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)
This fighter appears in both his classic form and his form with hands and legs. He has many unique special moves, such as using a trampoline or a fire hydrant. For his Final Smash, he grows into a giant Super PAC-MAN, chomping and launching his opponents!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

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.

Just like in his Super Smash Bros. 4 incarnation, Pac-Man has no voice actor.

How to unlock

Complete one of the following:

Pac-Man must then be defeated on Pac-Land for all three methods.

Changes from Super Smash Bros. 4

Due to his low tier standing in Smash 4, Pac-Man has been significantly buffed with few nerfs.

One of Pac-Man's biggest buffs involves his tether 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 one of the better tether grabs in the game. 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 instead. He has also received an abundance of buffs to his standard moveset: his 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 keeping its safety, 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, 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.

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. Overall, Pac-Man fares better with Ultimate’s cast compared to the previous game, as his tournament success has been strong; players such as Tea and Sinji have achieved great results with him, such as the former placing 13th at Frostbite 2019, and the latter placing 7th at Collision 2019.

Aesthetics

  •   As with all veterans returning from SSB4, Pac-Man's model features a more subdued color scheme.
  •   Pac-Man's boots now have well-defined soles on the bottom.
  •   Like most of the cast, Pac-Man is more expressive, now not being limited to simply smiling and surprised expressions. He now shows an angry look when using smash attacks, looks disappointed if his grab misses, and appears panicked while drowning. His mouth also briefly opens when he stands up from a crouch.
  •   Pac-Man's on-screen appearance has been slightly altered, now doing a slow chomp in his 8-bit form, before jumping into his modern form. In Smash 4, the chomp is quicker and stops once Pac-Man opens his mouth once.
  •   Pac-Man's taunts have been altered:
    •   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.
    •   Side taunt has been altered to show Pac-Man alternating chomps left and right twice, instead of twice on one side before turning.
    •   Pixelated fairies from Pac-Land appear during Pac-Man's down taunt in place of Blinky and Pinky.
  •   A fairy now appears in his Pac-Land-inspired victory animation.

Attributes

  •   Like all characters, Pac-Man's jumpsquat animation now takes three frames to complete (down from 5).
  •   Pac-Man walks faster (1.045 → 1.097).
  •   Pac-Man dashes faster (1.52 → 1.672).
  •   Pac-Man's initial dash is much faster (1.6 → 1.87).
  •   Pac-Man's air speed is slightly higher (1.04 → 1.092).

Ground attacks

  • Neutral attack:
    •   Neutral attack's first hit is now a hook rather than a jab, and as such has less range.
    •   Neutral attack transitions faster.
    •   Neutral attack's first hit deals slightly less damage (3% → 2%).
  • Dash attack:
    •   Dash attack hits four times instead of three.
      •   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).
      •   Dash attack deals more damage if all hits connect (9% → 10%).
    •   The last hit deals less damage (5% → 4%) with knockback scaling compensated (60 → 65).
  • Up tilt:
    •   Up tilt has an altered animation, it is a quick upwards punch.
    •   Up tilt has more vertical range.
    •   Up tilt has much less ending lag (FAF 34 → 25) and deals less knockback (50 base/100 scaling → 43/68), improving its combo potential.
    •   Up tilt deals slightly less damage (7% → 6.5%). Pac-Man's fist also has one less frame of intangibility (frame 6-10 → 7-10).
    •   Up tilt's hitbox is located on Pac-Man's fist. As a result, it has a smaller hitbox and 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.
  • Down tilt:
    •   Down tilt has less ending lag (FAF 29 → 27).
    •   Down tilt has more base knockback and less knockback scaling (50 base/80 scaling → 65/50).
    •   Down tilt sends Pac-Man forward, then back to where he started. This makes the move significantly more safe in terms of positioning, but also removes its ability to pseudo-crawl.
  • Forward smash:
    •   Forward smash has less startup lag (frame 18 → 16).
      •   Its duration remains unchanged, giving it more ending lag.
    •   Forward smash's ghost has a bigger hitbox (4.8u → 5.4u).
    •   Forward smash's early hits deal noticeably more base knockback, greatly improving its KO potential despite the lower knockback scaling(25 base/99 scaling → 40/97).
  • Up smash:
    •   Both hits of up smash have less startup lag (frame 13/16 → 11/15).
      •   Its duration remains unchanged, giving it more ending lag.
    •   Up smash's ghost has a larger hitbox (6.0u → 6.2u (clean), 4.0u → 4.5u (late)).
  • Down smash:
    •   Down smash has less startup lag (frame 18 → 15).
      •   Its duration remains unchanged, giving it more ending lag.
    •   Down smash's ghosts have larger hitboxes (6.0u → 6.2u (clean), 4.0u → 4.5u (late)).

