SSBU/Pac-Man

From Dragdown


Overview

Pac-Man
Weight:95
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Wall Jump, Power Pellet
Fastest OOS:Up-B (4F)
Overview
Pac-Man (パックマン), stylized in-game in all-caps (PAC-MAN), is a tricky, trap based character who likes to keep his opponents on their toes. His Bonus Fruit offers him a lot of versatility in neutral, due to the many projectiles and wide variety of uses that each Bonus Fruit has. He has access to other great specials that control space and allow him to charge Bonus Fruit a lot easier, such as Fire Hydrant and Trampoline, making him great at playing to the clock and camping opponents who may struggle to approach.

Despite Pac-Man's non-interactive nature, Pac-Man tends to deviate from the archetype in many ways. Unlike many other zoners or camping characters, Pac-Man possesses a fantastic disadvantage state, with his recovery in particular being exceptional, due to his floatiness, mixup and stalling potential with Hydrant, and the amount of distance and safety that Power Pellet and Trampoline offer, with his landing being decently difficult to challenge due to Hydrant and his quick frame 3 Neutral Air being a great tool to get people off of him.

Pac-Man's boxing game also isn't too shabby either, especially his very potent air game. His Neutral Air is a fast combo breaker and combo starter, and is relatively safe when landed low. His Forward Air is quick and has very little endlag and combos well, and his Down Air is a big, strong multi-hit that can rob stocks offstage relatively early. Back Air and Up Air are both good in their own right, the former being a passable way to seal out stocks or stuff aerial approaches out, and the latter being a respectable combo tool and mix-up in neutral.

However, Pac-Man isn't without his flaws. His normals, despite being relatively quick, are lacking in range aside from his smash attacks, giving Pac-Man trouble against characters like Cloud who can outrange him due to their fantastic disjoints. This gives Pac-Man trouble in midrange. His ground game is also not too impressive, with his tilts being very unimpressive for moves in their category, making Pac-Man's ground game relatively predictable without Bonus Fruit in hand, especially due to his mediocre speed.

Pac-Man also tends to suffer from Marththritis, or the inability to kill if he does not land specific setups, namely Bell to Forward Smash, or Down Air offstage. He lacks many other kill confirms out of his normals, and many of his best kill moves lose to shield. Many of his best kill options are slow, unsafe, lack high knockback, or force him to commit to a risky grab due to losing to shield.

Pac-Man's biggest flaw, however, is how all of his special moves can be used against him by a smart opponent. Bonus Fruit can be caught by opponents due to being an item, allowing them to use it's many strengths against Pac-Man. Power Pellet's Pellet can be attacked by opponents, allowing them to cancel out the move entirely and leaving Pac-Man vulnerable. Trampoline's multiple jumps are also usable by opponents, allowing them to steal Pac-Man's recovery tool and leave him for dead, and lastly, Fire Hydrant can be launched by opponents as well, making it a double-edged sword if Pac-Man is not careful.

Overall, Pac-Man is a relatively versatile character who excels at zoning opponents out, but also is relatively hard to kill offstage and is able to fight himself out of danger if an opponent gets in on him due to his boxing tools. Pac-Man requires a smart player to manage his resources to help minimize his weaknesses, and to utilize his special moves to their fullest potential, but with mastery, Pac-Man can be a tricky and potent character that can give many opponents a run for their money.

Summary
Pac-Man is a freestyle trap character with both great zoning and rushdown tools.
Pros Cons
  • Great Out-of-Shield Game: Pac-Man can punish most moves on shield, as his Up-B is tied with Samus for the second fastest OOSOut of Shield option in the game. He also has a fast N-Air and highly rewarding fast options out of shield with Galaxian and Bell in hand.
  • Impenetrable Wall: Pac-Man's Down-B (Fire Hydrant) and Up-B (Trampoline) literally build a wall between him and his opponent, allowing him to freely charge his Neutral-B (Bonus Fruit). To complement this, he also has outstanding normals (his F-Air comes in mind) to box out approaching opponents.
  • Phenomenal Ledgetrapping: Pac-Man's special moves can be used in conjunction with each other to prepare complex ledgetrap setups, most of which cover multiple ledge options at once and make it difficult for the opponent to get back onto the stage.
  • Surprisingly High Damage: Pac-Man's combos packs a punch, especially when fruits (such as Galaxian) are on the table.
  • Invalidates Spotdodges: Pac-Man's Grab is active for so long that it outright invalidates the use of spotdodges against him.
  • Outstanding Disadvantage: Pac-Man has one of the best recoveries in the game, allowing him to recover (and stall) from pretty much anywhere on the stage without being predictable. He can also easily get out of juggles.
  • Highly Versatile: Pac-Man has access to equally excellent and varied zoning and rushdown tools, giving him the ability to change the game's pace in a flash as he sees fit.
  • Reliant on Fruit: Pac-Man's core gameplan gets shut down the moment the opponent catches his fruit.
  • Struggles to Approach: Ironically, Pac-Man struggles to deal with camping, as his approach options are rather limited and linear. To make things worse, most of his kill options requires him to be at close range.
  • Struggles to Kill: Pac-Man suffers from a lack of kill confirms/setups, and thus has to rely on reads to close out stocks.
  • Lacks Disjoints: As fantastic as they are, Pac-Man's attacks aren't disjointed, making boxing out sword characters (among others) harder than average.
  • Struggles against Shield: Pac-Man's grab is very slow and Pac-Man's empty landing is very predictable due to his floatiness. He also lacks shield breaking combos or safe grounded normals or rising aerials to pressure shields well.
  • Double-Edged Specials: All of Pac-Man's special moves can be used against him in some way. Bonus Fruit can be caught by the opponent, Power Pellet can be hit before Pac-Man eats the pellet causing the move to fail, Trampoline's bounces can be stolen from Pac-Man offstage, and Hydrant can be launched by the opponent and used against him.
  • Steep Learning Curve: Due to his unique neutral/zoning and plethora of setups, Pac-Man can be awkward to learn as a new player.
Bonus Fruit
Bonus Fruit is a chargeable projectile that allows Pac-Man to select from 8 different projectiles each with a multitude of uses. It is a unique item that is able to be caught only one time, before being unable to be caught by any other opponent. Bonus Fruit is the glue that holds Pac-Man's kit together, so it is important to understand what each Fruit does and when to use them.
  • Cherry: This is a quick fruit that travels a mediocre amount of distance. It bounces once before despawning shortly afterwards, and does shallow knockback and weak damage overall (4%).
  • Strawberry: Very similar to Cherry, except it bounces twice before despawning, and does slightly more damage overall (6%) at the cost of taking longer to toss raw due to being later in the Fruit Charge cycle.
  • Orange: A quick zoning tool that travels in a straight horizontal line before despawning. It launches opponents at a semi-spike angle on hit and deals 7.5% damage.
  • Apple: A combo/killing fruit that bounces across the floor twice. It travels farther than Strawberry if tossed from a shorthop, and launches opponents vertically. It kills opponents at around 150% and deals 9.5% damage on it's own.
  • Melon: A slow moving fruit that travels in a straight line horizontally with a slight upwards arc. Pac-Man is able to outrun the fruit himself. Its slow movement makes it decent at controlling space. It kills opponents very slightly earlier than Apple.
  • Galaxian: A decently fast projectile that does a shuttle loop before traveling either straight ahead or at an angle after it finishes the loop. It covers good range and will pass through many projectiles, and deals the same amount of damage per hit (9%), making it excellent for racking up damage.
  • Bell: A projectile that travels in a diagonal upwards trajectory before plummeting straight downwards. It will stun opponents on hit, and will pass through almost anything (including the stage) on it's upward arc. It will de-spawn after 100 frames or if it bounces twice on the ground.
  • Key: A quick zoning tool that travels quickly in a straight line horizontally. It passes through almost any projectile or opponent, and deals high knockback and damage (16%), making it Pac's most consistent fruit for killing when thrown raw.

Apologies for lacking formatting, this can be updated later for better organization


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.0 4 19 361/180 -12 -
Jab 2 2.0 4 21 361 -14 -
Jab 3 4.0 4-5 33 361 -24 -
  • Can jab-lock, but Jab 2 is very vulnerable to opponents pancaking.
  • Jab 1has very decent safety for a jab
  • Decent at catching shield drops

While being relatively standard, Jab is imperative to Pac-Man's kit. It serves the basic Jab function of being a quick get-off-me tool but also serves as a decent mixup in neutral.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 25/15 - - 3
Jab 2 35/30 35/30 - - 3
Jab 3 45 106 - - 5

Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 5~7 30 361 -17 -
  • Quick and long ranged for a Pac-Man normal, making it a decent poke in the neutral.
  • Can be angled upwards or downwards, with the downwards angled variant being a decent tool for two-framing opponents.
  • Very useful for knocking opponents into Bonus Fruit, or a launched Hydrant

Overall, F-Tilt is one of Pac-Man's best grounded normals, due to it's solid range, speed, and wide use cases in his kit.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 100 - - 8

Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.5 7~10 24 93 -10 -
  • Combos well out of Galaxian from ledge
  • Will not launch grounded opponents.
  • Intangible on the fist, giving the move a decent disjoint.
  • Very low endlag

A decent anti-air that suffers from a poor hitbox. It's low endlag makes it a good platform pressure tool, however it is held back by being relegated to only hitting opponents above Pac-Man.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
43 68 - - 7

Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 7~9 26 45 -13 -
  • Auto-spaces Pac-Man at the end of the animation, even at ledge, allowing for him to 2-frame with Forward Tilt
  • Decently safe on shield if spaced, however has very little reward.
  • Can combo into waterboosted Bonus Fruit or a launched Hydrant

One of Pac's only consistently safe grounded moves if it's spaced, however it suffers from being outclassed by Forward Tilt.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65 50 - - 6

Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Windbox 0.0 3~9 45 361 -40 N/A
Initial Hits 2.0 10~11, 19~20, 28~29 45 12 - -
Final Hit 4.0 37 45 60 -3 -
  • Very little endlag for a Dash Attack, making the final hit safe on shield
  • Very fast for a dash attack

A decent approach option with mediocre range. It is very committal if whiffed, and it doesn't really speed Pac-Man up at all, making it a subpar burst option, but the incredible shield safety on the final hit makes up for it.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Windbox 12 FKB 100 N/A N/A 2
Initial Hits 45 15 - - 3
Final Hit 100 65 - - 5


Smash Attacks

Forward Smash

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean Hit 16.0/15.024/22.5 charged 16~18 52 361 -25/-26-21/-21 charged -
Late Hit 9.013.5 charged 19~29 52 361 -26-24 charged -
  • Impressive knockback and kill power, especially when slightly charged.
  • Long lasting duration, making it good for option coverage
  • Can nullify projectiles, just like his other Smash attacks
  • Pac-Man steps back before thrusting Blinky forwards, which can cause some attacks to whiff.
  • Can be difficult to punish if spaced, due to the move's large range.
  • Can 2-frame some recoveries, but it is very matchup dependent

Forward Smash overall is Pac-Man's best option out of a Bell kill confirm, and is among his best grounded moves period.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean Hit 40 97 - - 11/105/5 charged
Late Hit 40 102 - - 74 charged


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop Hit 3.04.5 charged 11 49 135 -35-34 charged -
Clean Hit 14.021 charged 15~17 49 83 -24-20 charged -
Late Hit 8.012 charged 18~28 49 83 -25-23 charged -
  • Decently disjointed, with mediocre kill power (Kills at around 130%)
  • Very long duration, however this also makes it very punishable if whiffed.
  • The first scoop hitbox is notable for launching Hydrant over Pac-Man backwards if it has taken enough damage.
  • The scoop hitbox can be inconsistent, especially on opponents stunned by Bell or crouching opponents. The scoop hitbox only lasts for one frame and can instead lead into the weak hit or cause the attack to whiff entirely.

Up Smash is usually used to launch an opponent stunned by Bell too high up in the air for Forward Smash to hit, however it's usage cases dwindle a bit from there.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop Hit 125 FKB 100 - - 33 charged
Clean Hit 32 97 - - 105 charged
Late Hit 32 92 - - 64 charged

Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean Hit 13.019.5 charged 15~17 54 29 -30-26 charged -
Late Hit 7.010.5 charged 18~28 54 45 -30-28 charged -
  • Lingers for a very long time, making it decent at option coverage.
  • Can nullify projectiles.
  • Launches opponents at a semispike angle.

Down Smash is very weak compared to Pac-Man's other smash attacks and has a lot of endlag, but sends opponents at a brutal angle, making it decent at gimping opponents. It is also good for catching tech options or rolls, and is decent when combined with his other tools and traps.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean Hit 30 86 - - 95 charged
Late Hit 40 92 - - 64 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Strong Hit 10.0 3-5 52 50 -3 N/A
Medium Hit 8.5 6-9 52 50 -3 N/A
Weak Hit 6.0 10-19 52 50 -4 N/A
  • Blisteringly fast, making it a great OoS option and combo breaker
  • Long duration and decently sized hitbox compared to the animation
  • Deals very solid damage, making it a very good option for priming
  • Pac-Man's safest aerial when landed very low (-3) due to it's low landing lag
  • Combos into Forward Aerial very well, but also can combo into Key
  • Can be used to hit Fire Hydrant while standing on top of it, making it one of Pac's best ways to prime Hydrant

Neutral Aerial is one of Pac-Man's best aerials. It combos into F-Air very well, and is overall his most versatile aerial, due to it's use for combo-breaking, OoS, being his safest landing aerial, and is very good at priming hydrant.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Strong Hit 45 70 7 ? 4
Medium Hit 45 70 7 ? 4
Weak Hit 45 70 7 ? 3

Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.65 5-8 26 361 -6 N/A
  • Overall one of the fastest Forward Aerials in the game due to it's spritely frame 5 startup and very low endlag, allowing Pac-Man to do two in a short-hop
  • One of Pac's best followups from a Up Throw at low percents.
  • Very fast out of shield at frame 8, but also vulnerable to pancakes.
  • Launches opponents very low, setting up for tech situations or edgeguards very well
  • Can combo into itself, N-Air, D-Air, Key, or any lingering Bonus Fruit or a launched Fire Hydrant
  • Safe when spaced and landed low due to low endlag and it's auto cancel, however it is unsafe on shield rising (-17).

Overall, Forward Aerial is one of Pac-Man's best aerials. It's usually his best approach option due to it's low commitment and mixup potential and high reward, and has a high variety of uses. However, it is punishable when spammed and very predictable, so a good Pac-Man has to mixup how they utilize Forward Aerial.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 29 10 ? 4

Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Strong Hit 11.8 9-11 41 361 -8 N/A
Weak Hit 7.0 12-16 41 361 -10 N/A
  • Lingers for a deceptively long amount of time for a B-Air
  • Reasonable startup (frame 9), but unexceptional safety (-9) for a B-Air
  • Pac-Man's best tool for priming Fire Hydrant, as any move he uses after priming Fire Hydrant with B-Air will launch it
  • Pac-Man's most consistent killing aerial, however it is very weak for a Back Air
  • Usually his most consistent follow-up after stunning an airborne opponent with Bell.
  • Can combo into itself at low percents, but the lingering hit can combo into many of Pac-Man's tilts while landing.

While unexciting, Pac-Man's B-Air is one of his most consistent kill options, particular helpful when used to catch jumps or out of Bell. It may be unremarkable for a Back Air, but it serves a purpose in Pac's kit that many of his moves don't fulfill, and that's killing his opponent consistently at a percent that is somewhat reasonable.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Strong Hit 10 100 13 ? 5
Weak Hit 7 90 13 ? 3

Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 9-16 37 70 -6 N/A
  • Combos into almost any normal while landing.
  • Gives Pac-Man a bit of an upwards boost during the animation. This can be used to land on a platform after temporarily falling through, allowing it to perform a functional drop-cancel.
  • Decently safe if landed low due to the autocancel, but this can be a bit tricky due to the upwards momentum boost.
  • Serviceable startup and range, making it functional for juggling, if a bit unremarkable.
  • Combos well from Up Throw
  • Good at priming Hydrant if spaced and landed correctly.
  • Decent good landing mix-up due to the slower startup being able to catch opponents dropping shield later expecting a N-Air.

Up Aerial is a very typical combo extender and a middling juggling tool. It also offers decent protection from opponents trying to edgeguard you and can occasionally hit opponents on ledge, and it is a quick way to regain a fast fall after using Fire Hydrant in midair. Very much so a jack-of-all-trades, master of none move.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
13 100 10 ? 4

Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Leg Hits 2.0 6 - 7/13 - 14 50 245/130 -10 N/A
Initial Foot Hits 2.0 6 - 7/13 - 14 50 100 -10 N/A
Final Hit 7.0 27-28 50 45 -9 N/A
  • Extremely disjointed on the final hit.
  • Deceptively high base knockback on the final hit, making it a potent combo finisher offstage.
  • Good aerial approach option mixup, due to being Pac's only multihit aerial.
  • Decent Out of Shield option due to it's fast startup (frame 9), and large hitbox that can hit opponents who might pancake Pac-Man's other OoS options.
  • Very competent as a landing tool due to it's massive range on the final hit.

A very solid edgeguarding tool and combo finisher with surprisingly good duration, Down Aerial is a great enabler for Pac's most deadly offstage cheese. It can kill opponents offstage as low as 45% near the side blast zone, but it's mediocre knockback scaling leaves a bit to be desired for onstage killing (killing at around 150% onstage). It's long duration can make it great for option coverage, and it's a very viable mixup in neutral due to Pac's lack of other multihits (aside from Dash Attack)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Leg Hits 5 FKB/22 FKB 100 12 ? 2
Initial Foot Hits 35 FKB 100 12 ? 2
Final Hit 80 80 12 ? 3


Special Moves

Bonus Fruit

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Select Animation N/A N/A 2 N/A NaN N/A
Cherry 4.3 N/A 2 55 NaN N/A
Strawberry 6 N/A 2 55 NaN N/A
Orange 7.5 N/A 2 30 NaN N/A
Apple 9.5 N/A 2 80 NaN N/A
Melon 12 N/A 2 60 NaN N/A
Galaxian 9 N/A 2 70 NaN N/A
Bell 7.5 N/A 2 55 NaN N/A
Key 16 N/A 2 48 NaN N/A

Bonus Fruit is a character defining special. Depending on the type of fruit Pac-Man chooses to pull, Pac-Man is able to pull off many of his crazy set-ups in combination with his Fire Hydrant.

Fruit Looping is the ability to reuse fruit and cycle it to the next fruit.


Cherry

A quick get-off-me tool that bounces one before despawning. If recaught, it can be tossed upwards at ledge to over many options and when done this way it can combo into a smash attack, and is overall really spammable.


Strawberry

Similar to Fruit, but does more damage and travels less distance, but is held back by being later on the Bonus Fruit cycle. It can launch Fire Hydrant if you prime it with Strawberry and Z-Drop it onto Fire Hydrant unlike Cherry, which won't do enough damage, but Cherry and Strawberry are pretty interchangeable and serve the same purpose.


Orange

A scary Fruit that travels in a horizontal line. It sets up for tech chases easily on hit, and when Z-Dropped it can deny an entire area from the opponent. When Z-Dropped, it combos into F-Smash or D-Smash, but it also sets up for offstage gimps and edgeguards due to it's angle, and is a solid edgeguarding tool in it's own right due to it's nasty semi-spike angle.


Apple

A versatile fruit that bounces twice. It will launch opponents vertically and combo into an aerial at lower percents. It can hit ledgehangs but at later percents it is a passable killing tool. Notably, Apple launches Hydrant at a strictly vertical angle, making it excellent for ledgetrapping. It is also a really threatening fruit to launch at opponents with Hydrant's water.


Melon

A slow moving projectile that deals a lot of damage and controls space well. At low percents it can combo into an aerial or Grab, but at high percents it kills slightly earlier than Apple. Very solid at ledge, due to it's duration, but it also a serviceable edgeguarding tool and can be thrown offstage to control where the opponent recovers, or it can be used to block ledge. Melon is also pretty decent at baiting out shields due to it's slow movement.


Galaxian

A weird projectile that loops before traveling in a slightly random arc after finishing the shuttle loop. This is Pac-Man's premiere combo tool, comboing into any aerial (especially F-Air which will knock them back into Galaxian for extra damage), dealing a ton of damage and even kill confirming at higher percents into Power Pellet. It's massive range and good speed from hand also makes it a good OoS option and good whiff punish tool. Overall, Galaxian is arguably Pac-Man's best Bonus Fruit


Bell

A Fruit that travels in a high arc and stuns opponents on contact. It is a great tool OoS, coming out frame 8 while in Pac-Man's hand, but also goes through almost everything, such as the stage and even Steve's Blocks. It's arc and lingering hitbox also make it pretty good as a ledgetrapping tool. It kill confirms into F-Smash and is likely Pac's scariest Fruit overall due to the strength of F-Smash.


Key

A quick zoning tool that travels in a straight line. This is Pac-Man's best anti-zoning tool due to beating out most projectiles and it's high damage output. It also instantly launches Hydrant and kills offstage ridiculously early, making it a great edgeguarding tool. One of Pac's most useful Fruits.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Select Animation N/A N/A N/A N/A 2
Cherry 41 71 N/A N/A 2
Strawberry 41 71 N/A N/A 3
Orange 51 68 N/A N/A 3
Apple 61 91 N/A N/A 4
Melon 39 94 N/A N/A 4
Galaxian 41 72 N/A N/A 4
Bell 70 54 N/A N/A 3
Key 55 68 N/A N/A 5


Power Pellet

/ + (Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Travel 4.0 ~ 5.0 24-42 83minimum -42 to ??? 100KB knockback based armor
Dash 4.0 ~ 5.0 35-53 83minimum -54 to ??? 100KB knockback based armor
  • Pac-Man will get super-armor after eating the Pellet for 8 frames.
  • The Pellet will drop if it gets hit. The pellet itself is edible by anyone.
  • The Pellet can be used to block projectiles, dropping a Pellet for Pac-Man to eat and heal himself with. This technique is called Pellet-Shielding.
  • Pac-Man's distance and angle is determined by how long the player holds the B button for and where Pac-Man angles the attack.

Pac-Man's most versatile recovery tool, due to it's super armor. It's kill power when fully "charged" is commendable, making it a decent kill-confirm out of Bell and Galaxian though this can be inconsistent. The Pellet itself is also a great anti-camping tool due to being able to block projectiles and heal Pac-Man.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Travel N/A N/A 5
Dash N/A N/A 5


Pac-Jump

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 ~ 10.0First/Second/Third 4-12/13-16/17-21First/Second/Third ? N/A
  • While the hitbox doesn't come out until frame 4, the Trampoline itself comes out on Frame 1, making it a passable but risky combo breaker.
  • Due to lingering after use, Trampoline is good at protecting Pac-Man from spikes, because Pac-Man will be spiked into Trampoline and likely be launched back upwards.
  • Trampoline itself can block projectiles, such as Samus's Charge Shot
  • Trampoline is also an amazing ledgetrap tool, due to most characters being unable to roll through it and being forced to ledge jump, limiting their options at ledge.

Trampoline is an exceptional aerial denial tool, due to lingering in place after use. Pac-Man can camp behind it to charge Fruit to force an aerial approach, or use it to block projectiles to help with his countercamping game.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A 6 ~ 10

Fire Hydrant

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Fall 9.0 N/A 12 60 NaN N/A
Flying 13.0 N/A 2 45 NaN N/A
  • Hydrant will be launched after being dealt 15.6% damage in 1v1s, 13% in FFA games. It will mimic the launch angle of the move used to launch it
  • While standing on top of Hydrant, it has an 80% chance of gushing water upwards. This can allow Pac-Man to cancel a grounded attack after being pushed up by the water.
  • Hydrant itself has a windbox inside of the Hydrant that stays until it despawns. This is able to be countered by counters such as Greninja's.
  • Hydrant's launch angle and damage threshold is affected by staling, but it does not stale opponents moves. However this also means that it'll waste buffs like Hero's Psyche Up or Incineroar's Revenge.

A very versatile tool that is a solid landing option, area denial tool, ledgetrapping tool, and shield for Pac-Man to camp behind. The water can also be utilized to send Fruit in weird directions at faster speeds. Pac-Man's setups and use cases with Hydrant are too numerous to list in this category, as Pac-Man relies on Hydrant heavily in his gameplan, it is easily his second best move aside from Bonus Fruit.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Fall 60 80 N/A N/A 4
Flying 30 90 N/A N/A 5

Flying:

  • Takes 2 hits to launch


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close Range N/A 12-18 59 N/A N/A N/A
Medium Range N/A 19-33 59 N/A N/A N/A
Long Range N/A 19-26 59 N/A N/A N/A
Tip N/A 27-33 59 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A
  • Notable for it's long range and duration, beating out spotdodges and rolls, options that typically beat grabs. While punishable on whiff, its still among the best Grabs in the game.

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close Range N/A N/A N/A N/A N/A
Medium Range N/A N/A N/A N/A N/A
Long Range N/A N/A N/A N/A N/A
Tip N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close Range N/A 14-21 67 N/A N/A N/A
Medium Range N/A 22-35 67 N/A N/A N/A
Long Range N/A 22-29 67 N/A N/A N/A
Tip N/A 30-35 67 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close Range N/A N/A N/A N/A N/A
Medium Range N/A N/A N/A N/A N/A
Long Range N/A N/A N/A N/A N/A
Tip N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close Range N/A 15-22 62 N/A N/A N/A
Medium Range N/A 23-36 62 N/A N/A N/A
Long Range N/A 23-29 62 N/A N/A N/A
Tip N/A 30-36 62 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

Slightly longer range but more lag.


Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close Range N/A N/A N/A N/A N/A
Medium Range N/A N/A N/A N/A N/A
Long Range N/A N/A N/A N/A N/A
Tip N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 13 34 58 N/A all invincible 1-13
  • Can set up for tech chases on platforms at low to mid percents
  • Can kill confirm into a water-boosted Key or Melon at high percents.
  • Will never kill, but is Pac's fastest throw, making it really good at throwing people into a launched Hydrant or lingering Fruit

Pac's least useful throw, due to not having any kill power or combo potential and not sending opponents at an angle favorable for edgeguards, though it has it's niche uses.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 65 N/A N/A N/A

Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 25 60 45 N/A all invincible 1-25
  • Does not have a collateral hitbox.
  • Is able to interact with the windbox inside of Fire Hydrant, which can slightly boost or worsen it's knockback.
  • Can kill decently early with no DI (at around 140%), but is very DI and stage position dependent, making it not even kill at around 190% with DI in center stage.

Pac-Man's best kill throw, but it can be inconsistent with how strong it's kill power is. It can also launch opponents into a launched Hydrant or a lingering Bonus Fruit like most of his other throws.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 61 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 18 38 89 N/A all invincible 1-18
  • Lowest endlag of all of Pac-Man's throws.
  • Can kill at around 220%

Pac-Man's best combo throw. It can combo into Forward Air or Up Air at low to mid percents, but it is also good for setting opponents up into a position where they might airdodge, which can be capitalized on.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 100 N/A N/A N/A

Down Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hits 1.5 16-33 65 361 -45 to -28 all invincible 1-34
Throw 6.0 34 65 43 N/A all invincible 1-34
  • Launches opponents at a low angle, occasionally setting up tech chases at lower percents.
  • When done on top of Hydrant, the windbox inside of Hydrant can affect the knockback of this throw, causing the opponent to gain a substantial amount of knockback (dubbed the Super D-Throw, or lessen the amount, which can be used for follow ups.

D-Throw can combo into Key at some percents, but it's main use is to set up tech chases at low percents. With reads, the Pac-Man is able to chain D-Throw into itself for a while, but the opponent can easily mixup their tech option after a while, and they won't be launched into a tech chase at around mid to high percentages. It can also launch opponents into a launched Hydrant or a lingering Bonus Fruit like most of his other throws.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hits 40 FKB 100 N/A N/A 3
Throw 60 55 N/A N/A N/A


Misc. Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 20-22 56 45 -26 to -24 all intangible 1-22
  • If Pac-Man launches Hydrant and hits the opponent with Ledge Attack at the same time, the Ledge Attack will combo into Hydrant. Otherwise it's a standard Ledge Attack.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 18-25 46 48 -20 to -13 all intangible 1-25
Down 7.0 14-23 46 48 -24 to -15 all intangible 1-23

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 18-31 50 361 -25 to -12 all intangible 1-7
  • One of Pac-Man's best shield breakers due to the fact that his other moves don't deal any shield damage. That's all.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Pac-Man/Data.
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