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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 his generic sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games. | |||
Pac-Man is ranked 14th 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). 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. | |||
Overall, Pac-Man has all the tools he needs to fare well in the | 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 has all the tools he needs to fare well in the metagame while players who have the knowledge of the matchup can take advantage of 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 versatilee 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. | |||
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. | |||
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. | |||
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. | |||
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 | 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. | ||
Pac-Man | 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. | ||
Although Bonus Fruit's key and a launched Fire Hydrant are viable KO options, | 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}}. | ||
Pac-Man's grab game, while nowhere near as awful as it was in ''SSB4'', is still flawed in some | 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. | ||
Despite their perks, | 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 being | 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. | ||
Overall, Pac-Man excels at mindgames and damage racking, yet his moveset's overall low base knockback and | 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. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Potentially due to his low-tier status in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on ''SSB4''{{'}}s tier list), Pac-Man was buffed drastically overall in his transition to ''Super Smash Bros. Ultimate''. One of Pac-Man's biggest buffs involves his [[grab]], which was widely regarded as the worst grab in ''SSB4'' due to its lag and issues with its grabboxes. 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 decent grab game. | |||
Additionally, [[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, | Additionally, [[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. | ||
Pac-Man's other improvements ranges from the universal alterations made to the mechanics in ''Ultimate''. The universal growth to mobility benefits his approach, alongside the rest of the entire roster, in comparison to his mediocre mobility in ''SSB4''. 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 has also received an abundance of buffs to his standard moveset: his up and [[down tilt]]s have less lag, 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. 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. | |||
Some of Pac-Man's | Some of Pac-Man's moveset benefit from their own improvements: [[down tilt]] is less punishable due to the changes of the move's momentum and reduced ending lag, [[dash attack]] gains 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, and his new [[up tilt]] possesses greater frame-data and increased vertical range to improve its utility as an anti-air. Finally, Pac-Man's mediocre KO potential has been improved: 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, alleviating one of Pac-Man's biggest weaknesses since ''Smash 4''. | ||
However, Pac-Man received some noticeable nerfs | 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 | 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 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 set-ups when it is launched. In addition, many moves are less useful for launching Hydrant, lessening the variety of coverage and pressure. | ||
Pac-Man's 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 launch Fire Hydrant backward. | 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]], although this is compensated by their adjusted knockback values enabling them to combo at wider percentages. [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its availability. Finally, Pac-Man retains several of his former issues from ''SSB4'' despite his numerous amount of noticeable buffs, such as mediocre overall range, his projectiles being easily reflected against Pac-Man, the high emphasis on his items, and a dependence on setups to KO. | ||
Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to | 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. Although Pac-Man's representation is overall minimal, he has obtained very strong results competitively regardless, thanks to the efforts of players such as {{sm|EKING}}, {{sm|Sinji}} and especially {{sm|Tea}}. As a result, Pac-Man has achieved a positive reception across the community overall, where he is near universally considered to be a high-tier character in comparison to his low-tier status in ''SSB4'', with some players like {{sm|Mew2King}} and {{sm|MkLeo}} even claiming that Pac-Man is a top-tier fighter. | ||
{{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 | 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. | ||
Update 3.0.0's near-universal nerf to projectiles' | 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. | ||
Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his optimal | 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}}). | ||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' |
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