Aerial attacks

  •   All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 22 → 13, Up: 16 → 10, Down: 20 → 12).
  • Neutral aerial:
    •   Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.
    •   Neutral aerial's later hits deal more damage (6% → 8.5% (clean), 3% → 6% (late)).
    •   Neutral aerial has larger hitboxes (7.0u → 7.6u (early), 5.0u → 7.0u (clean), 3.5u → 4.5u (late)).
    •   Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.
    •   All hitboxes of neutral aerial can no longer lock opponents.
  • Forward aerial:
    •   Forward aerial deals more damage (5.3% → 7.65%).
    •   Forward aerial has more base knockback, but less knockback scaling (7 base/90 scaling → 70/29), increasing the percent range in which the move can combo.
    •   Due to the changes to its knockback, forward aerial can no longer lock opponents.
  • Up aerial:
    •   Up aerial has an altered ending animation.
  • Down aerial:
    •   Down aerial's hits transition faster, with 1 frame less lag between each one.
    •   Down aerial has much less ending lag (FAF 60 → 50).
    •   Down aerial deals more damage (1.5% → 2% (hits 1-3), 6% → 7% (hit 4), 10.5% → 13% (maximum)).
    •   Down aerial's final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.
    •   Down aerial's final hit always sends in the direction Pac-Man is facing, improving its combo potential.
    •   Down aerial's final hit has less knockback scaling (90 → 80).

Throws/other attacks

  • Grab:
    •   Grab has significantly less ending lag (FAF 76 → 59).
    •   Grab has one long-lasting hitbox instead of multiple short hitboxes (frames 12-14, 22-24 & 32-39 → 12-36).
    •   Grab's blind spots have been removed.
    •   Grab's tractor beam has a smoother extending and receding animation.
    •   If the grab misses, Pac-Man will look disappointed.
  • Pummel:
    •   Pummel is much faster but deals less damage (3.25% → 1.2%).
  • Forward throw:
    •   Forward throw deals more damage (6% → 8%) and has more base knockback (48 → 55), improving its KO and edgeguarding potential.
  • Back throw:
    •   Back throw has a visible wind effect while Pac-Man spins.
  • Up throw:
    •   Up throw has less ending lag (FAF 45 → 38) and base knockback (60 → 55), granting it combo potential.
  • Down throw:
    •   Down throw is performed significantly faster, making it better for tech chases and gives the opponent less time to DI.

Special Moves

  • Bonus Fruit:
    •   All Bonus Fruit except the second and third fruits cycle significantly faster (Apple: frame 54 → 52, Melon: 78 → 72, Galaxian: 102 → 92, Bell: 126 → 112, Key: 150 → 132).
    •   Bonus Fruit can be jumped or air dodged out of while charging.
    •   Cherry, Apple and Key deal slightly more damage (Cherry: 4% → 4.3%, Apple: 9% → 9.5%, Key: 15% → 16%).
    •   When Z-dropped, Bonus Fruit's Bell can stun the opponent.
    •   If Pac-Man grabs a fruit he's previously thrown or dropped, Bonus Fruit is able to be recycled through the items again.[1] 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.
      •   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.
    •   Bonus Fruit's Strawberry and Orange take slightly longer to charge (Strawberry: frame 19 → 20, Orange: frame 29 → 32).
    •   Orange and Bell deal slightly less damage (Orange: 8% → 7.5%, Bell: 8% → 7.5%).
    •   Cherries and Strawberries have a limited airtime before they disappear automatically, significantly lowering their maximum distance. It is no longer possible to bounce them off platforms to extend their lifetime.
    •   Key deals slightly less knockback (KOs Mario at 100% → 104% from the edge of Final Destination).
    •   Bonus Fruit's items can only be Z-dropped once before being unable to be recatched 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.
    •   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.
    •   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.
    •   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:
    •   Power Pellet has been sped up overall.
    •   All variants of Power Pellet travel further, with the fully-charged version traveling almost the full length of Final Destination.
    •   Fully charged Power Pellet's sweetspot is much stronger, and can KO at 110% at the middle of Final Destination.
    •   Power Pellet has less ending lag when colliding with a wall.
    •   Power Pellet 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.
    •   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:
    •   Pac-Jump's trampoline has a hurtbox.
      •   This means Pac-Jump's trampoline can be used to block projectiles.
      •   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.
    •   Pac-Jump's trampoline comes out on frame 10 rather than frame 1, so the move is no longer unblockable.
    •   Pac-Jump's attack damage increases with time, similar to Dr. Mario's neutral air (Early: 7% → 5%, Middle: 6%, Late: 5% → 7%).
    •   Pac-Man's afterimages when using Pac-Jump are more visible and go from yellow to white.
    •   At the peak of each jump, the damage increases.
  • Fire Hydrant:
    •   Fire Hydrant has altered physics, acting heavier and losing more height and speed from each bounce.
    •   Fire Hydrant's heavier physics makes it easier to hit grounded opponents.
    •   Fire Hydrant's new physics significantly reduce its overall coverage and distance when bouncing.
  • Super Pac-Man:
  •   Super Pac-Man has been changed. Pac-Man still transforms into a two-dimensional sprite to launch enemies, 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

