Super Smash Bros. Ultimate

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'''Pac-Man''' ({{ja|パックマン|Pakkuman}}), stylized in-game as '''PAC-MAN''', is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside the rest of the [[veteran]]s on June 12, 2018. Pac-Man is classified as [[Fighter number|Fighter #55]].  
'''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.


Like in ''[[Super Smash Bros. 4]]'', Pac-Man reuses his generic sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games.
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 is ranked 23rd out of 82 on the ''Ultimate'' [[tier list]], which is a significant improvement over his appearance in ''SSB4'' (where he was ranked 45th out of 54) and makes him the most improved veteran in the transition alongside [[Roy (SSBU)|Roy]]. Pac-Man's greatest strengths lie in his zoning capabilities, thanks to his barrage of projectiles in [[Bonus Fruit]] and [[Fire Hydrant]]. The former is notable for possessing 8 different projectiles with distinguishing properties, with Bell being the most effective one as it confirms into KOs. Meanwhile, the latter is notorious for creating a barrier that a lot of characters can struggle to deal with up close, allowing Pac-Man to continue setting up shop behind it. His [[recovery]] is among one of, if not, the best recoveries in the game due to its outstanding traveling distance of [[Power Pellet]] and mixup potential and [[Pac-Jump]] granting him a high vertical boost. This makes Pac-Man one of the hardest characters to edgeguard due to his amount of options. Pac-Man's normal moveset is also amazing on its own as it benefits from amazing frame-data and safety on shield, which allows him to box out his opponents and rack up damage at ease. Finally, his [[grab]], considered one of the worst in ''Smash 4'', has been buffed significantly to increase its hitbox's detection, allowing it to even beat [[spot dodge]]s.
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.


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


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


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


Aside from his projectiles, Pac-Man also possesses a slow, but potent and [[charge]]able KO option in [[Power Pellet]]. Power Pellet also functions both as a great [[recovery]] and option for [[mindgame]]s: it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can function as a KO confirm from Bonus Fruit's bell. [[Pac-Jump]] is an outstanding vertical recovery should all of its trampoline jumps be bounced off of, and makes it safe to edge-guard off-stage, as Pac-Man will likely make it back onto the stage. It is also difficult to gimp, especially from an overhead perspective, thanks to Pac-Man's jumps possessing unblockable hitboxes. Due to its quick start-up and aforementioned hitboxes, Pac-Jump also functions as a good [[out of shield]] option with proper usage.
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.


Disregarding his special moveset, Pac-Man boasts an excellent [[combo]] game and a versatile moveset. Though his grounded moveset suffers from low power and moderate ending lag, Pac-Man's [[neutral attack]] and [[tilt attack]]s benefit from quick frame-data. His tilts, in particular, also give him slightly extended hitboxes ([[forward tilt]] and [[up tilt]]) or slide him forward ([[down tilt]]), letting him attack out of shield easily or poke opponents at a safe distance. Although it has poor horizontal coverage, its good vertical range makes up tilt a decent anti-air and [[juggling]] tool that can chain into itself at low percentages and lead into up aerials at medium precents, while his down tilt can reliably combo into his [[dash attack]]. Meanwhile, his forward tilt is a reasonably strong spacing tool with decent range and can KO at around 160% by the edge without [[rage]]. Pac-Man's [[dash attack]] is one of his best approaching options, thanks to it hitting multiple times with essentially the lack of ending lag, the latter of which is what causes it to noticeably rival other dash attacks, allowing Pac-Man to follow up with one of his grounded moves, such as his safe and quick neutral attack.
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.


Complimenting his impressive aerial mobility, Pac-Man's aerial game is excellent. All of his aerial attacks are quick, capable of [[auto-canceling]] out of a short hop (aside from his neutral and [[down aerial]]) and can chain into themselves (especially his [[forward aerial|forward]] and [[up aerial]]s). In addition, his [[neutral aerial|neutral]] and [[back aerial]]s are effective edge-guarding options; their clean hitboxes also make them useful from out of shield and for KOing, respectively. His neutral aerial serves as a viable get-off-me option due to its quick startup. It can also be used to escape combos and kill at higher percents near the horizontal blast zoness due to the clean hit's decent knockback. His forward aerial is versatile for [[wall of pain|walls of pain]] and a quick combo tool, potentially leading into KO moves. The move's speed is comparable to that of {{SSBU|Sheik}} and {{SSBU|Diddy Kong}}'s forward aerials, making it a reliable burst approaching option. Back aerial is Pac-Man's strongest aerial, making it a reliable KO move at around 120% by the edge. Despite its power, it is quite quick as well, and is useful for walls of pain at lower precents in conjunction with [[reverse aerial rush]]ing. [[Up aerial]] is another reliable KO option due to its decent knockback, thus making it viable for killing off the top blast zones. It is also useful for juggling and partaking in combos at lower precents. While it is slightly slower than other comparable up aerials of its own kind, such as {{SSBU|Mario}}, {{SSBU|Zero Suit Samus}} and {{SSBU|Captain Falcon}}, it has similar combo potential, being able to combo into itself and up tilt, though it is often useful as a finisher after landing a dash attack. Finally, his [[down aerial]] is useful for edgeguarding or as a combo finisher offstage, especially being able to KO early after a pair of forward aerials, while the final hit's fairly strong knockback allows it to KO at around 130% near the edge.
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.


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


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


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


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


Despite their perks, Pac-Man's entire [[special move]]set are capable of infamously getting reflected against him. Bonus Fruit's objects are [[item]]s that can only exist once at a time, hence opponents can grab them out of the air, nullifying one of Pac-Man's only projectiles so long as they hold onto it. So long as Bonus Fruit is nullified, Pac-Man is disadvantaged at spacing, KOing and mindgames, while a competent opponent can even utilize Bonus Fruit's items against him. Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can inadvertently cost Pac-Man if he is careless.
Despite their perks, all of Pac-Man's special moves can be used against him. Bonus Fruit's objects are [[item]]s that can only exist once at a time, hence opponents can grab them out of the air, nullifying one of Pac-Man's only projectiles so long as they hold onto it. So long as Bonus Fruit is nullified, Pac-Man is disadvantaged at spacing, KOing and mindgames, while a competent opponent can even use Bonus Fruit's items against him. Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can inadvertently cost Pac-Man if he is careless.


Despite being a powerful KOing tool, Power Pellet is extremely predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be eaten by the opponent, including Pac-Man himself. [[Pac-Jump]], despite propelling Pac-Man at a considerable vertical height, can also be bounced off by opponents for [[gimp]]ing Pac-Man's own recovery. Due to these possibilities, a professional Pac-Man player must guard the location of where his items are in order to inflict the highest potential knockback at a safer range, and avoid his items' abilities being turned against him.
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.


Overall, Pac-Man is a flexible trapper who excels at mindgames and damage-racking, yet his moveset's overall low base knockback and mediocre range make KOing opponents often a hassle. As a result, he has a dependence on using traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. In addition, his special moves, while versatile, are considered to be a high double-edged sword as well, as while Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can ultimately decide the momentum of not only himself, but even the whole match itself.
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.


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


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


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


Pac-Man's mediocre KO potential, one of his biggest weaknesses from ''SSB4'', has also been improved considerably, as his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key, which has strong KO potential on its own. All of these changes alleviate one of Pac-Man's biggest weaknesses from ''SSB4''. Finally, the universal alterations made to the mechanics in ''Ultimate'' have been benefitial to Pac-Man overall. The universally faster mobility improves his previously mediocre mobility, thus benefitting his approach. The universal reduction to [[landing lag]] further improves his respectable combo ability by allowing him access to his quick aerials, while [[dash-canceling]]'s expanded prevalance improves the utility of his tilts, thus granting him newfound approaching options by performing one of his tilt attacks out of a run.
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, many moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.
However, Pac-Man received some noticeable nerfs, especially to his combo game. The mechanics of his Bonus Fruit's items have been altered drastically, heavily limiting the variety of item-based techniques he can perform: the time-window for catching the items is now very narrow, as most of the items disappear almost immediately after hitting an opponent, while the cherry and strawberry now have a set distance and no longer linger on the ground. Bonus Fruit's items also cannot be picked up again after being Z-dropped; when combined with the changes to [[footstool]]s and [[lock]]s, Pac-Man can no longer perform his notorious [[zero-to-death]] footstool combos. While all these changes prevent the opponent from capitalizing on his own fruits, it also homogenizes his item play. [[Fire Hydrant]]'s physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and set-ups when it is launched. In addition, several moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.


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


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


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


==Update history==
==Update history==
Pac-Man received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update 1.2.0 introduced a universal nerf by removing the ability to Z-drop items out of hitstun. This aforementioned change impaired Pac-Man more than all other fighters, as it removed the defensive strategy of opponents getting hit by [[Bonus Fruit]]'s item that Pac-Man is holding while attacking, allowing Pac-Man to run away and potentially punish the opponent, heavily hindering his hit-and-run playstyle. However, update 2.0.0 buffed Pac-Man's combo potential by increasing his forward and down aerials' auto-cancel windows and increasing Bonus Fruit's endurance after making contact, widening the window to follow up and more easily keep opponents in hitstun.
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' damage outputs to shields noticeably affected Bonus Fruit and [[Fire Hydrant]], hindering Pac-Man's shield-breaking capabilities. Update 3.1.0 improved up smash's first hit ability to link into its second hit by adjusting its launching angle. Update 4.0.0 fixed a notorious flaw with Pac-Man being forced to drop charging Bonus Fruit while being reversed; this no longer makes Pac-Man vulnerable after being reversed and now potentially allows him to punish the opponent. Update 7.0.0 enlarged Pac-Man's shield as part of a near-universal buff, while update 8.0.0 nerfed his rolls slightly by standardizing their lag with the rest of the cast's rolls.
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 gameplan has changed from that of a zoner to more of a bait-and-punish playstyle because of the universal item and projectile-oriented nerfs and his combo-oriented buffs, Pac-Man's competitive standing has not changed much and he remains among the most significantly buffed veterans in the game (comparatively like {{SSBU|Palutena}}, {{SSBU|Roy}} and {{SSBU|Pichu}}).
Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his optimal game plan has changed from that of a zoner to more of a bait-and-punish style because of the universal item and projectile nerfs and his combo-oriented buffs, Pac-Man's competitive standing has not changed much and he remains among the most significantly buffed veterans in the game (similarly to {{SSBU|Palutena}}, {{SSBU|Roy}} and {{SSBU|Pichu}}).


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


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


===Tier placement and history===
===Tier placement and history===
Ever since the release of ''Ultimate'', opinions on Pac-Man's viability have been given a positive response, thanks to the received buffs to his mobility, KO potential, [[Bonus Fruit]], and grab game, all of which improved his combo potential. As a result of the buffs, Pac-Man has received strong results from players, especially {{Sm|Sinji}} and {{Sm|Tea}}, ever since the early metagame. Tea, in particular, has won several majors and established himself as a top 10 player by 2021. Due to Pac-Man's buffs and strong playerbase, he is often considered a high/top-tier character, which is reflected in his placement on the current tier list, where he is ranked 23rd as a top-tier character.
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.


=={{SSBU|Classic Mode}}: Ageless Classic==
=={{SSBU|Classic Mode}}: Ageless Classic==
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
[[File:WoL-55PacMan.jpg|thumb|Finding Pac-Man in World of Light|left]]
Although Pac-Man is absent from the opening cutscene of World of Light, he was vaporized and later placed under [[Galeem]]'s imprisonment when the latter proceeded to unleash his beams of lights to engulf the world and the universe, along with the rest of the fighters (excluding {{SSBU|Kirby}}).
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 accessing {{SSBU|Marth}}'s route, the player can find Pac-Man located between the mushroom-filled area and the [[Base]]. Defeating him is necessary to progress through the story, as awakening Pac-Man will result in Galeem creating access to the Base, making Pac-Man's unlock obligatory for the mode.


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


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


==References==
==References==

Latest revision as of 14:10, November 27, 2024

This article is about Pac-Man's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pac-Man.
Pac-Man
in Super Smash Bros. Ultimate
Pac-Man SSBU.png
PacManSymbol.svg
Universe Pac-Man
Other playable appearance in SSB4


Availability Unlockable
Final Smash Super Pac-Man
Tier A (23)
Pac-Man (SSBU)

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

Pac-Man is currently ranked 23rd out of 82 on the tier list, placing him at the bottom of the A tier and marking a significant improvement over his appearance in Smash 4. Pac-Man's greatest strengths lie in his zoning capabilities thanks to his barrage of projectiles in Bonus Fruit and Fire Hydrant. Bonus Fruit is notable for having different projectiles with distinguishing properties, with Bell being the most effective one as it confirms into KOs. His Hydrant is notorious for creating a barrier that a lot of characters can struggle to deal with up close, allowing Pac-Man to continue setting up shop behind it. His recovery is among one of, if not, the best recoveries in the game due to its outstanding travel distance of Power Pellet and mixup potential and Pac-Jump giving him a high vertical boost. This makes Pac-Man one of the hardest characters to edgeguard due to his amount of options. Pac-Man's normals are also amazing in their own right as most of them have amazing frame data and shield safety, which allows him to box out his opponents at ease. Finally, his grab, previously seen as one of the worst in Smash 4, has been buffed significantly to increase its hitbox detection, allowing it to even beat spotdodges.

Despite his abundance of strengths, Pac-Man has some flaws. Pac-Man has few reliable ways to KO his opponent, with his smash attacks and aerials being pretty predictable, so holding shield can be effective against him. His projectiles can also be used against him, with the Bonus Fruit being able to be caught when shielded and used freely against him, as well as his Hydrant being able to be hit back at him by a strong enough move. His recovery, while amazing, is relatively exploitable, as both moves can be interrupted: Power Pellet can be canceled if the pellet is hit before Pac-Man dashes, and while Pac-Jump allows up to three total uses, it can be used by opponents to recover themselves, or force Pac-Man into helplessness if the trampoline is used three times.

Overall, Pac-Man's strengths outweigh his nerfs, and he his representation has been above average for most of the game's competitive lifespan, with especially strong performances from Tea.

How to unlock[edit]

Complete one of the following:

Pac-Man must then be defeated on Pac-Land (the Ω form is used in World of Light).

Attributes[edit]

Pac-Man is a middleweight whose attributes deviate slightly from other fighters of his weight class. Although his dashing speed is average, his air speed is slightly above-average and his traction and air acceleration are above-average, Pac-Man's walking 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 Rosalina & Luma and Mario, respectively. Pac-Man is also able to crawl and wall jump, although the former is generally impractical because of his crouch's tall height.

Pac-Man, like Diddy Kong, is reliant on his item-producing special moves to control the flow of a battle and win in the neutral game. Two special moves, Bonus Fruit and Fire Hydrant, grant him numerous mix-ups for almost any situation. The fruits and objects generated by Bonus Fruit each have different attributes; in addition to functioning as useful spacing, combo, and edge-guarding options, some of them (primarily the apple, melon and key) notably boast respectable KO potential as a way to circumvent the sluggishness and short ranges of Pac-Man's smash attacks. As a result, Bonus Fruit allows Pac-Man to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.

When used in the air, Fire Hydrant functions similarly to Stone, which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its bursts of water possessing a push effect. As a result, the water can be used to create space, gimp poor recoveries, and even force opponents into Pac-Man's attacks.

Aside from his projectiles, Pac-Man also possesses a slow, but potent KO option in Power Pellet. Power Pellet also functions both as a great recovery and mindgame option: it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can function as a KO confirm from Bonus Fruit's bell. Pac-Jump is an effective vertical recovery should all of its trampoline jumps be used, and makes it safe to edge-guard off-stage, as Pac-Man will likely make it back onto the stage. It is also difficult to gimp, especially from an overhead perspective, thanks to Pac-Man's jumps having unblockable hitboxes. Due to its quick start-up and aforementioned hitboxes, Pac-Jump also functions as a good out of shield option when used properly.

Outside of his specials, Pac-Man has a good combo game. Though his ground attacks are weak with slight ending lag, Pac-Man's neutral attack and tilt attacks 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 and up aerials). In addition, his neutral and back aerials are effective edge-guarding options; their clean hitboxes also make them useful from out of shield and for KOing, respectively.

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 throws 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-chases (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.

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 lines. 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.

Although Bonus Fruit's key and a launched Fire Hydrant are viable KO options, the former needs to be charged in order to be accessible, whereas the latter can be easily used against Pac-Man just as he is about to launch it. Additionally, Pac-Man's average overall range and awkward hitboxes can make landing hits or spacing difficult against opponents with long range. His below-average overall mobility can also make it difficult to chase down opponents, create space and/or cycle through Bonus Fruit, especially against rushdown-oriented characters.

Pac-Man'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.

Despite their perks, all of Pac-Man's special moves can be used against him. Bonus Fruit's objects are items that can only exist once at a time, hence opponents can grab them out of the air, nullifying one of Pac-Man's only projectiles so long as they hold onto it. So long as Bonus Fruit is nullified, Pac-Man is disadvantaged at spacing, KOing and mindgames, while a competent opponent can even use Bonus Fruit's items against him. Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can inadvertently cost Pac-Man if he is careless.

Despite 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 gimping Pac-Man's own recovery. Due to these possibilities, a good Pac-Man player must keep watch of where his items are in order to inflict the highest knockback possible at a safer range, and avoid his items' abilities being turned against him.

Overall, Pac-Man excels at mindgames and damage racking, yet his moveset's overall low base knockback and average range make it difficult for him to KO opponents early. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can ultimately decide the momentum of not only himself, but even the whole match itself.

Changes from Super Smash Bros. 4[edit]

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.

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.

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 attacks 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 footstools and locks, 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.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, Pac-Man's model features a more subdued color scheme; the yellow of his body is now much lighter compared to the saturated shade used in SSB4, being more consistent with his appearances outside of Smash. His boots now have well-defined soles on the bottom.
  • Change Like most of the cast, Pac-Man is more expressive, no longer being limited to simply smiling and surprised expressions. He now shows an angry expression 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, and becomes stunned when falling underwater instead of maintaining his grin. 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 classic 2D "wedge" 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.

Attributes[edit]

  • Buff Like all characters, Pac-Man's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Pac-Man walks faster (1.045 → 1.097).
  • Buff Pac-Man dashes faster (1.52 → 1.672).
  • Buff Pac-Man's air speed is slightly faster (1.04 → 1.092).
  • Buff Pac-Man has significantly more traction (0.045 → 0.116), going from below-average in Smash 4 to above-average in Ultimate.
  • Buff Spot dodge has slightly less ending lag (FAF 26 → 25).
  • Nerf Forward roll grants one frame less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has slightly more startup lag (frame 4 → 5), grants slightly less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Neutral air dodge grants more intangibility (frames 3-27 → 3-29).
  • Buff Neutral air dodge has less significantly less landing lag (22 frames → 10).
  • Nerf Neutral air dodge has significantly more ending lag (FAF 33 → 56).

Ground attacks[edit]

  • Neutral attack:
    • Change Neutral attack's first hit is now a hook rather than a jab.
    • Buff Neutral attack transitions faster (frame 9 → 7).
    • Buff Neutral attack's first and second hits no longer use set knockback, instead possessing minimal knockback scaling (22/16 (set) → 25/15 (base), 25/20 (scaling) (hit 1), 26/15 (set) → 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 being 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 It has more vertical range.
    • Buff It has much less ending lag (FAF 34 → 25), improving its combo potential.
    • Nerf It 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 Its 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 It launches at a slightly higher angle (96° → 93°).
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 29 → 27).
    • Change Pac-Man returns to his original position after attacking, rather than moving forward, improving its safety, but worsening its utility for tech-chasing.
    • Change It 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 (frames 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 having less 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.
  • 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.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 frames (neutral) → 7, 16 (forward/up) → 10, 22 (back) → 13, 20 (down) → 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 Its later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).
    • Change Its angle on all hits was changed (361° → 50°). This increases its combo potential, but removes its ability to lock.
    • Buff It has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).
    • Nerf Its lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until around 180%.
  • Forward aerial:
    • Buff Forward aerial deals more damage (5.3% → 7.65%).
    • Buff It has much more base knockback, but much 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 causes back aerial to launch opponents at a lower angle (40°/45° → 38°), improving its KO potential.
  • Up aerial:
    • Change Up aerial has an altered ending animation.
    • Nerf It 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, the player must repeatedly interrupt the ending animation of the move with another up aerial.
  • Down aerial:
    • Buff Its hits transition faster, with 1 frame less lag between each one.
    • Buff Its multi-hits are larger (5.5u → 6.2u) and have gained an additional hitbox against aerial opponents, improving its range overall.
    • Buff It 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 Its 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 Its final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.
    • Buff Its final hit always launches in the direction Pac-Man is facing, improving its combo potential while also making it more consistent for edgeguarding.

Throws and other attacks[edit]

  • Grab:
    • Nerf Dash grab and pivot grab have more startup 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:
    • Buff Pummel deals more hitlag (5 frames → 14), but has much less startup (frame 16 → 1) and ending lag (FAF 25 → 7), shortening its duration.
    • Nerf Pummel deals much less damage (3.25% → 1.3%).
  • Change All throws excluding down throw are now weight-independent.
  • 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 less ending lag (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 ending lag.

Special moves[edit]

  • Bonus Fruit:
    • Buff All Bonus Fruit except the second and third fruits cycle significantly faster (frame 54 → 52 (apple), 78 → 72 (melon), 102 → 92 (galaxian), 126 → 112 (bell), 150 → 132 (key)).
    • Buff Bonus Fruit has a shorter charge cancel animation (8 frames → 4).
    • Buff As with other charge specials, Bonus Fruit can be jumped or air dodged out of while charging.
    • Cherry
      • Buff Cherries deals slightly more damage (4% → 4.3%).
      • Change They deal slightly less knockback overall (40 (base)/80 (scaling) → 41/71)
      • Nerf Their lifespan can no longer be extended by keeping them in the air for longer, and they will despawn after a set amount of time.
      • Nerf They deal less shield damage (0 → -2.1).
    • Strawberry
      • Change Strawberries deal slightly less knockback (40 (base)/80 (scaling) → 41/71)
      • Nerf Their lifespan can no longer be extended by keeping them in the air for longer, and they will despawn after a set amount of time.
      • Nerf Strawberries deal less shield damage (0 → -3).
    • Orange
      • Nerf Oranges deal slightly less damage (8% → 7.5%)
      • Nerf They have altered knockback values (50 (base)/76 (scaling) → 51/68), which, combined with the lower damage output, drastically weakens their KO potential.
      • Nerf Oranges deal less shield damage (0 → -3.2).
    • Apple
      • Buff Apples deal slightly more damage (9% → 9.5%).
      • Nerf They have reduced knockback values (60 (base)/100 (Scaling) → 61/91), KOing slightly later despite the increased damage, and more favourable launch angle (75˚ → 80˚).
      • Buff However, the higher launch angle makes it less susceptible to DI, and makes LSI impossible, improving the consistency of the Apple's KO potential.
      • Nerf Apples deal considerably less shield damage (0 → -4.7).
      • Nerf Apples have a shorter maximum duration (240 frames → 180).
    • Melon
      • Nerf Melons deal less knockback (40 (base)/100 (scaling) → 39/94), hindering their KO potential.
      • Change Melons launch at a slightly higher angle (55˚ → 60˚), slightly improving their vertical KO potential, while slightly worsening their horizontal KO potential.
      • Nerf Melons deal significantly less shield damage (0 → -6).
      • Change Melons move more slowly (initial speed: 1 → 0.85), and accelerate downward more quickly (gravity: 0.005 → 0.006).
    • Galaxian
      • Change Galaxians deal slightly less knockback (40 (base)/80 (scaling) → 41/72).
      • Nerf Galaxians deal considerably less shield damage (0 → -4.5).
    • Bell
      • Nerf Bells deal slightly less damage (8% → 7.5%).
      • Change Bells deal more knockback at low percents, and much less knockback at high percents (30 (base)/120 (scaling) → 70/54). This also means they paralyze opponents for longer at lower percents, but the paralysis duration increases much more slowly.
      • Nerf As a result of the above changes, Bells are now incapable of KOing at realistic percents.
      • Buff When Z-dropped, Bells can now still paralyze the opponent.
      • Nerf Bells deal slightly less shield damage (0 → -1.9).
    • Key
      • Buff Keys deal more damage (15% → 16%).
      • Buff Keys travel faster (speed: 3.6 → 3.8), and thus have more range.
      • Nerf Keys have altered knockback (40 (base)/90 (scaling) → 55/68), KOing later, despite the increased damage.
      • Change Keys launch at a lower angle (55˚ → 48˚).
      • Nerf Keys deal less shield damage (0 → -4).
    • Buff If Pac-Man grabs a fruit he's previously thrown or dropped, Bonus Fruit is able to be recycled through the items again. 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 less ending lag (FAF 45 → 42).
    • Change Bonus Fruit's items can only be Z-dropped once before being unable to be caught 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 All variants of Power Pellet travel further, with the fully-charged version traveling almost the full length of Final Destination.
    • Buff Power Pellet has less ending lag when colliding with a wall, and 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.
    • Nerf There is now a weak hit right at the start of the dash triggered by grabbing the Pellet, which deals just 1% damage and weak knockback.
    • Nerf Pac-Man's trajectory in the air after grabbing the Pellet now curves downwards, slightly weakening its recovery potential.
    • 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 more startup lag, matching the grounded version's startup (frame 9 → 12).
      • Buff Its total duration was unchanged, reducing its ending lag.
    • 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 opponents, 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 Pac-Man Championship Edition 2, featuring pulsating lights in the background and a rising pitch as the move progresses.

Update history[edit]

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 Palutena, Roy and Pichu).

Super Smash Bros. Ultimate 1.2.0

  • Bug fix Bonus Fruit's Key will no longer be discarded when it is recycled.
  • Nerf The universal change removing the ability to Z-drop items out of hitstun reduces Pac-Man's ability to get out of combos when holding a Bonus Fruit.
  • Bug fix Dash grab changes Pac-Man's facial expression like his other grabs.

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward aerial auto-cancels earlier (frame 43 → 26), which allows it autocancel out of a short hop fast fall.
  • Buff Down aerial auto-cancels earlier (frame 56 → 50), matching the move's interruptibility.
  • Buff Bonus Fruits take longer to disappear after hitting an opponent (30 frames → 32), giving him slightly more time to grab it again.
    • Buff Cherry no longer disappears immediately after hitting an opponent.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Bonus Fruit deals less shield damage (0 → -2.1/-3/-3.2/-4.7/-4.5/-6/-1.9/-4 (cherry/strawberry/orange/apple/melon/Galaxian/bell/key)).
  • Buff Fire Hydrant has more range below it when it is falling (Y offset: 6u → 6u-2u).
  • Nerf Fire Hydrant deals less shield damage (0 → -2.3/-3.3 (falling/launched)).
  • Change Several basic animations, such as idle and crouch animations, have been adjusted.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed an issue that resulted in Pac-Man facing the wrong way.
  • Buff Up smash's hits connect more reliably. (Hit 1 angle: 112° → 135°).

Super Smash Bros. Ultimate 4.0.0

  • Buff Pac-Man will no longer drop his Bonus Fruit if he is hit with a move that reverses while charging the attack.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Nerf Standing and rolling techs have one frame more ending lag (FAF 26 → 27 (standing), 40 → 41 (rolling)), matching the rest of the cast.
  • Bug fix Fire Hydrant can no longer freeze characters holding an assist trophy item if they ledge roll into the hydrant.

Moveset[edit]

For a gallery of Pac-Man's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Pac-Hook (パックフック) / Pac-Counter Hook (パックカウンターフック) / Pac-Upper Kick (パックアッパーキック) 2% 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.
2%
4%
Forward tilt Pac-Kick (パックキック) 8% 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.
Up tilt Pac-Upper Punch (パックアッパーパンチ) 6.5% 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.
Down tilt Pac-Bite (パックバイト) 6% 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.
Dash attack Pac-Dash Bite (パックダッシュバイト) 2% (hits 1-3), 4% (hit 4) 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.
Forward smash Blinky (アカベエ) 15% (sourspot), 16% (sweetspot), 9% (late) 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.
Up smash Inky (アオスケ) 3% (launcher), 14% (Inky), 8% (late) 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%.
Down smash Pinky & Clyde (ピンキー&グズタ) 13% (clean), 7% (late) Crouches while thrusting Pinky and Clyde (the pink and orange ghosts, respectively) in front of and behind himself simultaneously. Pinky and Clyde are semi-spikes 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.
Neutral aerial Pac-Roll (パックロール) 10% (clean), 8.5% (mid), 6% (late) 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.
Forward aerial Pac-Air Kick (パックエアキック) 7.65% 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 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.
Back aerial Pac-Drop Kick (パックドロップキック) 11.8% (clean), 7% (late) 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.
Up aerial Pac-Somersault Kick (パックサマーソルトキック) 10% 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.
Down aerial Pac-Stomp (パックスタンプ) 2% (hits 1-3), 7% (hit 4) 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.
Grab Grab (つかみ) 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.
Pummel Grab Pac-Headbutt (つかみパックヘッドバット) 1.3% A headbutt. Average power and speed.
Forward throw Pac-Capture Cut (パックキャプチャーカット) 8% 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.
Back throw Pac-Giant Swing (パックジャイアントスイング) 11% A 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.
Up throw Pac-Upper Throw (パックアッパースルー) 5% 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%.
Down throw Pac-Devour (パックデバウアー) 1.5% (hits 1-3), 6% (hit 4) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Kicks around himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a side kick to the left and then to the right while getting up.
Edge attack
Edge getups
  9% Performs a legsweep while climbing up. It has deceptively long range for an edge attack.
Neutral special Bonus Fruit 4.3% (cherry), 6% (strawberry), 7.5% (orange), 9.5% (apple), 12% (melon), 9% (Galaxian), 7.5% (bell), 16% (key) Raises his hand to cycle through the 8 different bonus items from Pac-Man. 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.
Side special Power Pellet 4% (before eating Power Pellet), 6% (uncharged), 12% (fully charged) 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.
Up special Pac-Jump 5%-7% (early), 6%-8.42% (mid), 7%-10% (late) 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.
Down special Fire Hydrant 9% (falling), 13% (tumbling) 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 Mario at the edge of 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.
Final Smash Super Pac-Man 20% (yellow), 28% (red) 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 95 1.87 – Initial dash
1.672 – Run
1.097 0.116 0.015 1.092 0.01 – Base
0.07 – Additional
0.072 1.35 – Base
2.16Fast-fall
3 34.1 - Base
16.48 - Short hop
34.1

Announcer call[edit]

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On-screen appearance[edit]

  • Assumes his Classic Form, chomps slowly, and then assumes his normal form.

Taunts[edit]

  • Up Taunt: Performs the Namco Roulette, which involves him summoning 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 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.

Idle Poses[edit]

  • Rubs his head.
  • Looks at the screen and winks while giving a thumbs up, similarly to his official render from SSB4.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Pac - Man! Go! Go! Pac-Man! Pac - Man! *claps 3 times* Pac - Man! Pac Man! Pac - Man! Pac Man!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Goooo - Pac-Man! Pac - Man! Pac - Man! *claps 3 times* Pac - Man!

Victory poses[edit]

  • Left: Appears in ball form, trips, and raises his 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.
  • 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.
A remix of the jingle that plays when starting a new game in Pac-Man.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Pac-Man players (SSBU)

Tier placement and history[edit]

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 Sinji and 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 Cloud and Mr. Game & Watch, or DLC characters such as the Aegis and most notably Steve, who is considered to power creep Pac-Man due to his similar yet more effective campy playstyle. Additionally, Tea's results in 2023 were far more inconsistent than what he had in the early metagame, and although Pac-Man saw success from players such as JDV or DDee, either they were unable to match Tea's best performances with the character or only used him as an occasional counterpick. As such, Pac-Man dropped to 23rd in A tier on the second tier list.

Classic Mode: Ageless Classic[edit]

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 Donkey Kong and Young Link: the former uses his red alternate costume to reference Cranky Kong's color scheme during his time as the first Donkey Kong, whereas the latter is a substitute for the Link from the original The Legend of Zelda due to being the closest to his age compared to Link and 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.

Round Opponent Stage Music
1 Mario (SSBU) Mario, Luigi (SSBU) Luigi, and Donkey Kong (SSBU) Donkey Kong 75m (Battlefield form) PAC-MAN
2 Duck Hunt (SSBU) Duck Hunt Duck Hunt No music
3 Ice Climbers (SSBU) Ice Climbers and R.O.B. (SSBU) R.O.B. Wrecking Crew (Battlefield form) Power-Up Music - Wrecking Crew
4 Young Link (SSBU) Young Link, Samus (SSBU) Samus, Simon (SSBU) Simon, and Pit (SSBU) Pit Hyrule Castle Overworld Theme - The Legend of Zelda
5 Little Mac (SSBU) Little Mac, Mega Man (SSBU) Mega Man, and Snake (SSBU) Snake Boxing Ring Mega Man Retro Medley
6 Marth (SSBU) Marth, Dr. Mario (SSBU) Dr. Mario, and Kirby (SSBU) Kirby Dream Land GB Kirby Retro Medley
Bonus Stage
Final Dracula Dracula's Castle Dwelling of Doom

Credits roll after completing Classic Mode. Completing it as Pac-Man has PAC-MAN'S PARK / BLOCK TOWN accompany the credits.

