Super Smash Bros. 4

Pac-Man (SSB4)/Forward smash: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Pac-ManFSmash.gif|thumb|270px|Hitbox visualization showing Pac-Man's forward smash.]]
{{competitive expertise}}
{{competitive expertise}}


==Overview==
==Overview==
Pac-Man thrusts Blinky in front of him, and is the strongest of Pac-Man's smash attacks. Like Pac-Man's other two smash attacks, it is able to nullify oncoming projectiles. However, it has a high amount of starting and ending lag, coming out only as early as frame 18 and having an FAF of 53. As such, it is considered very unsafe to use, unless the opponent has been stunned or their shield has been [[shield#Shield breaking|broken]].


Pac-Man thrusts Blinky in front of him, and is the strongest of Pac-Man's smash attacks. Like Pac-Man's other two smash attacks, it is able to nullify oncoming projectiles. However, it has a high amount of starting and ending lag, coming out only as early as frame 18 and ending only as early as frame 52. As such, it is considered very unsafe to use, unless the opponent has been stunned or their shield has been [[shield#Shield breaking|broken]].
==Update history==
Pac-Man's forward smash has received only one change in version [[1.1.5]], where its knockback was slightly increased.
 
'''{{GameIcon|ssb4}} [[1.1.5]]'''
*{{buff|Forward smash knockback scaling (97 (clean)/100 (late) → 99/102).}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|42}}
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|id=0
|id=0
|part=0
|part=0
|damage=16%
|damage={{ChargedSmashDmgSSB4|16}}
|angle=361
|angle=361
|bk=25
|bk=25
Line 33: Line 38:
|id=1
|id=1
|part=0
|part=0
|damage=15%
|damage={{ChargedSmashDmgSSB4|15}}
|angle=361
|angle=361
|bk=25
|bk=25
Line 53: Line 58:
|id=0
|id=0
|part=0
|part=0
|damage=9%
|damage={{ChargedSmashDmgSSB4|9}}
|angle=361
|angle=361
|bk=25
|bk=25
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==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Charges between
|5-6
|-
|-
!Early hitboxes
!Clean hit
|18-20
|18-20
|-
|-
!Late hitboxes
!Late hit
|21-28
|21-28
|-
!Interruptible
|53
|-
|-
!Animation length
!Animation length
|52
|77
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=7}}{{FrameStrip|t=Lag|c=24}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=12|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=25}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
 
==Update history==
Pac-Man's forward smash has received only one change, having received greater knockback growth in version 1.1.5
*{{buff|Forward smash knockback growth: 97/100 → 99/102}}
 


{{MvSubNavPac-Man|g=SSB4}}
{{MvSubNavPac-Man|g=SSB4}}
[[Category:Pac-Man (SSB4)]]
[[Category:Pac-Man (SSB4)]]
[[Category:Forward smashes (SSB4)]]
[[Category:Forward smashes (SSB4)]]

Latest revision as of 00:06, April 13, 2022

Hitbox visualization showing Pac-Man's forward smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Pac-Man thrusts Blinky in front of him, and is the strongest of Pac-Man's smash attacks. Like Pac-Man's other two smash attacks, it is able to nullify oncoming projectiles. However, it has a high amount of starting and ending lag, coming out only as early as frame 18 and having an FAF of 53. As such, it is considered very unsafe to use, unless the opponent has been stunned or their shield has been broken.

Update history[edit]

Pac-Man's forward smash has received only one change in version 1.1.5, where its knockback was slightly increased.

Super Smash Bros. 4 1.1.5

  • Buff Forward smash knockback scaling (97 (clean)/100 (late) → 99/102).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 16% 0 Sakurai angle 25 99 0 4.8 1000 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 15% 0 Sakurai angle 25 99 0 3.0 0 0.0 6.5 11.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
Late hit
0 0 9% 0 Sakurai angle 25 102 0 4.0 1000 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Charges between 5-6
Clean hit 18-20
Late hit 21-28
Interruptible 53
Animation length 77
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible