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Pac-Man (SSB4)/Up smash

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Hitbox visualization showing Pac-Man's up smash.
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Overview[edit]

Pac-Man thrusts Inky above him in a two-hit fashion, launching opponents upwards. Like all of Pac-Man's other smash attacks, it is able to nullify oncoming projectiles. However, the move has high starting and ending lag, making it hard to hit and easy to punish. However, it is the fastest of Pac-Man's smash attacks, making it slightly safer to use than the other two.

Update history[edit]

Pac Man's up smash was initially noticeably more effective in the initial release of the game, as it had much less ending lag. This not only made it much safer, but it also made up smash a reliable combo tool at lower percents. In version 1.0.4 however (1.0.1 on Wii U), the move received much more ending lag, which greatly hindered the move, as it became more punishable and it overall has less utility. The move would later be improved in version 1.1.5 where it received a slight increase in knockback, but the move is still overall inferior to how it was in the initial release of the game.

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Nerf Up Smash has more ending lag (FAF 37 → 50).

Super Smash Bros. 4 1.1.5

  • Buff The second hit of up smash has increased knockback scaling (95 clean)/90 (late) → 97/92).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 1 3% 0 AngleIcon115.png 95 20 0 3.5 0 0.0 8.5 8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
Hit 2 (clean)
0 0 14% 0 AngleIcon83.png 32 97 0 6.0 1000 0.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
Hit 2 (late)
0 0 8% 0 AngleIcon83.png 32 92 0 4.0 1000 0.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Charges between 6-7
Hit 1 13
Hit 2 clean 16-18
Hit 2 late 19-26
Interruptible 50
Animation length 59
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible