Hitbox visualization showing Pac-Man's up tilt. Model scaling issues prevent Pac-Man's arm from growing.
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Overview

PAC-MAN does a overhead uppercut. It reaches high and is pretty big, and is intangible on PAC-MAN's hand. On top of this, it has low knockback. Making it ia great combo starter and extender, especially on stages with platforms. The main problem is, there is no scooping hitbox to get opponents to it. Additionally, due to the hitbox being so big compared to the animation, up tilt is also slightly misleading, as you can get too confident or too hesitant with this move.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 6.5% 0   Standard 43 68 0   5.5 handl 2.9 -0.5 -0.1 1.0× 1.0× 0%               Punch   All All            
1 0 0 6.5% 0   Standard 43 68 0   3.2 shoulderl 0.6 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

Timing

Hitboxes 7-10
Fist intangible 7-10
Interruptible 25
Animation length 47
Hitboxes                                                                                               
Fist                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible