[Garden of Hope]]
Line 535: Line 582:
|•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}}
|{{anchor|Mettaur}}[[File:Mett.png|center|64x64px]]
|''Mega Man'' Series
|[[Mettaur]]
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (120 HP)
|''Mega Man series''
|{{SpiritType|Shield}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,800
|1,800
|[[Wrecking Crew]]
|[[Wrecking Crew]]
Line 547: Line 594:
|•[[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}}
|{{anchor|Bonus Fruit}}[[File:Bonus Fruit Spirit.png|center|64x64px]]
|''PAC-MAN'' Series
|[[Bonus Fruit]]
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}×2
|''Pac-Man series''
|{{SpiritType|Grab}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (x2)
|[[File:SpiritTypeGrab.png|20px|center|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
|{{SpiritTableName|Bisk|size=64}}
|[[File:Bisk Spirit.png|center|64x64px]]
|''Splatoon'' Series
|Bisk
|''Splatoon series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,700
|1,700
|[[Saffron City]]
|[[Saffron City]]
Line 571: Line 618:
|•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}}
|[[File:SPI-Bytan.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Bytans}}[[Bytan]]s
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}}×4
|''Super Smash Bros. series''
|{{SpiritType|Grab}}
|•{{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=Plaid}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Kongo Falls]] ([[Ω form]])
|[[Kongo Falls]] ([[Ω form]])
Line 583: Line 630:
|•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
|{{SpiritTableName|Bubbles|size=64}}
|[[File:Bubbles Spirit.png|center|64x64px]]
|''Clu Clu Land'' Series
|Bubbles
|''Clu Clu Land seies''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[75m]] ([[Battlefield form]])
|[[75m]] ([[Battlefield form]])
|•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
|{{SpiritTableName|Moe|size=64}}
|{{anchor|Moe}}[[File:Moe.png|center|64x64px]]
|''The Legendary Starfy'' Series
|Moe
|''The Legendary Starfy series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Tortimer Island]]
|[[Tortimer Island]]
Line 607: Line 654:
|•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
|{{SpiritTableName|Telly|size=64}}
|{{anchor|Telly}}[[File:Telly Spirit.png|center|64x64px]]
|''Chibi-Robo!'' Series
|Telly
|''Chibi-Robo! series''
|•Tiny {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•Tiny {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Living Room]]
|[[Living Room]]
|•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}}
|[[File:Bacteria.png|center|64x64px]]
|Kurikin
|''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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,400
|1,400
|[[Hanenbow]]
|[[Hanenbow]]
|•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
|{{SpiritTableName|Zip|size=64}}
|{{anchor|Zip}}[[File:Zip Spirit.png|center|64x64px]]
|Zip
|''FlingSmash''
|''FlingSmash''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,200
|2,200
|[[Golden Plains]]
|[[Golden Plains]]
|•Assist Trophy Enemies ([[Chain Chomp]])<br>•Hazard: Low Gravity
|•[[Assist Trophy]] Enemies ([[Chain Chomp]])<br>•Hazard: Low Gravity
|•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
|{{SpiritTableName|Clip & Snip|size=64}}
|{{anchor|Clip & Snip}}[[File:Snipclip.png|center|64x64px]]
|''Snipperclips - Cut it out, together!'' Series
|Clip & Snip
|''Snipperclips - Cut it out, together! series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[PictoChat 2]]
|[[PictoChat 2]]
|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}}
|{{anchor|Boss Galaga}}[[File:Boss galaga.png|center|64x64px]]
|''Galaga'' Series
|[[Boss Galaga]]
|•Tiny {{SSBU|Pac-Man}} Team {{Head|Pac-Man|g=SSBU|s=20px|cl=White}}×5
|''Galaga series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=White}} Team (×5)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[Lylat Cruise]] ([[Battlefield form]])
|[[Lylat Cruise]] ([[Battlefield form]])
Line 667: Line 714:
|•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 690: Line 737:
|-
|-
|690
|690
|{{SpiritTableName|Ball|size=64}}
|[[File:Ball_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Ball}}Ball
|''Game & Watch series''
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[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}}
|-
|-
|948
|948
|{{SpiritTableName|Ghosts|link=y|size=64}}
|[[File:Ghosts spirit.png|center|64x64px]]
|''PAC-MAN'' Series
|[[Ghosts]]
|''Pac-Man series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Pac-Land]] ([[Battlefield form]])
|[[Pac-Land]] ([[Battlefield form]])
|•Assist Trophy Enemies (Ghosts)
|•[[Assist Trophy]] Enemies ([[Ghosts]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|[https://pacman.fandom.com/wiki/Clyde Clyde]
|[https://pacman.fandom.com/wiki/Clyde Clyde]
|-
|1,427
|{{SpiritTableName|King Olly|size=64}}
|''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}}
|{{SpiritType|Attack}}
|9,700
|[[Princess Peach's Castle]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy favors air attacks<br>•The enemy is metal
|{{SSBUMusicLink|Super Mario Bros.|Attack and Run!}}
|{{iw|mariowiki|Stapler|boss}}
|}
|}


Line 744: Line 781:
<gallery>
<gallery>
SSBU Pac-Man Number.png|Pac-Man's fighter card.
SSBU Pac-Man Number.png|Pac-Man's fighter card.
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 travels to [[Wrecking Crew]] in Classic Mode.
*Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
*Pac-Man is the only character who fights a Classic Mode opponent in a round without music.
*If Pac-Man uses his Final Smash during a match and wins the match, and if his "up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
*If Pac-Man 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.
*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'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.
*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.
*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==
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{{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)]]

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