SSBU/Pac-Man/Strategy

Gameplan Summary

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Neutral

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Advantage

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Offstage

 * Pac-Man's serviceable airspeed and slow fall speed make him adept at recovering from far distances.
 * Pac-Man's is a highly effective recovery move. It will travel significant distance on it's own, and has super-armor after Pac-Man eats the pellet.  also does not put Pac-Man into freefall, and allows the Pac to choose from many angles to recover from.
 * The isn't infallible however. An eagle-eyed opponent is able to hit the Pellet to prevent Pac-Man from eating it, canceling out the Side B.
 * Pac-Man is also very susceptible to counters after eating the Pellet
 * Overall, is Pac-Man's most versatile recovery tool. It's raw power and super-armor can scare some opponents out of edge-guarding Pac-Man, but in spite of all of the positives, the Pac-Man player must remember to constantly mix-up the angles in which they use Side B and how long they charge it for, otherwise a brave opponent might be able to harass him offstage.
 * Pac-Man's is also a decent recovery tool.  provides Pac with three bounces, each increasing in height. The third bounce offers impressive vertical distance.
 * itself provides fantastic protection from spikes, due to sticking around even after it has been used. If an eager opponent attempts to spike Pac-Man, it is very likely Pac will be spiked into the Trampoline and get launched upwards instead.
 * However, Pac-Man's 's jumps may also be stolen by opponents, especially after the second bounce, as Pac will land on Red and get KO'd. For this reason, it is advised to use mainly to recover low after a.
 * also can help protect Pac-Man while he is recovering.
 * in particular goes through the stage, making it a good surprise option to help Pac-Man skip the ledgetrapping phase.
 * ,, and are all fast and go through opponents or projectiles, giving Pac a big disjoint to protect him while he is recovering.
 * Pac-Man also has access to to stall him mid-air for a short period of time, making his recovery timing harder to predict.

Landing/Combo Breaking

 * is a very quick move that throws a hitbox out below Pac-Man and briefly stalling him mid-air. comes out at a decent frame 11, and Pac-Man may also land behind it to make it difficult for opponents to pressure what he does immediately after landing.
 * Despite all of those positives, lose to disjointed moves or multihits.
 * itself may also be reflected.
 * Fast characters may be able to outspace horizontally, and drift back in to punish Pac-Man in endlag, making it punishable if Pac-Man is too  happy.
 * Pac-Man may not always have access to this option, due to Pac-Man being able to only have one out at a time.
 * is also a serviceable option, with frame 9 startup and impressive range. The multihits themselves may also catch opponents off-guard.
 * Due to the long animation, this leaves Pac-Man vulnerable on whiff.
 * is an impressively quick combo-breaker that punishes opponents too trigger-happy with untrue strings.
 * in hand is also a fantastic combo breaker and landing tool, provided Pac has it on hand. When Z-Dropped, it comes out frame 1, and travels downwards, helping leave a hitbox for Pac-Man to fall behind that can also disrupt anti-airs or juggling attempts.
 * will tend to lose to disjoints when Z-Dropped.
 * Item-Drop RNG might also come into affect, causing Pac-Man to lose in hand if he is unlucky.
 * Fast Fall Neutral Airdodge (FFNAD) is an option, as it helps you land quickly and avoid an opponent who overcommits to landing.
 * Having said that, this isn't as effective as some other character's FFNAD, due to Pac's floatiness, so it is a bit easier to punish and more reactable.
 * Pac-Man is a very floaty character, making landing tough if he doesn't have the right resources on hand. However, Pac-Man is also able to drift offstage, if he feels more comfortable there, to help him mitigate any troubles he has landing.

Overall, Pac-Man has a fantastic disadvantage state, nevertheless, it is highly resource dependent in some cases and requires a lot of careful mix-ups to help make him less predictable.

Stages

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Tips and Tricks

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Counterplay

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