Super Smash Bros. 4

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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Pac-ManUpSmash.gif|thumb|270px|Hitbox visualization showing Pac-Man's up smash.]]
{{competitive expertise}}
==Overview==
==Overview==
{{competitive expertise}}
Pac-Man thrusts Inky above him in a two-hit fashion, launching opponents upwards. Like all of Pac-Man's other smash attacks, it is able to nullify oncoming projectiles. However, the move has high starting and ending lag, making it hard to hit and easy to [[punishment|punish]]. However, it is the fastest of Pac-Man's smash attacks, making it slightly safer to use than the other two.
Pac-Man thrusts Inky above him in a two-hit fashion, launching opponents upwards. Like all of Pac-Man's other smash attacks, it is able to nullify oncoming projectiles. Unfortunately, the move has high starting and ending lag, making it hard to hit and easy to [[punishment|punish]]. However, it is the fastest of Pac-Man's smash attacks, making it slightly safer to use than the other two.
 
==Update history==
Pac Man's up smash was initially noticeably more effective in the initial release of the game, as it had much less ending lag. This not only made it much safer, but it also made up smash a reliable combo tool at lower percents. In version [[1.0.4]] however (1.0.1 on Wii U), the move received much more ending lag, which greatly hindered the move, as it became more punishable and it overall has less utility. The move would later be improved in version [[1.1.5]] where it received a slight increase in knockback, but the move is still overall inferior to how it was in the initial release of the game.
 
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
*{{nerf|Ending lag (FAF 38 → 50).}}
 
'''{{GameIcon|ssb4}} [[1.1.5]]'''
*{{buff|Second hit knockback scaling (95 clean)/90 (late) → 97/92).}}


==Hitboxes==
==Hitboxes==
{{technical data}}
{{SSB4HitboxTableHeader}}
{|class="wikitable"
{{HitboxTableTitle|Hit 1|42}}
! Effect !! Damage !! Angle !! Base knockback !! Knockback scaling
{{SSB4HitboxTableRow
|-
|id=0
| Normal || 3% (hit 1), 14% (hit 2), 8% (hit 2, late) || 115 (hit 1), 83 (hit 2) || 95 (hit 1), 32 (hit 2) || 20 (hit 1), 97 (hit 2), 92 (hit 2, late)
|part=1
|damage={{ChargedSmashDmgSSB4|3}}
|angle=115
|bk=95
|ks=20
|fkv=0
|r=3.5
|bn=0
|xpos=0.0
|ypos=8.5
|zpos=8.0
|type=Typeless
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=S
}}
{{HitboxTableTitle|Hit 2 (clean)|42}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage={{ChargedSmashDmgSSB4|14}}
|angle=83
|bk=32
|ks=97
|fkv=0
|r=6.0
|bn=1000
|xpos=0.0
|ypos=6.0
|zpos=0.0
|rebound=f
|type=Typeless
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=L
}}
{{HitboxTableTitle|Hit 2 (late)|42}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage={{ChargedSmashDmgSSB4|8}}
|angle=83
|bk=32
|ks=92
|fkv=0
|r=4.0
|bn=1000
|xpos=0.0
|ypos=6.0
|zpos=0.0
|rebound=f
|type=Typeless
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=M
}}
|}
|}


==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Charges between
|6-7
|-
|-
!First hitbox
!Hit 1
|13
|13
|-
|-
!Early hitboxes
!Hit 2 clean
|16-18
|16-18
|-
|-
!Late hitboxes
!Hit 2 late
|19-26
|19-26
|-
!Interruptible
|50
|-
|-
!Animation length
!Animation length
|49
|59
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=11}}{{FrameStrip|t=Lag|c=23}}
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
 
==Update history==
Pac-Man's up smash was given more ending lag in version 1.0.4, decreasing its usefulness. However, in version 1.1.5, it was given greater knockback growth, allowing it to kill earlier.


*{{nerf|Up Smash possesses more ending lag.}}
*{{buff|Up smash hit 2 knockback growth: 95/90 → 97/92}}
{{MvSubNavPac-Man|g=SSB4}}
{{MvSubNavPac-Man|g=SSB4}}
[[Category:Pac-Man (SSB4)]]
[[Category:Pac-Man (SSB4)]]
[[Category:Up smashes (SSB4)]]
[[Category:Up smashes (SSB4)]]

Latest revision as of 10:51, March 3, 2023

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

Overview[edit]

Pac-Man thrusts Inky above him in a two-hit fashion, launching opponents upwards. Like all of Pac-Man's other smash attacks, it is able to nullify oncoming projectiles. However, the move has high starting and ending lag, making it hard to hit and easy to punish. However, it is the fastest of Pac-Man's smash attacks, making it slightly safer to use than the other two.

Update history[edit]

Pac Man's up smash was initially noticeably more effective in the initial release of the game, as it had much less ending lag. This not only made it much safer, but it also made up smash a reliable combo tool at lower percents. In version 1.0.4 however (1.0.1 on Wii U), the move received much more ending lag, which greatly hindered the move, as it became more punishable and it overall has less utility. The move would later be improved in version 1.1.5 where it received a slight increase in knockback, but the move is still overall inferior to how it was in the initial release of the game.

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Nerf Ending lag (FAF 38 → 50).

Super Smash Bros. 4 1.1.5

  • Buff Second hit knockback scaling (95 clean)/90 (late) → 97/92).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 1 3% 0 AngleIcon115.png 95 20 0 3.5 0 0.0 8.5 8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
Hit 2 (clean)
0 0 14% 0 AngleIcon83.png 32 97 0 6.0 1000 0.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
Hit 2 (late)
0 0 8% 0 AngleIcon83.png 32 92 0 4.0 1000 0.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Charges between 6-7
Hit 1 13
Hit 2 clean 16-18
Hit 2 late 19-26
Interruptible 50
Animation length 59
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible