Template:SSB4 to SSBU changelist/Pac-Man: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Pac-Man's model features a more subdued color scheme; the yellow of his body is now much lighter compared to the saturated shade used in ''SSB4'', being more consistent with his appearances outside of ''Smash''. His boots now have well-defined soles on the bottom.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Pac-Man's model features a more subdued color scheme; the yellow of his body is now much lighter compared to the saturated shade used in ''SSB4'', being more consistent with his appearances outside of ''Smash''. His boots now have well-defined soles on the bottom.}}
*{{change|Like most of the cast, Pac-Man is more expressive, now not being limited to simply smiling and surprised expressions. He now shows an angry look during his forward smash, down smash, back aerial, and the end of his dash attack. He will also look disappointed if his grab misses, and will appear panicked while drowning. His mouth also briefly opens when he stands up from a [[crouch]].}}
*{{change|Like most of the cast, Pac-Man is more expressive, no longer being limited to simply smiling and surprised expressions. He now shows an angry expression during his forward smash, down smash, back aerial, and the end of his dash attack. He will also look disappointed if his grab misses, and will appear panicked while drowning, and becomes stunned when drowning instead of maintaining his grin. His mouth also briefly opens when he stands up from a [[crouch]].}}
*{{change|Pac-Man's [[on-screen appearance]] has been slightly altered, now doing a slow chomp in his 8-bit form, before jumping into his modern form. In ''Smash 4'', the chomp is quicker and stops once Pac-Man opens his mouth once.}}
*{{change|Pac-Man's [[on-screen appearance]] has been slightly altered, now doing a slow chomp in his 8-bit form, before jumping into his modern form. In ''Smash 4'', the chomp is quicker and stops once Pac-Man opens his mouth once.}}
*{{change|Pac-Man's taunts have been altered:}}
*{{change|Pac-Man's taunts have been altered:}}
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*{{buff|Pac-Man [[walk|walks]] faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[walk|walks]] faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man's initial dash is much faster (1.6 → 1.87).}}
**{{buff|Pac-Man's [[initial dash]] is significantly faster (1.6 → 1.87).}}
*{{buff|Pac-Man's [[air speed]] is slightly higher (1.04 → 1.092).}}
*{{buff|Pac-Man's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Pac-Man has significantly more traction (0.045 → 0.116).}}
*{{buff|Pac-Man has significantly more [[traction]] (0.045 → 0.116), going from below-average in ''Smash 4'' to above-average in ''Ultimate''.}}
*{{buff|Spot dodge has slightly less ending lag (FAF 26 → 25).}}
*{{buff|[[Spot dodge]] has slightly less ending lag (FAF 26 → 25).}}
*{{nerf|Forward roll has a slightly shorter duration (frames 4-16 → 4-15).}}
*{{nerf|Forward [[roll]] grants one frame less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has slightly more startup lag (frame 4 → 5), a slightly shorter duration (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).}}
*{{nerf|Back roll has slightly more startup lag (frame 4 → 5), grants slightly less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).}}
*{{buff|Neutral air dodge has a slightly longer duration (frames 3-27 → 3-29).}}
*{{buff|Neutral [[air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{buff|Neutral air dodge has less significantly less landing lag (22 frames → 10).}}
*{{buff|Neutral air dodge has less significantly less landing lag (22 frames → 10).}}
*{{nerf|Neutral air dodge has significantly more ending lag (FAF 33 → 56).}}
*{{nerf|Neutral air dodge has significantly more ending lag (FAF 33 → 56).}}
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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack's first hit is now a hook rather than a jab.}}
**{{change|Neutral attack's first hit now depicts Pac-Man performing a hook rather than a jab.}}
**{{buff|Neutral attack transitions faster.}}
**{{buff|Neutral attack transitions faster (frame 9 → 7).}}
**{{buff|Neutral attack's first and second hits no longer use set knockback, instead having minimal knockback scaling (22/16 set/ 100 scaling → 25/15 base/ 25/20 scaling (hit 1), 26/15 set / 100 scaling → 30/35 base / 30/35 scaling (hit 2)), and all but one of its hitboxes launch at a more consistent angle (80°/361° → 361°/361°/180°/361° (hit 1), 80°/361° → 361°/361°/361° (hit 2)), allowing both hits to connect into each other more reliably and jab lock.}}
**{{buff|Neutral attack's first and second hits no longer use set knockback, instead possessing minimal knockback scaling (22/16 set/100 scaling → 25/15 base/25/20 (scaling) (hit 1), 26/15 (set)/100 (scaling) → 30/35 (base)/30/35 (scaling) (hit 2)), and all excluding one of its hitboxes launch at a more consistent angle (80°/361° → 361°/361°/180°/361° (hit 1), 80°/361° → 361°/361°/361° (hit 2)), allowing both hits to connect into each other more reliably and jab lock.}}
**{{nerf|Neutral attack's first hit deals slightly less damage (3% → 2%).}}
**{{nerf|Neutral attack's first hit deals slightly less damage (3% → 2%).}}
**{{nerf|Neutral attack's first and second hits have increased hitlag multipliers (1× → 1.6× (hit 1), 1× → 1.2× (hit 2)), giving the opponent more time to SDI each hit.}}
**{{nerf|Neutral attack's first and second hits have increased hitlag multipliers (1× → 1.6× (hit 1), 1× → 1.2× (hit 2)), giving the opponent more time to SDI each hit.}}
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**{{nerf|The last hit deals less damage (5% → 4%) with knockback scaling partially compensated (60 → 65).}}
**{{nerf|The last hit deals less damage (5% → 4%) with knockback scaling partially compensated (60 → 65).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has altered hitboxes (4u/4u/3u → 4.8u/3.6u/3u) with the outermost hitbox larger and positioned further out (X offset: 6 → 7), improving its range overall despite the middle hitbox being smaller.}}
**{{buff|Forward tilt has altered hitboxes (4u/4u/3u → 4.8u/3.6u/3u) with the outermost hitbox being larger and positioned further out (X offset: 6 → 7), improving its range overall despite the middle hitbox being smaller.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change| Pac-Man has a new up tilt: a quick upwards punch.}}
**{{change|Pac-Man has a new up tilt: a quick uppercut.}}
**{{buff|Up tilt has more vertical range.}}
**{{buff|Up tilt has more vertical range.}}
**{{buff|Up tilt has much less ending lag (FAF 34 → 25), improving its combo potential.}}
**{{buff|Up tilt has much less ending lag (FAF 34 → 25), improving its combo potential.}}
**{{nerf|Up tilt deals slightly less damage (7% → 6.5%) and much less knockback (50 base/100 scaling → 43/68), noticeably hindering its KO potential.}}
**{{nerf|Up tilt deals slightly less damage (7% → 6.5%) and much less knockback (50 base/100 scaling → 43/68), drastically hindering its KO potential.}}
***{{buff|However, its reduced knockback further improves its combo potential.}}
***{{buff|However, its reduced knockback further improves its combo potential.}}
**{{nerf|Pac-Man's fist has one less frame of [[intangibility]] (frame 6-10 → 7-10).}}
**{{nerf|Pac-Man's fist has one less frame of [[intangibility]] (frame 6-10 → 7-10).}}
**{{nerf|Up tilt's hitbox is located on Pac-Man's fist. As a result, it is generally smaller overall (6.5u → 5.5u/3.2u), and has much less horizontal reach, missing most characters on the ground even if they stand directly next to him. Due to the same factors, Pac-Man's new up tilt can no longer be used to knock [[Fire Hydrant]] backwards.}}
**{{nerf|Up tilt's hitbox is located on Pac-Man's fist. As a result, it is generally smaller overall (6.5u → 5.5u/3.2u), and has much less horizontal reach, missing most characters on the ground even if standing directly next to him. Due to the same factors, Pac-Man's new up tilt can no longer be used to knock [[Fire Hydrant]] backwards.}}
**{{change|Up tilt launches at a slightly higher angle (96° → 93°).}}
**{{change|Up tilt launches at a slightly higher angle (96° → 93°).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 29 → 27).}}
**{{buff|Down tilt has less ending lag (FAF 29 → 27).}}
**{{change|Pac-Man returns to his original position after attacking, rather than moving forward, improving its safety, but making it worse for tech-chasing.}}
**{{change|Pac-Man returns to his original position after attacking, rather than moving forward, improving its safety, but worsening its utility for tech-chasing.}}
**{{change|Down tilt has more base knockback and less knockback scaling (50 base/80 scaling → 65/50), making it safer on hit at lower percents, but hindering its KO potential.}}
**{{change|Down tilt has more base knockback and less knockback scaling (50 base/80 scaling → 65/50), making it safer on hit at lower percents, but hindering its KO potential.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag (frame 18 → 16) with its duration increased (18-28 → 16-29, 11 frames → 14).}}
**{{buff|Forward smash has less startup lag (frame 18 → 16) with its duration increased (frames 18-28 → 16-29/11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Forward smash's ghost has a bigger hitbox (4.8u → 5.4u (early), 4u → 4.3u (late)) and extends vertically (Y offset: 5 → 5.4-4.2), improving its range.}}
**{{buff|Forward smash's ghost has a bigger hitbox (4.8u → 5.4u (early), 4u → 4.3u (late)) and extends vertically (Y offset: 5 → 5.4-4.2), improving its range.}}
**{{buff|Forward smash's early hits deal noticeably more base knockback, greatly improving its KO potential despite the lower knockback scaling (25 base/99 scaling → 40/97).}}
**{{buff|Forward smash's early hits deal drastically more base knockback, greatly improving its KO potential despite having less knockback scaling (25 base/99 scaling → 40/97).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Both hits of up smash have less startup lag (frame 13/16 → 11/15) with its duration increased on the second hit (16-26 → 15-28, 11 frames → 14).}}
**{{buff|Both hits of up smash have less startup lag (frame 13/16 → 11/15) with its duration increased on the second hit (16-26 → 15-28/11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Up smash's ghost has a larger hitbox (6u → 6.2u (clean), 4u → 4.5u (late)).}}
**{{buff|Up smash's ghost has a larger hitbox (6u → 6.2u (clean), 4u → 4.5u (late)).}}
**{{change|Up smash's first hit now uses set knockback (95 base/20 scaling → 125 set/100 scaling) and launches at a lower angle (115° → 135°). This improves its linking ability into the second hit and now allows it to be used to knock a Fire Hydrant backwards, but significantly worsens its reliability as a follow-up option off of Bonus Fruit's Bell projectile.}}
**{{change|Up smash's first hit now uses set knockback (95 base/20 scaling → 125 set/100 scaling) and launches at a lower angle (115° → 135°). This improves its linking ability into the second hit and now allows it to be used to knock a Fire Hydrant backwards, but significantly worsens its reliability as a follow-up option off of Bonus Fruit's Bell.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less startup lag (frame 18 → 15) with its duration increased (18-28 → 15-28, 11 frames → 14).}}
**{{buff|Down smash has less startup lag (frame 18 → 15) with its duration increased (18-28 → 15-28/11 frames → 14).}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
***{{nerf|Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.}}
**{{buff|Down smash's ghosts have larger hitboxes (6u → 6.2u (clean), 4u → 4.5u (late)) and extend vertically (Y offset: 6 → 5.3-5.8), improving its range.}}
**{{buff|Down smash's ghosts have larger hitboxes (6u → 6.2u (clean), 4u → 4.5u (late)) and extend vertically (Y offset: 6 → 5.3-5.8), improving its range.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 22 → 13, Up: 16 → 10, Down: 20 → 12).}}
*{{buff|All aerials have less landing lag (12 frames (neutral) → 7, 16 (forward/up) → 10, 22 (back) → 13, 20 (down) → 12).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.}}
**{{buff|Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.}}
**{{buff|Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).}}
**{{buff|Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).}}
**{{change|Neutral aerial's angle on all hits was changed (361° → 50°). This increases its combo potential, but removes its ability to [[lock]].}}
**{{change|Neutral aerial's angle on all hits were altered (361° → 50°). This increases its combo potential, but removes its ability to [[lock]].}}
**{{buff|Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).}}
**{{buff|Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).}}
**{{nerf|Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.}}
**{{nerf|Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until around 180%.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (5.3% → 7.65%).}}
**{{buff|Forward aerial deals more damage (5.3% → 7.65%).}}
**{{buff|Forward aerial has more base knockback, but less knockback scaling (7 base/90 scaling → 70/29), increasing the percent range in which the move can combo.}}
**{{buff|Forward aerial has much more base knockback, but much less knockback scaling (7 base/90 scaling → 70/29), increasing the percentage-range in which the move can combo.}}
**{{nerf|Due to the changes to its knockback, forward aerial can no longer lock opponents.}}
***{{nerf|Due to the changes to its knockback, forward aerial can no longer lock opponents.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|The changes to the Sakurai Angle has back aerial launch opponents at a lower angle (40°/45° → 38°), improving its KO potential.}}
**{{buff|The changes to the [[sakurai angle]] causes back aerial to launch opponents at a lower angle (40°/45° → 38°), improving its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial has an altered ending animation.}}
**{{change|Up aerial has an altered ending animation.}}
**{{nerf|Up aerial now pushes Pac-Man back down to where he would have been as the move ends. In order to use the floating effect to boost his recovery, one must repeatedly interrupt the ending animation of the move with another up aerial.}}
**{{nerf|Up aerial now pushes Pac-Man back down to where he would have been as the move ends. In order to initiate the floating effect to boost his recovery, the player must repeatedly interrupt the ending animation of the move with another up aerial.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's hits transition faster, with 1 frame less lag between each one.}}
**{{buff|Down aerial's hits transition faster, with 1 frame less lag between each one.}}
**{{buff|Down aerial's multi-hits are larger (5.5u → 6.2u) and have gained an additional hitbox against aerial opponents, improving its range overall.}}
**{{buff|Down aerial's multi-hits are larger (5.5u → 6.2u) and have gained an additional hitbox against aerial opponents, improving its range overall.}}
**{{buff|Down aerial has much  less ending lag (FAF 60 → 50).}}
**{{buff|Down aerial has much  less ending lag (FAF 60 → 50).}}
**{{buff|Down aerial deals more damage (1.5% → 2% (hits 1-3), 6% → 7% (hit 4), 10.5% → 13% (maximum)) with knockback compensated on the final hit (90 scaling → 80).}}
**{{buff|Down aerial deals more damage (1.5% → 2% (hits 1-3), 6% → 7% (hit 4), 10.5% → 13% (maximum)) with compensation on the final hit's knockback scaling (90 → 80).}}
**{{buff|Down aerial's multi-hits deal more set knockback (10 → 35 (grounded), 10 → 22 (aerial)), and launch aerial opponents at an altered angle (100° → 130°), improving its linking ability overall.}}
**{{buff|Down aerial's looping hits deal more set knockback (10 → 35 (grounded), 10 → 22 (aerial)), and launch aerial opponents at an altered angle (100° → 130°), improving its linking ability overall.}}
**{{buff|Down aerial's final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.}}
**{{buff|Down aerial's final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.}}
**{{buff|Down aerial's final hit always sends in the direction Pac-Man is facing, improving its combo potential.}}
**{{buff|Down aerial's final hit typically launches in the direction Pac-Man is facing, improving its combo potential.}}


===Throws and other attacks===
===Throws and other attacks===
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**{{nerf|Dash grab and pivot grab have more startup lag, no longer the same as his standing grab (frame 12 → 14 (dash), 12 → 15 (pivot)).}}
**{{nerf|Dash grab and pivot grab have more startup lag, no longer the same as his standing grab (frame 12 → 14 (dash), 12 → 15 (pivot)).}}
**{{buff|All grabs have significantly less ending lag (FAF 76 → 59 (standing), 76 → 67 (dash), 76 → 62 (pivot)).}}
**{{buff|All grabs have significantly less ending lag (FAF 76 → 59 (standing), 76 → 67 (dash), 76 → 62 (pivot)).}}
**{{buff|Grab has two long-lasting hitboxes instead of multiple short hitboxes (frames 12-14, 22-24 & 32-39 → 12-33 (standing)/14-35 (dash)/15-36 (pivot)).}}
**{{buff|Grab has two long-lasting hitboxes instead of multiple short hitboxes (frames 12-14, 22-24, 32-39 → 12-33 (standing)/14-35 (dash)/15-36 (pivot)).}}
**{{buff|One of grab's hitboxes extends alongside the tractor beam's animation, removing its notorious blindspots.}}
**{{buff|One of grab's hitboxes extends alongside the tractor beam's animation, removing its notorious blindspots.}}
**{{change|Grab's tractor beam has a smoother extending and receding animation.}}
**{{change|Grab's tractor beam has a smoother extending and receding animation.}}
**{{change|If the grab misses, Pac-Man will look disappointed.}}
**{{change|If the grab misses, Pac-Man will receive a disappointed expression on his face.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has much less startup (frame 16 → 1) and ending lag (FAF 25 → 7), shortening its duration.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has much less startup (frame 16 → 1) and ending lag (FAF 25 → 7), shortening its duration.}}
**{{nerf|Pummel deals much less damage (3.25% → 1.3%).}}
**{{nerf|Pummel deals much less damage (3.25% → 1.3%).}}
*{{change|Forward, back and up throws are no longer weight dependent.}}
*{{change|All throws excluding down throw are now [[weight-independent]].}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw deals more damage (6% → 8%) and has more base knockback (48 → 55), improving its edgeguarding potential.}}
**{{buff|Forward throw deals more damage (6% → 8%) and has more base knockback (48 → 55), improving its edgeguarding potential.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw has a visible wind effect while Pac-Man spins.}}
**{{change|Back throw has a visible wind-effect while Pac-Man spins.}}
**{{buff|Back throw releases the opponent earlier (frame 28 → 25) and has significantly less ending lag (FAF 72 → 60).}}
**{{buff|Back throw releases the opponent earlier (frame 28 → 25) and has significantly less ending lag (FAF 72 → 60).}}
*[[Up throw]]:
*[[Up throw]]:
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*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw's animation has been sped up significantly.}}
**{{change|Down throw's animation has been sped up significantly.}}
**{{nerf|Down throw releases the opponent earlier (frame 39 → 34) with its duration unchanged, increasing its ending lag.}}
**{{nerf|Down throw releases the opponent earlier (frame 39 → 34) with its duration remaining intact, increasing its ending lag.}}


===Special moves===
===Special moves===
*[[Bonus Fruit]]:
*[[Bonus Fruit]]:
**{{buff|All Bonus Fruit except the second and third fruits cycle significantly faster (Apple: frame 54 → 52, Melon: 78 → 72, Galaxian: 102 → 92, Bell: 126 → 112, Key: 150 → 132).}}
**{{buff|All Bonus Fruit excluding the second and third fruits cycle significantly faster (frame 54 → 52 (apple), 78 → 72 (melon), 102 → 92 (galaxian), 126 → 112 (bell), 150 → 132 (key)).}}
**{{buff|Bonus Fruit can be jumped or [[air dodge]]d out of while charging.}}
**{{buff|Bonus Fruit can be jumped or [[air dodge]]d out of while charging.}}
**'''Cherry'''
**'''Cherry'''
***{{buff|Cherry deals slightly more damage (4% → 4.3%).}}
***{{buff|Cherry deals slightly more damage (4% → 4.3%).}}
***{{change|They deal slightly less knockback overall (40 (base)/80 (scaling) → 41/71)}}
***{{change|Cherries deal slightly less knockback overall (40 (base)/80 (scaling) → 41/71)}}
***{{nerf|Their lifespan can no longer be extended by keeping them in the air for longer, and they will despawn after a set amount of time.}}
***{{nerf|Cherries' lifespan can no longer be extended by keeping them in the air for longer, and they will despawn after a set amount of time.}}
***{{nerf|Cherries deal less shield damage (0 → -2.1).}}
***{{nerf|Cherries deal less shield damage (0 → -2.1).}}
**'''Strawberry'''
**'''Strawberry'''
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**'''Orange'''
**'''Orange'''
***{{nerf|Oranges deal slightly less damage (8% → 7.5%)}}
***{{nerf|Oranges deal slightly less damage (8% → 7.5%)}}
***{{nerf|They have altered knockback values (50 (base)/76 (scaling) → 51/68) which combined with the lower damage output drastically weakens their KO potential.}}
***{{nerf|They have altered knockback values (50 (base)/76 (scaling) → 51/68), which, combined with the lower damage output, drastically weakens their KO potential.}}
***{{nerf|Oranges deal less shield damage (0 → -3.2).}}
***{{nerf|Oranges deal less shield damage (0 → -3.2).}}
**'''Apple'''
**'''Apple'''
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**{{change|Pac-Jump's trampoline has a hurtbox.}}
**{{change|Pac-Jump's trampoline has a hurtbox.}}
***{{buff|This means Pac-Jump's trampoline can be used to block projectiles.}}
***{{buff|This means Pac-Jump's trampoline can be used to block projectiles.}}
***{{change|The trampoline can be attacked by other players, but not by Pac-Man. Based on the power of the attack, the trampoline's uses will be reduced, from as little to one use or all uses.}}
***{{change|The trampoline can be attacked by other players, but not by Pac-Man. Based on the power of the attack, the trampoline's availability will be reduced, from as little to one use or all uses.}}
**{{buff|Pac-Jump has a longer duration (frames 4-17 → 4-21).}}
**{{buff|Pac-Jump has a longer duration (frames 4-17 → 4-21).}}
**{{nerf|Pac-Jump's trampoline comes out on frame 10 rather than frame 1, so the move is no longer [[unblockable]].}}
**{{nerf|Pac-Jump's trampoline comes out on frame 10 rather than frame 1, so the move is no longer [[unblockable]].}}
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**{{buff|Fire Hydrant's hitbox extends further downwards when falling (Y offset: 6 → 6-2).}}
**{{buff|Fire Hydrant's hitbox extends further downwards when falling (Y offset: 6 → 6-2).}}
*[[Super Pac-Man]]:
*[[Super Pac-Man]]:
**{{change|Super Pac-Man has been changed. Pac-Man still transforms into a two-dimensional sprite to launch enemies, but automatically moves forward and loops around the screen, slowly building up speed. His trajectory can be adjusted by aiming him up or down. He will also eat items he runs into during the move. Aesthetically, the move resembles ''{{s|wikipedia|Pac-Man Championship Edition 2}}'', featuring pulsating lights in the background and a rising pitch as the move progresses.}}
**{{change|Super Pac-Man has been changed. Pac-Man still transforms into a two-dimensional sprite to launch opponents, but automatically moves forward and loops around the screen, slowly building up speed. His trajectory can be adjusted by aiming him up or down. He will also eat items he runs into during the move. Aesthetically, the move resembles ''{{s|wikipedia|Pac-Man Championship Edition 2}}'', featuring pulsating lights in the background and a rising pitch as the move progresses.}}
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