Super Smash Bros. Ultimate

Pac-Man (SSBU): Difference between revisions

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During E3's pre-release of ''Ultimate'', Pac-Man garnered a generally mediocre reception; this was because many players considered Pac-Man to not have significantly improved from his ''SSB4'' counterpart outside of his buffed grab. As a result, many players thought of him as lower-mid tier, or even a low tier character, much like his standing in ''SSB4''.
During E3's pre-release of ''Ultimate'', Pac-Man garnered a generally mediocre reception; this was because many players considered Pac-Man to not have significantly improved from his ''SSB4'' counterpart outside of his buffed grab. As a result, many players thought of him as lower-mid tier, or even a low tier character, much like his standing in ''SSB4''.


However, upon the release of ''Ultimate'', Pac-Man has achieved increasingly strong results by both {{Sm|Sinji}} and {{Sm|Tea}}; Tea in particular has gone on to place Top 8 at multiple major and supermajors such as {{Trn|Umebura Japan Major 2019}}, {{Trn|2GG: Prime Saga}}, {{Trn|Mainstage}}, {{Trn|Let's Make Big Moves}}, {{Trn|EVO Japan 2020}}, and {{Trn|Frostbite 2020}} all while taking sets off of multiple top level players. Many players came to realize that Pac-Man greatly improved in many aspects like mobility, KO potential, combo ability, and recovery, viewing him as a formidable character to face. As a result, Pac-Man has achieved a significantly stronger reception from the community, where he is mostly regarded as a upper high or top tier character.
However, upon the release of ''Ultimate'', Pac-Man has achieved increasingly strong results by both {{Sm|Sinji}} and {{Sm|Tea}}; Tea in particular has gone on to place Top 8 at multiple major and supermajors such as {{Trn|Umebura Japan Major 2019}}, {{Trn|2GG: Prime Saga}}, {{Trn|Mainstage}}, {{Trn|Let's Make Big Moves}}, {{Trn|EVO Japan 2020}}, and {{Trn|Frostbite 2020}} all while taking sets off of multiple top level players. Many players came to realize that Pac-Man greatly improved in many aspects like mobility, KO potential, combo ability, and recovery, viewing him as a formidable character to face. As a result, Pac-Man has achieved a significantly stronger reception from the community, where he is mostly regarded as an upper high or top tier character.


===Notable players===
===Notable players===

Revision as of 06:17, February 18, 2021

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
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 on June 12, 2018. Pac-Man is classified as Fighter #55.

How to unlock

Complete one of the following:

With the exception of the third method, Pac-Man must then be defeated on Pac-Land.

Attributes

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

Pac-Man, like Diddy Kong, is reliant on his item-producing special moves to control the flow of battle and win in the neutral game. Two special moves, Bonus Fruit and Fire Hydrant, grant him numerous mix-ups for almost any situation: each object provided by Bonus Fruit has different attributes, which makes them good spacing, combo, and edge-guarding options, and some notably possess early KO potential as a way to overcome his smash attacks' slow speeds and low ranges, such as the Apple or the Key. This allows him to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.

Fire Hydrant, when used in the air, functions similarly to Stone, which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its shots of water possessing a push effect. As a result, the water can be used to space, gimp poor recoveries, and even force opponents into Pac-Man's attacks. Apart from his projectiles, Pac-Man also possesses a slow, but potent, KO option in Power Pellet, which functions both as a great recovery and mindgame option, as it can be aimed prematurely and made to curve in creative angles using his Fire Hydrant's push effect, and can also be confirmed off of Bonus Fruit's Bell. Pac-Jump is an effective vertical recovery should all three trampoline jumps be used, and makes it safe to edge-guard off-stage, as Pac-Man will likely make it back onto the stage. It is also difficult to gimp, especially from an overhead perspective, thanks to Pac-Man's jumps having unblockable hitboxes, and can function as a good out of shield option when used properly.

Outside of his specials, Pac-Man has a good combo game. Though his ground attacks are weak with slight ending lag, his neutral attack and tilts are fast and extend his hitboxes (forward tilt) or slide him forward (down tilt), letting him attack out of shield easily or poke opponents at a safe distance. His down tilt can reliably combo into his dash attack, which allows Pac-Man to follow up with almost any ground move as his dash attack hits multiple times with nearly no ending lag, such as his safe and fast neutral attack. Pac-Man is also capable in the air; his aerials are fast and can chain into themselves, especially his forward and up aerials, his neutral aerial is a useful out of shield option and both it and his back aerial are effective off-stage finishers, making him overall good at damage racking and edge-guarding.

Pac-Man has a respectable grab game, he possesses a tether grab with long lasting hitboxes, giving him a good grab range. His throws have some utility, with his up throw and down throw having combo potential, with his down throw being able notably into Bonus Fruit's key, Power Pellet, a dash attack, or a short hopped forward aerial into neutral aerial. Although the latter combo does not work on characters whose hurtboxes are low after missing a tech, it can still be beneficial, as Pac-Man can instead lock the opponent with a short hopped forward aerial at low to medium percentages.

Pac-Man is not without weakness however, one of his biggest issues is his inability to KO early because of the overwhelming majority of his moveset having low base knockback. Although his tilts and aerials are fast, only his clean neutral aerial and clean back aerial possess actual KO potential. This, in turn, is further compounded by their reliability being most apparent at high percentages and/or while near the left or right blast lines. His main KO options, his smash attacks, can KO near the edge easily thanks to their respectable damage outputs and knockback growth, but are very punishable and predictable because of their considerable amounts of start-up and ending lag. Pac-Man also has viable KOing options in Bonus Fruit's key and flying Fire Hydrant, but former needs to be charged in order to be accessible, whereas the latter can be easily used against Pac-Man just as he is about to launch it. Additionally, Pac-Man's average range and awkward hitboxes can make landing hits or spacing difficult against opponents with high reach, while his below-average movement speed can make it difficult to both chase down opponents or create space and charge his Bonus Fruits, especially against rushdown-oriented characters.

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

Despite 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 use his own Bonus Fruit against him. His Fire Hydrant can be turned against him as well; it can be knocked back or reflected by opponents, even in the first few frames when it is released, making it possible for Pac-Man to immediately be dealt noticeable damage. Its push effect also affects him, and can cost Pac-Man a stock if he is careless. Despite being strong, Power Pellet is highly predictable and can be interrupted by any attack, which drops a healing Power Pellet that can be used by the opponent, and his Pac-Jump, though giving great vertical height, can also be used by opponents for 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 him unable to KO opponents early. As a result, he is dependent on utilizing traps and zoning in order to continually deal damage and set up a KO, such as collectively using his air game, Bonus Fruit, and varied recovery to edge-guard. While Pac-Man's special moves grant him a uniquely versatile moveset, they can also hinder him in battle, as one careless move can ultimately decide the momentum of not only himself, but even the whole match itself.

Changes from Super Smash Bros. 4

Possibly due to his low tier status in Smash 4 (ranked 46th out of 55 characters), Pac-Man has been significantly buffed overall in his transition to Ultimate.

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

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

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

However, Pac-Man received some noticeable nerfs that affect his combo game. The mechanics of his Bonus Fruits have been changed in many ways, severely limiting the variety of item techniques he can perform: the time window for catching fruits is now very narrow, as most of the fruits disappear almost immediately after hitting an opponent, while the Cherry and Strawberry now have a set distance and no longer linger on the ground. Z-dropped fruits cannot be picked up again, and with the changes to 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 makes his item-camping play even more straightforward. Fire Hydrant's physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and setups when sent flying. In addition, many moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.

His new up tilt is more situational than his previous up tilt, as it can no longer hit opponents directly next to him, and it is unable to hit his Fire Hydrant to send it at a backwards angle. Neutral and forward aerials can no longer lock, removing lock followups, though this is compensated by their adjusted knockback values which allow them to combo at a wider percent range. Pac-Jump is even more exploitable than before, as opponents can now hit the trampoline to reduce its uses. Finally, Pac-Man retains many of his former issues despite his buffs, such as mediocre range and a dependence on setups to KO.

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

Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

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

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   2% Two punches, followed by a bicycle kick. Comes out quickly (All hits are frame 4), but the third hit has some endlag, and little knockback.
2%
4%
Forward tilt   8% Pac-Man kicks forward, throwing his arms back with an angered expression. Very quick (frame 5), and can kill around 160% at the edge. However, it does possess decent endlag (FAF 31), making it unsafe on shield at close range.
Up tilt   6.5% Punches upward, hopping up slightly. Has decent vertical range, with low vertical knockback and minimal ending lag (Frame 7, FAF 25), making it good to start or extend combos. Pac-Man's fist has intangibility from frames 7 to 10. Cannot hit Pac-Man's sides, however, making it only usable as an anti-air or niche ledge coverage option.
Down tilt   6% Pac-Man changes into his Classic Form and chomps downward. Has long range since Pac-Man moves forward at a far distance and once the move finishes, he returns back to his original position, making down tilt a safe poking tool.
Dash attack PAC Dash Bite 2% (hits 1-3), 4% (hit 4) Pac-Man changes into his Classic Form and slides forward, chomping repeatedly. Hits four times, with the last hit having low vertical knockback. This move has a long animation, but almost no ending lag (FAF 46, while the last hit comes out frame 37), making it incredibly safe (even against shield). The hitbox comes out on frame 10, but it has a windbox for frames 3-9, making it one of the fastest dash attacks overall when combined with its very minimal ending lag. One of Pac-Man's best approach options.
Forward smash   15% (sour), 16% (sweet), 8% (late) Reels back before throwing Blinky (the red ghost) in front of him. Has a sourspot on his arm, while the ghost itself is the sweetspot. Just like his other smash attacks, it can nullify projectiles. Deals respectable damage and high knockback, and has a long-lasting late hitbox. Has 26 frames of ending lag (FAF 53), however, and its long duration makes it easy to punish if not used properly.
Up smash   3% (launcher), 14% (Inky), 7% (late) Balances on one foot while throwing Inky (the cyan ghost) upward. Has a launcher hitbox in front of him. Also has a long-lasting late hitbox. Has decent knockback, but struggles to kill at higher percents, approaching 130%. His fastest smash attack, coming out on frame 11 (With the second hit on frame 15), with an FAF of 50 and 24 frames of ending lag, making it his most reliable.
Down smash   13% (clean), 6% (late) Crouches while throwing Pinky and Clyde (the pink and orange ghosts respectively) to either side. The weakest of Pac-Man's smashes, but it sends at a very low angle (29°) for gimps. Also has the highest ending lag of his smashes (FAF 55), with 29 frames of lag, making it unsafe to use outside of punishing rolls, although it has impressive range.
Neutral aerial   10% (clean), 8.5% (mid), 6% (late) Spins around in his Classic Form. Very fast (frame 3), and lasts a long time. Very little landing lag and knockback, so it is good for combos, but has high ending lag in the air (FAF 52). Autocancels in a full hop.
Forward aerial   7.65% A roundhouse kick in front of him. Extremely fast (frame 5), with very little ending/landing lag (FAF 26, 10 frames of landing lag), making it the fastest Fair in terms of startup, and the second fastest (behind Luigi) in terms of endlag. Can chain into itself or other moves effectively for combos due to its excellent frame data, average damage output, high base knockback and very low knockback scaling, and autocancels in a short hop fast fall. All of these attributes make it one of Pac-Man's best moves and a good approach option.
Back aerial   11.8% (clean), 7% (late) A dropkick behind himself. Decently fast (frame 9, FAF 41) and autocancels in a short hop, but has decent landing lag (13 frames) and mediocre knockback for an aerial of its type. Pac-Man's most reliable killing aerial.
Up aerial   10% A sweeping bicycle kick above Pac-Man, similar to the Flip Kick from Pac-Man World 2. Decently fast startup and very long duration (frame 9-16), and has little knockback, and somewhat low ending lag (FAF 37) with 20 frames of lag. It autocancels in a short hop and it also is the only aerial in the game which can perform a functional drop cancel.
Down aerial   2% (hits 1-3), 7% (hit 4) Stomps below himself four times, with the last hit sending diagonally. Has massive base knockback, able to kill reliably below 50% close to the blast zone. Onstage, though, it does not kill until after 150% due to its mediocre knockback scaling. Pac-Man's most damaging aerial if all hits connect and is very good for edgeguarding. Also a good combo finisher off the stage, notably being able to end stocks early after two forward aerials.
Grab   Pac-Man holds his hand out to produce a long tractor beam (based on Galaga). If Pac-Man doesn't grab an opponent, he will appear disappointed. Has noticeable startup, but lasts a long time, and has quite far reach and low ending lag for an extended grab.
Pummel   1.3% Slams his head into the opponent.
Forward throw 8% Reels back, then tosses the opponent at a 58° angle. Too much ending lag to combo, and too little knockback to kill, but can be used for mixups due to its awkward launch angle .
Back throw 11% Similar to Mario and Wario's, though it does not have a collateral hitbox. Grabs opponent and swings them around twice, throwing them behind on the second spin. Kills around 140% on the ledge. Pac-Man's most damaging throw, and his only reliable kill throw.
Up throw 5% Swings his arm upward to throw the opponent into the sky. Has little knockback and endlag so it can combo, and kills around 220%.
Down throw 1.5% (hits 1-3), 6% (hit 4) Changes into his Classic Form and chomps the opponent four times, with the last hit dealing low knockback. Sends at a low angle for techchases, but has very high ending lag. Sends at a good angle for Key if it was charged prior.
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. Surprisingly high range for a move of its type.
Neutral special Bonus Fruit 4.3% (cherry), 6% (strawberry), 7.5% (orange), 9.5% (apple), 12% (melon), 9% (Galaxian), 7.5% (bell), 16% (key) Pac-Man cycles through 8 different objects, each with their own damage output, knockback, speeds, and angles. All can be recaught once, and if Pac-Man has a Fruit in his hand, pressing B will continue the cycle from that Fruit's position, also allowing him to recatch the fruit again.
Side special Power Pellet 3% (before eating Power Pellet), 4% (uncharged), 12% (fully charged) Pac-Man summons a string of Pellets in front of him, then chomps along the trail. The string can be angled in any direction and travels very far, making it an incredible recovery option. Also has high knockback if Pac-Man hits the opponent after eating the Power Pellet. Just after eating the final pellet, as well, Pac-Man has Heavy Armor up to 100 knockback units for a short time.
Up special Pac-Jump 5-7% (early), 6-8.42% (mid), 7-10% (late) Summons a trampoline below him, which will launch Pac-Man higher as it changes color (from blue, to yellow, to red). Any character can jump on the trampoline, but only Pac-Man will be sent into freefall from it. Anybody but Pac-Man himself can harm the trampoline (which sends it into different colors before destroying it entirely). Any character who jumps on a red trampoline will be instantly forced into freefall. Can be used at ledge to limit the opponent's get-up options.
Down special Fire Hydrant 9% (falling), 13% (tumbling) Summons a Fire Hydrant, which falls downward until it hits the ground. Once grounded, it spurts water out of its sides twice (or on top, if someone is standing on it). This water pushes enemies and items away. If the hydrant takes 13% or more, it will tumble (taking the angle and speed of the move that launched it), becoming property of the character that dealt the tumbling blow and a fairly strong projectile, KOing Mario at the edge of Final Destination at 128% with good DI. The velocity of the hydrant only affects the direction victims are sent and does not affect the strength or the angle of the hit. This is also one of the few non-item projectiles in the game to be subject to gravity, bouncing along the ground and slowing down after each bounce.
Final Smash Super Pac-Man 20% (yellow), 28% (red) Pac-Man eats a Power Pellet and a Super Pellet, grows large, and turns into his classic 2D form before looping around the stage repeatedly. He always moves in a straight line, but his angle can be altered to catch opponents running away. As the Final Smash progresses, Pac-Man moves faster and faster, then starts acquiring a red tint, after which he deals more damage to opponents. The final dash deals the most damage but travels very slowly and creates afterimages. Running into opponents "eats" them, dealing knockback and turning them into ghost eyes, similar to eaten ghosts in Pac Man. Items can also be eaten in this way, which removes them from play. Every "consumed" enemy or item gives 200 points, then 400, then 800, then 1600, then 3200, then all subsequent ones yield 7650. The point value is completely aesthetic.

On-screen appearance

  • Starts out as the classic Pac-Man sprite, makes a slow chomp, and then jumps out of it into his normal form.

Taunts

  • Up Taunt: Namco Roulette, where he summons a sprite and associated sound effect from a classic Namco game.
  • Side Taunt: Turns into his classic design and chomps from side to side while his chomping sound from Pac-Man plays.
  • Down Taunt: Lays on the ground as 2 fairies from Pac-Land and a few music notes appear above his head. During this, an arrangement of the first five notes of the intermission theme from Pac-Man plays.

Idle Poses

  • Scratches his head.
  • Looks at the screen and winks while giving a thumbs up, similarly to his official art from Smash 4.

Victory poses

  • Left: Appears in ball form, trips, and raises a fist.
  • Up: Chases a vulnerable ghost in 2D form, then poses in 3D form.
  • Right: Lands on the ground while a sign reading "7650" appears, then winks and gives a thumbs up with Buttercup. This pose is based on 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, as well as completing levels in Pac-Man World 2.

In competitive play

During E3's pre-release of Ultimate, Pac-Man garnered a generally mediocre reception; this was because many players considered Pac-Man to not have significantly improved from his SSB4 counterpart outside of his buffed grab. As a result, many players thought of him as lower-mid tier, or even a low tier character, much like his standing in SSB4.

However, upon the release of Ultimate, Pac-Man has achieved increasingly strong results by both Sinji and Tea; Tea in particular has gone on to place Top 8 at multiple major and supermajors such as Umebura Japan Major 2019, 2GG: Prime Saga, Mainstage, Let's Make Big Moves, EVO Japan 2020, and Frostbite 2020 all while taking sets off of multiple top level players. Many players came to realize that Pac-Man greatly improved in many aspects like mobility, KO potential, combo ability, and recovery, viewing him as a formidable character to face. As a result, Pac-Man has achieved a significantly stronger reception from the community, where he is mostly regarded as an upper high or top tier character.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Classic Mode: Ageless Classic

Pac-Man's congratulations screen.

Pac-Man fights classic characters who debuted on the Nintendo Entertainment System or appeared in an NES game at least once. These characters are listed in accordance to their original release date, similar to All Star-Mode in SSB4. To go with the theme, Pac-Man faces Dracula as the final boss of his route as he was the oldest boss who debuted on the NES console, like many characters in his route, and is a supernatural foe similar to the Ghosts.

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

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

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

Template:-

Spirit

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

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
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
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
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
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
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

As a minion

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

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

Character Showcase Video

Trivia

  • Pac-Man's stock icon, alongside that of the three different Mii Fighter types, is among the few ones that do not depict the character's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the arcade game.
    • Instead of having recolored sections of his stock icon for his alternate costumes, his palette swaps are represented by a colored neon bar underneath his stock icon, which appear similar to the wall sections from the original Pac-Man.
  • Pac-Man's artwork in Ultimate resembles his artwork in Pac-Man Vs., albeit with Pac-Man angled differently.
  • Pac-Man is unlockable in Kirby's Classic Mode column, likely referencing how the two are round balls that primarily revolve around eating enemies.
    • Alongside Jigglypuff, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky while Pac-Man himself represents Clyde.
    • Pac-Man is the only third-party character in Kirby's unlock column.
  • In Pac-Man's showcase video, it shows that the water from Fire Hydrant can be punched out of the air, but this is not possible in the final game.
  • Pac-Man is the only character where one of his Classic Mode rounds uses no music.
  • If Pac-Man uses his Final Smash during a match and wins the match, if his "Up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
  • Pac-Man's forward aerial deals exactly 7.65%, which is a subtle easter egg: the number 765 can be pronounced in Japanese as "na-mu-ko". This particular number, known as a 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 his Classic form is labeled internally as "pizzapacman."
  • Pac-Man is one of the two third-party fighters in the base game that do not appear in any CGI trailers in Ultimate, the other being Ryu.

References