Role in World of Light[edit]

Finding Pac-Man in World 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 Kirby) when Galeem unleashed his beams of light.

By taking Marth's route, the player can find Pac-Man near the mushroom area.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
55
Pac-Man SSBU.png
Pac-Man
Grab
Grab
3,300 Pac-Land (Ω form) PAC-MAN

Spirit[edit]

Pac-Man's fighter spirit can be obtained by completing 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.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
51
SSBU spirit Chain Chomp.png
Chain Chomp Super Mario Series •Metal Pac-Man Pac-Man (SSBU)
Attack
4,000 Yoshi's Island (Battlefield form) •Assist Trophy Enemies (Chain Chomp) •Hostile assist trophies will appear
•The enemy favors side specials
•The enemy is metal
Main Theme - Super Mario 64
53
SSBU spirit Nipper Plant.png
Nipper Plant Super Mario Series •Tiny Pac-Man Team Pac-Man (SSBU)×8
Grab
1,900 Super Mario Maker (Battlefield form) N/A •The enemy loves to jump
•Defeat an army of fighters
Ground Theme - Super Mario Bros. 3 (Remix)
58
SSBU spirit Hothead.png
Hothead Super Mario Series •Curry Pac-Man Pac-Man (SSBU)
Grab
2,000 Mushroom Kingdom U (Slide Lift Tower) •Item: Hothead •The enemy breathes fire
•The enemy is easily distracted by items
The enemy starts the battle with a Hothead
Castle / Boss Fortress - Super Mario World / SMB 3
108
SSBU spirit Starlow.png
Starlow Mario & Luigi Series Pac-Man Pac-Man (SSBU)
Luigi Luigi (SSBU)
Mario Mario (SSBU)
Attack
3,300 Brinstar (Battlefield form) •Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert!
109
SSBU spirit Broque Monsieur.png
Broque Monsieur Mario & Luigi Series Pac-Man Pac-Man (SSBU)
Shield
1,800 Mario Bros. (Battlefield form) •Defense ↑
•Item: Blocks
•The enemy has increased defense
•The enemy shields often
•The enemy's shield has extra durability
Tough Guy Alert!
305
Taptap
Tap-Tap Yoshi Series •Metal Pac-Man Pac-Man (SSBU)
Shield
2,200 Yoshi's Island N/A •The enemy is metal Wildlands
311
from the game's files
Burt the Bashful Yoshi Series •Giant Pac-Man Pac-Man (SSBU)
Shield
2,000 Super Happy Tree (Ω form) N/A •The enemy deals damage when falling
•The enemy is giant
•The enemy has increased defense
Fortress Boss - Super Mario World
378
SSBU spirit Chef Kawasaki.png
Chef Kawasaki Kirby Series Pac-Man Pac-Man (SSBU)
Grab
9,000 Green Greens •Assist Trophy Enemies (Chef Kawasaki)
•Item: Food
•Hostile assist trophies will appear
•The enemy becomes more powerful after eating
•The enemy is easily distracted by items
Gourmet Race (Brawl)
441
SSBU spirit Magneton.png
Magneton Pokémon Series •Metal Pac-Man Pac-Man (SSBU)×3 (50 HP)
Shield
2,200 Pokémon Stadium 2 (Electric type) N/A Stamina battle
•The enemy is metal
Main Theme - Pokémon Red & Pokémon Blue (Melee)
444
SSBU spirit Electrode.png
Electrode Pokémon Series Pac-Man Pac-Man (SSBU)
Grab
3,600 Saffron City Bob-omb Festival
•Item: Exploding Types
•Bob-ombs will rain from the sky after a little while
•The enemy is easily distracted by items
Main Theme - Pokémon Red & Pokémon Blue (Brawl)
725
SSBU spirit Lurchthorn.png
Lurchthorn Kid Icarus Series Pac-Man Team Pac-Man (SSBU)×6
Shield
1,800 Reset Bomb Forest (forest) •Item: Super Scope •The enemy is easily distracted by items
•The enemy starts the battle with a Super Scope
•Defeat an army of fighters
Wrath of the Reset Bomb Lurchthorn's segments
821
SSBU spirit Mockiwi.png
Mockiwi Pikmin Series •Giant Pac-Man Pac-Man (SSBU) (100 HP)
•Ally: Olimar Olimar (SSBU) (50 HP)
Shield
1,500 Garden of Hope N/A •Join forces with a CPU ally
Stamina battle
•The enemy is giant
Over Wintry Mountains
875
SSBU spirit Mettaur.png
Mettaur Mega Man Series Pac-Man Pac-Man (SSBU) (120 HP)
Shield
1,800 Wrecking Crew N/A Stamina battle
•The enemy shields often
•The enemy doesn't like to jump
Cut Man Stage
950
SSBU spirit Bonus Fruit.png
Bonus Fruit PAC-MAN Series Pac-Man Pac-Man (SSBU)×2
Grab
2,100 Pac-Land (Ω form) N/A •Timed battle (0:20)
•The enemy favors neutral specials
PAC-MAN Pac-Man
1,039
from the game's files
Bisk Splatoon Series Pac-Man Pac-Man (SSBU)
Attack
1,700 Saffron City •Move Speed ↑ •The enemy's kicks and knee strikes have increased power
•The enemy has increased move speed after a little while
Endolphin Surge
1,110
SSBU spirit Bytans.png
Bytans Super Smash Bros. Series Pac-Man Team Pac-Man (SSBU)×4
Grab
1,800 Kongo Falls (Ω form) •Item: Balls •The enemy is easily distracted by items Step: The Plain
1,121
from the game files
Bubbles Clu Clu Land Series Pac-Man Pac-Man (SSBU)
Attack
1,800 75m (Battlefield form) •Item: Unira •The enemy is easily distracted by items Clu Clu Land
1,183
Moe
Moe The Legendary Starfy Series Pac-Man Pac-Man (SSBU)
Shield
1,600 Tortimer Island N/A •The enemy shields often
•The enemy's shield has extra durability
Tortimer Island Medley
1,208
from the game's files
Telly Chibi-Robo! Series •Tiny Pac-Man Pac-Man (SSBU)
Shield
3,700 Living Room •Item: Throwing Types •The enemy is easily distracted by items
•The enemy falls slowly
•The enemy starts the battle with a Rocket Belt
Noisy Notebook
1,224
Bacteria
Kurikin Kurikin Nano Island Story Pac-Man Pac-Man (SSBU)×4
Shield
1,400 Hanenbow •Tiny
•Item: Unira
•All fighters are tiny
•The enemy is easily distracted by items
Electroplankton (Original)
1,249
Spirit of Zip from FlingSmash
Zip FlingSmash Pac-Man Pac-Man (SSBU)
Attack
2,200 Golden Plains •Assist Trophy Enemies (Chain Chomp)
•Hazard: Low Gravity
•Gravity is reduced after a little while
•Hostile assist trophies will appear
Mole Patrol
1,286
Snipclip
Clip & Snip Snipperclips - Cut it out, together! Series Pac-Man Pac-Man (SSBU)
Kirby Kirby (SSBU)
Attack
3,600 PictoChat 2 N/A •The enemy starts the battle with a Killing Edge Noisy Notebook Clip
1,292
SSBU spirit Boss Galaga.png
Boss Galaga Galaga Series •Tiny Pac-Man Team Pac-Man (SSBU)×5
Grab
3,400 Lylat Cruise (Battlefield form) •Item: Boss Galaga •Items will be pulled toward the enemy
•The enemy is easily distracted by items
•Defeat an army of fighters
Galaga Medley Galaga

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
690
SSBU spirit Ball.png
Ball Game & Watch Series Mr. Game & Watch Mr. Game & Watch (SSBU)
Pac-Man Pac-Man (SSBU)
Jigglypuff Jigglypuff (SSBU)
Kirby Kirby (SSBU)
Grab
3,900 Flat Zone X (hazards off) •Item: Balls •The enemy favors grabs and throws
•The enemy's throwing-type items have increased power
Flat Zone 2 Ball
948
SSBU spirit Ghosts.png
Ghosts PAC-MAN Series Kirby Kirby (SSBU)
Jigglypuff Jigglypuff (SSBU)
Squirtle Squirtle (SSBU)
Pac-Man Pac-Man (SSBU)
Shield
3,500 Pac-Land (Battlefield form) •Assist Trophy Enemies (Ghosts) •Hostile assist trophies will appear PAC-MAN Clyde
1,427
SSBU spirit King Olly.png
King Olly Paper Mario Series Toon Link Toon Link (SSBU)
•Giant Metal Pac-Man Pac-Man (SSBU)
Attack
9,700 Princess Peach's Castle (Ω form) N/A •Defeat the main fighter to win
•The enemy favors air attacks
•The enemy is metal
Attack and Run! Stapler

Alternate costumes[edit]

Palette swap (SSBU)
Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU) Pac-Man (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Pac-Man's stock icon, alongside that of the 3 different Mii Fighter types, is among the few ones that do not depict the fighter's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the original Pac-Man.
    • Instead of having recolored sections of his stock icon for his alternate costumes, Pac-Man's alternate costumes are indicated by a colored tubular line underneath his stock icon. The line appears similar to the wall sections from the original Pac-Man.
  • Pac-Man is unlockable in Kirby's Classic Mode column, likely in reference to how they are spherical, easygoing protagonists who are notable primarily for eating enemies.
    • Alongside Jigglypuff and Squirtle, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky, Squirtle represents Inky, and Pac-Man himself represents Clyde.
    • In addition, Mr. Game & Watch is another fighter to appear in one of the spirit battles where it involves ghosts from the Pac-Man series. In this case, Mr. Game & Watch (using his blue alternate costume) represents TURN-TO-BLUE.
    • Pac-Man is the only third-party character in Kirby's unlock column.
  • In Pac-Man's showcase video, it shows that Fire Hydrant's bursts of water can be punched out of the air. However, this cannot be achieved in the released version of Ultimate.
    • On the same video, it also shows that attacking the trampoline from Pac-Jump would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). These also cannot be achieved in the released version of Ultimate.
  • Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
  • If Pac-Man uses his Final Smash during a match and wins the match, and if his "up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
  • 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.
  • 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 goroawase number, commonly appears in Namco games and is even referenced through Pac-Man's Final Smash.
  • Pac-Man, Samus, 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 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, Peach, Bowser, Zelda, Palutena, Wario, Ridley, Koopalings, Daisy, King Dedede and Meta Knight do not appear in Pac-Man's Classic Mode route.

References[edit]