Pac-Man (SSBU): Difference between revisions

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'''Pac-Man''' ({{ja|パックマン|Pakkuman}}), stylized in-game as '''PAC-MAN''', is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside the rest of the [[veteran]]s on June 12, 2018. Pac-Man is classified as [[Fighter number|Fighter #55]]. Like in ''[[Super Smash Bros. 4]]'', Pac-Man reuses sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games.
'''Pac-Man''' ({{ja|パックマン|Pakkuman}}), stylized in-game as '''PAC-MAN''', is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside the rest of the [[veteran]]s on June 12, 2018. Pac-Man is classified as [[Fighter number|Fighter #55]]. Like in ''[[Super Smash Bros. 4]]'', Pac-Man reuses sound effects from various {{uv|Pac-Man}} games and [[Bandai Namco]] arcade games.


Pac-Man is ranked 14th of 82 characters on the tier list, a significant improvement over ''Smash 4'' where he was ranked 45th out of 54 as a low tier, making him one of the veterans with the largest improvements in the transition from ''Smash 4'' to ''Ultimate'' (along with {{SSBU|Roy}}).
Pac-Man is currently ranked 14th out of 82 on the tier list, which is a significant improvement over his appearance in ''SSB4'' (where he was ranked 45th out of 54).


==How to unlock==
==How to unlock==
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Pac-Man is a [[Weight|middleweight]] whose attributes deviate slightly from other fighters of his weight class. Although his [[dash]]ing and [[air speed]]s are average and his [[traction]] and [[air acceleration]] are above-average, Pac-Man's [[walk]]ing speed is slightly below-average, his [[falling speed]] is below-average, and his [[gravity]] is low. As a result, these traits make Pac-Man a rather floaty character, albeit not to the degree of {{SSBU|Rosalina & Luma}}. Pac-Man is also able to [[crawl]] and [[wall jump]], although the former is largely impractical because of his crouch's tall height.
Pac-Man is a [[Weight|middleweight]] whose attributes deviate slightly from other fighters of his weight class. Although his [[dash]]ing and [[air speed]]s are average and his [[traction]] and [[air acceleration]] are above-average, Pac-Man's [[walk]]ing speed is slightly below-average, his [[falling speed]] is below-average, and his [[gravity]] is low. As a result, these traits make Pac-Man a rather floaty character, albeit not to the degree of {{SSBU|Rosalina & Luma}}. Pac-Man is also able to [[crawl]] and [[wall jump]], although the former is largely impractical because of his crouch's tall height.


Pac-Man, like {{SSBU|Diddy Kong}}, is reliant on his item-producing [[special move]]s to control the flow of a battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation. The fruits and objects generated by Bonus Fruit each have different attributes; in addition to functioning as useful [[spacing]], [[combo]], and [[edge-guarding]] options, some of them (such as the apple, melon and key) notably boast respectable KO potential as a way to overcome the sluggishness and short ranges of Pac-Man's smash attacks. As a result, Bonus Fruit allows Pac-Man to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.
Pac-Man, like {{SSBU|Diddy Kong}}, is reliant on his item-producing [[special move]]s to control the flow of a battle and win in the [[neutral game]]. Two special moves, [[Bonus Fruit]] and [[Fire Hydrant]], grant him numerous mix-ups for almost any situation. The fruits and objects generated by Bonus Fruit each have different attributes; in addition to functioning as useful [[spacing]], [[combo]], and [[edge-guarding]] options, some of them (primarily the apple, melon and key) notably boast respectable KO potential as a way to circumvent the sluggishness and short ranges of Pac-Man's smash attacks. As a result, Bonus Fruit allows Pac-Man to confuse and force movements from his opponents to put them in disadvantageous positions, especially off-stage.


When used in the air, [[Fire Hydrant]] functions similarly to [[Stone]], which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its bursts of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to create space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks.
When used in the air, [[Fire Hydrant]] functions similarly to [[Stone]], which makes it useful for covering landings or breaking combos. It is also Pac-Man's most powerful projectile when launched, which makes it a viable KO option from a distance. In addition to its offensive potential, Fire Hydrant has defensive potential, thanks to its bursts of water possessing a [[Windbox#Pushing attacks|push]] effect. As a result, the water can be used to create space, [[gimp]] poor recoveries, and even force opponents into Pac-Man's attacks.
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Possibly due to his low tier status in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on ''SSB4''{{'}}s tier list), Pac-Man was buffed significantly overall in his transition to ''Super Smash Bros. Ultimate''. One of Pac-Man's biggest buffs involves his [[grab]], which was widely regarded as the worst grab in ''SSB4'' due to its lag and hitbox issues. It is now significantly faster overall, acts as a single, 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. When coupled with his [[up throw]]'s newfound combo potential and his [[back throw]] remaining a reasonably strong KO option, Pac-Man now possesses a decent grab game.
Possibly due to his low tier status in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on ''SSB4''{{'}}s tier list), Pac-Man was buffed significantly overall in his transition to ''Super Smash Bros. Ultimate''. One of Pac-Man's biggest buffs involves his [[grab]], which was widely regarded as the worst grab in ''SSB4'' due to its lag and hitbox issues. It is now significantly faster overall, acts as a single, 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. When coupled with his [[up throw]]'s newfound combo potential and his [[back throw]] remaining a reasonably strong KO option, Pac-Man now possesses a decent grab game.


Additionally, [[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, giving him more options in the process. If Pac-Man picks up one of Bonus Fruit's items he previously dropped, he can begin the cycle at the one he is currently holding. This technique, dubbed [[Fruit Recycle|Fruit Recycling]], allows Pac-Man to constantly pressure with his Bonus Fruit's items by allowing him to switch items and set up new combos after catching an item. Bonus Fruit's Bell, in particular, can now [[paralyze]] opponents if it is Z-dropped, granting him a new item set-up.
Additionally, [[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, giving him more options in the process. If Pac-Man picks up one of Bonus Fruit's items he previously dropped, he can begin the cycle at the one he is currently holding. This technique, dubbed the [[Fruit Recycle]], allows Pac-Man to constantly pressure with his Bonus Fruit's items by allowing him to switch items and set up new combos after catching an item. Bonus Fruit's bell, in particular, can now [[paralyze]] opponents if it is Z-dropped, granting him a new item set-up.


Other improvements come in the form of changes to his mobility; his overall speed is faster compared to his mediocre speed in ''SSB4''. 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. Pac-Man has also received an abundance of buffs to his standard moveset: his up and down [[tilt attack]]s have less lag, and some of his best aerial combo starters (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.
Other improvements come in the form of changes to his mobility; his overall speed is faster compared to his mediocre speed in ''SSB4''. 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. Pac-Man has also received an abundance of buffs to his standard moveset: his up and down [[tilt attack]]s have less lag, and some of his best aerial combo starters (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.
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Update 3.0.0's near-universal nerf to projectiles' shield damage outputs noticeably affected Bonus Fruit and [[Fire Hydrant]]. Update 3.1.0 improved up smash's first hit ability to link into its second hit by adjusting its launching angle. Update 4.0.0 fixed a notorious flaw with Pac-Man being forced to drop charging Bonus Fruit while being reversed; this no longer makes Pac-Man vulnerable after being reversed and now possibly lets him punish the opponent. Update 7.0.0 enlarged Pac-Man's shield as part of a near-universal buff, while update 8.0.0 nerfed his rolls slightly by standardizing their lag with the rest of the cast's rolls.
Update 3.0.0's near-universal nerf to projectiles' shield damage outputs noticeably affected Bonus Fruit and [[Fire Hydrant]]. Update 3.1.0 improved up smash's first hit ability to link into its second hit by adjusting its launching angle. Update 4.0.0 fixed a notorious flaw with Pac-Man being forced to drop charging Bonus Fruit while being reversed; this no longer makes Pac-Man vulnerable after being reversed and now possibly lets him punish the opponent. Update 7.0.0 enlarged Pac-Man's shield as part of a near-universal buff, while update 8.0.0 nerfed his rolls slightly by standardizing their lag with the rest of the cast's rolls.


Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his competitive standing has not changed much, his gameplan has changed from that of a zoner to more of a bait-and-punish style because of the universal item and projectile nerfs and his combo-oriented buffs.
Overall, Pac-Man fares mildly better than he did at the launch of ''Ultimate''. Although his optimal game plan has changed from that of a zoner to more of a bait-and-punish style because of the universal item and projectile nerfs and his combo-oriented buffs, Pac-Man's competitive standing has not changed much and he remains among the most significantly buffed veterans in the game (similarly to {{SSBU|Palutena}}, {{SSBU|Roy}} and {{SSBU|Pichu}}).


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
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=={{SSBU|Classic Mode}}: Ageless Classic==
=={{SSBU|Classic Mode}}: Ageless Classic==
[[File:SSBU Congratulations Pac-Man.png|thumb|Pac-Man's congratulations screen.]]
[[File:SSBU Congratulations Pac-Man.png|thumb|Pac-Man's congratulations screen.]]
Pac-Man's opponents are fighters who debuted on the [[Nintendo Entertainment System]] or appeared in an NES game at least once. These fighters are listed in accordance with the dates of their debuts, similarly to [[All-Star Mode]] in ''[[Super Smash Bros. 4]]''. The exceptions to this are {{SSBU|Donkey Kong}} and {{SSBU|Young Link}}: the former uses his red [[alternate costume]] to reference {{s|mariowiki|Cranky Kong}}'s color scheme during his time as the first Donkey Kong, whereas the latter is a substitute for the [[zeldawiki:Link#The Legend of Zelda|Link from the original ''The Legend of Zelda'']] due to being the closest to his age compared to {{SSBU|Link}} and {{SSBU|Toon Link}}. The boss of this route, [[Dracula]], also fits this theme, as he also debuted on the NES.
Pac-Man's opponents are fighters who debuted on the [[Nintendo Entertainment System]] (NES) or appeared in an NES game at least once. These fighters are listed in accordance with the dates of their debuts, similarly to [[All-Star Mode]] in ''[[Super Smash Bros. 4]]''. The exceptions to this are {{SSBU|Donkey Kong}} and {{SSBU|Young Link}}: the former uses his red [[alternate costume]] to reference {{s|mariowiki|Cranky Kong}}'s color scheme during his time as the first Donkey Kong, whereas the latter is a substitute for the [[zeldawiki:Link#The Legend of Zelda|Link from the original ''The Legend of Zelda'']] due to being the closest to his age compared to {{SSBU|Link}} and {{SSBU|Toon Link}}. The boss of this route, [[Dracula]], also fits this theme due to his game of origin debuting on the NES.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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*Pac-Man's stock icon, alongside that of the 3 different {{SSBU|Mii Fighter}} types, is among the few ones that do not depict the fighter's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the original ''Pac-Man''.
*Pac-Man's stock icon, alongside that of the 3 different {{SSBU|Mii Fighter}} types, is among the few ones that do not depict the fighter's head. Instead, it takes on the look of Pac-Man's original arcade sprite, which also served as a life counter in the original ''Pac-Man''.
**Instead of having recolored sections of his stock icon for his [[alternate costume]]s, Pac-Man's alternate costumes are indicated by a colored tubular line underneath his stock icon. The line appears similar to the wall sections from the original ''Pac-Man''.
**Instead of having recolored sections of his stock icon for his [[alternate costume]]s, Pac-Man's alternate costumes are indicated by a colored tubular line underneath his stock icon. The line appears similar to the wall sections from the original ''Pac-Man''.
*Pac-Man is unlockable in {{SSBU|Kirby}}'s Classic Mode column, likely referencing how they are spherical, easygoing protagonists who are notable primarily for eating enemies.
*Pac-Man is unlockable in {{SSBU|Kirby}}'s Classic Mode column, likely in reference to how they are spherical, easygoing protagonists who are notable primarily for eating enemies.
**Alongside {{SSBU|Jigglypuff}} and {{SSBU|Squirtle}}, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky, Squirtle represents Inky, and Pac-Man himself represents Clyde.
**Alongside {{SSBU|Jigglypuff}} and {{SSBU|Squirtle}}, both fighters appear in the "Ghosts" spirit Battle; Kirby represents Blinky, Jigglypuff represents Pinky, Squirtle represents Inky, and Pac-Man himself represents Clyde.
**In addition, {{SSBU|Mr. Game & Watch}} is another fighter to appear in one of the spirit battles where it involves ghosts from the {{uv|Pac-Man}} series. In this case, Mr. Game & Watch (using his blue alternate costume) represents [[TURN-TO-BLUE]].
**In addition, {{SSBU|Mr. Game & Watch}} is another fighter to appear in one of the spirit battles where it involves ghosts from the {{uv|Pac-Man}} series. In this case, Mr. Game & Watch (using his blue alternate costume) represents [[TURN-TO-BLUE]].
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*Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
*Pac-Man is the only fighter whose Classic Mode route features a Round that does not play any music.
*If Pac-Man uses his Final Smash during a match and wins the match, and if his "up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
*If Pac-Man uses his Final Smash during a match and wins the match, and if his "up" victory pose plays, the large Pac-Man sprite will not appear, causing Pac-Man's model to appear out of thin air.
*Oddly enough, the initial animation of his [[Super Pac-Man]] Final Smash in ''Ultimate'' doesn't have Pac-Man holding any Power Pellet or Super Pellet anymore, as opposed to how it was in ''Smash 4'', although he still has the animation of him eating them from the latter, appearing as he's only eating air in ''Ultimate'' before transforming into Super Pac-Man.
*Oddly enough, the initial animation of his [[Super Pac-Man]] Final Smash in ''Ultimate'' doesn't have Pac-Man holding any Power Pellet or Super Pellet anymore, as opposed to how it was in ''SSB4'', although he still has the animation of him eating them from the latter, appearing as he's only eating air in ''Ultimate'' before transforming into Super Pac-Man.
*The damage output of Pac-Man's forward aerial (7.65%) is a subtle Easter egg. The number 765 can be pronounced in Japanese as "na-mu-ko"; this particular number, known as a ''{{s|wikipedia|goroawase}}'' number, commonly appears in Namco games and is even referenced through Pac-Man's Final Smash.
*The damage output of Pac-Man's forward aerial (7.65%) is a subtle Easter egg. The number 765 can be pronounced in Japanese as "na-mu-ko"; this particular number, known as a ''{{s|wikipedia|goroawase}}'' number, commonly appears in Namco games and is even referenced through Pac-Man's Final Smash.
*Pac-Man, {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and Mr. Game & Watch are the only fighters who do not emit red-flashing eyes in the spirit battle previews in World of Light.
*Pac-Man, {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and Mr. Game & Watch are the only fighters who do not emit red-flashing eyes in the spirit battle previews in World of Light.
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