  1.2.0

  •   Bonus Fruit's Key will no longer be discarded when it is recycled.
  •   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.
  •   Dash grab changes Pac-Man's facial expression like his other grabs.

  2.0.0

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

  3.0.0

  •   Bonus Fruit deals less shield damage.
  •   Fire Hydrant has more range below it when it is falling.
  •   Fire Hydrant deals less shield damage.
  •   Several basic animations, such as idle and crouch animations, have been adjusted.

  3.1.0

  •   Fixed an issue that resulted in Pac-Man facing the wrong way.
  •   Up smash's hits connect more reliably (Frame 11 Hitbox Angle 112 → 135).

  4.0.0

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

Moveset

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.
Up tilt   6.5% Punches upward, hopping up slightly. Has decent vertical range, with little knockback and ending lag to extend combos. Pac-Man's fist has intangibility from frames 7 to 10. Cannot hit Pac-Man's sides, however.
Down tilt   6% Pac-Man changes into his Classic Form and chomps downward. Once the move finishes, Pac-Man 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 next to no ending lag, making it incredibly safe (even against shield).
Forward smash   15% (sour), 16% (sweet), 8% (late) Reels back before throwing Blinky in front of him. Has a sourspot on his arm, while the ghost itself is the sweetspot. Deals high knockback and damage, and has a very long-lasting late hitbox. Has high ending lag, however, making it easy to punish if not used properly.
Up smash   3% (launcher), 14% (Inky), 7% (late) Balances on one foot while throwing Inky upward. Has a launcher hitbox in front of him. Also has a long-lasting late hitbox. Has decent knockback, but struggles to kill below 100%. His fastest smash attack, coming out on frame 11.
Down smash   13% (clean), 6% (late) Crouches while throwing Pinky and Clyde 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, but great range.
Neutral aerial   10% (clean), 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. Autocancels in a full hop.
Forward aerial   7.65% A roundhouse kick in front of him. Comes out very fast (frame 5), with very little ending lag (FAF 26). Can chain into itself, or other moves for combos. Autocancels in a short hop fast fall.
Back aerial   11.8% (clean), 7% (late) Dropkicks behind himself. Decently fast (frame 9), but has decent landing lag (13 frames) and very little knockback.
Up aerial   10% A sweeping bicycle kick above, similar to the Flip Kick from Pac-Man World 2. Decently fast startup and very long duration (frame 9-16), but has little knockback, and too much ending lag to combo reliably in the air. However, it 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 horizontally. Has massive base knockback, able to kill reliably offstage below 100%.
Grab   Pac-Man holds his hand out to produce a long tractor beam (based on Galaga). A tether grab, but cannot be used to grab ledges. Pac-Man appears disappointed if he doesn't grab an opponent. Noticeable startup(Standing: Frame 12, FAF 59. Dash: Frame 14, FAF 67. Pivot: Frame 15, FAF 62), but lasts a long time, has quite far reach and low ending lag for a tether grab.
Pummel   1.3% Slams his head into the opponent.
Forward throw 8% Reels back, then tosses the opponent at a 59° angle. Too much ending lag to combo, and too little knockback to kill, but can be used for mixups due to its awkward 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.
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.
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.
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 Super Armor for a short time.
Up special Pac-Jump 5-7% (early), 6-8.41666% (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.
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), dealing damage to anyone who gets hit by it.
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. Ultimately, he slows down before the Final Smash ends.

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 a sound from Pac-Man plays.
  • Down Taunt: Lays on the ground as a 5-note jingle plays, while fairies from Pac-Land and a few music notes appear above his head.

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 a pixelated fairy. This pose is based on Pac-Land. The sign does not appear in Team Battles. Both the sign and pixelated fairy 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

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Notable players

Classic Mode: Ageless Classic

 
Pac-Man's congratulations screen.

Pac-Man fights classic characters who debuted in Nintendo Entertainment System or appeared in NES games at least once. These characters are listed in accordance to their original release date, similar to All Star-Mode in SSB4. Dracula serves as the final boss of Pac-Man's route as he was the oldest boss who debuted in NES console, like many characters in his route.

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

Fighter Battle

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

Template:-

Spirits

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 Chain Chomp Super Mario series •Metal Pac-Man   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 Nipper Plant Super Mario series •Tiny Pac-Man   (×8) 1,900 Mushroom Kingdom U (Battlefield form) N/A •The enemy loves to jump
•Defeat an army of fighters
Ground Theme - Super Mario Bros. 3
58 Hothead Super Mario series •Curry Pac-Man   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 Starlow Mario & Luigi series Pac-Man  
Luigi  
Mario  
3,300 Brinstar (Battlefield form) •Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
Tough Guy Alert!
109 Broque Monsieur Mario & Luigi series Pac-Man   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 Tap-Tap Yoshi series •Metal Pac-Man   2,200 Yoshi's Island N/A •The enemy is metal Wildlands
311 Burt the Bashful Yoshi series •Giant Pac-Man   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 Chef Kawasaki Kirby series Pac-Man   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 Magneton Pokémon series •Metal Pac-Man   (×3) 2,200 Pokémon Stadium 2 (Electric type) N/A Stamina battle
•The enemy is metal
Main Theme - Pokémon Red & Pokémon Blue (Melee)
444 Electrode Pokémon series Pac-Man   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 Lurchthorn Kid Icarus series Pac-Man Team   (×6) 1,800 Reset Bomb 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 Mockiwi Pimin series •Giant Pac-Man  
•Ally: Olimar  
1,500 Garden of Hope N/A •Join forces with a CPU ally
Stamina battle
•The enemy is giant
Over Wintry Mountains
875 Mettaur Mega Man series Pac-Man   1,800 Wrecking Crew N/A Stamina battle
•The enemy shields often
•The enemy doesn't like to jump
Cut Man Stage
950 Bonus Fruit Pac-Man series Pac-Man   (x2) 2,100 Pac-Land (Ω form) N/A •Timed battle
•The enemy favors neutral specials
PAC-MAN
1,039 Bisk Splatoon series Pac-Man   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 Bytans Super Smash Bros. series Pac-Man Team   (×4) 1,800 Kongo Falls (Ω form) •Item: Balls •The enemy is easily distracted by items Step: The Plain
1,121 Bubbles Clu Clu Land seies Pac-Man   1,800 75m (Battlefield form) •Item: Unira •The enemy is easily distracted by items Clu Clu Land
1,183 Moe The Legendary Starfy series Pac-Man   1,600 Tortimer Island N/A •The enemy shields often
•The enemy's shield has extra durability
Tortimer Island Medley
1,208 Telly Chibi-Robo! series •Tiny Pac-Man   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 Kurikin Kurikin Nano Island Story Pac-Man   (×4) 1,400 Hanenbow •Tiny
•Item: Unira
•All fighters are tiny
•The enemy is easily distracted by items
Electroplankton (Original)
1,249 Zip FlingSmash Pac-Man   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 Clip & Snip Snipperclips - Cut it out, together! series Pac-Man  
Kirby  
3,600 PictoChat 2 N/A •The enemy starts the battle with a Killing Edge Noisy Notebook
1,292 Boss Galaga Galaga series •Tiny Pac-Man   Team (×5) 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 Ball Game & Watch series Mr. Game & Watch  
Pac-Man  
Jigglypuff  
Kirby  
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 Ghosts Pac-Man series Kirby  
Jigglypuff  
Squirtle  
Pac-Man  
3,500 Pac-Land (Battlefield form) Assist Trophy Enemies (Ghosts) •Hostile assist trophies will appear PAC-MAN Clyde

Alternate costumes

 
               

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.
  • 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 who travels to Wrecking Crew in Classic Mode.
  • Pac-Man is the only character who fights a Classic Mode opponent in a round without music.
  • Pac-Man, Mega Man and Snake are the least common opponents for the Classic Mode routes, as they are fought in 3 different routes.
    • He is also the only fighter of the 3 who doesn't fight an alternate costume of himself.
    • Out of every fighter, Kirby, Mr. Game & Watch and Wii Fit Trainer are the only characters who face Pac-Man as a Classic Mode opponent.
  • Pac-Man is the only non-DLC third-party fighter from Super Smash Bros 4. not to appear in the World of Light Trailer.

References