Pac-Man (SSBU): Difference between revisions

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→‎Changes from Super Smash Bros. 4: In the mass edit reversion process, the updated overview on Pac-Man I wrote on this section got deleted. I hope everyone is okay if I revert this sole part.
(To whoever keeps writing these conclusions, they don't explain anything... it's the most generic summary one can give (he has strengths but his weaknesses can be taken advantage of if... you know them...?). I'm too tired to write a new one but maybe I'll do one sometime.)
(→‎Changes from Super Smash Bros. 4: In the mass edit reversion process, the updated overview on Pac-Man I wrote on this section got deleted. I hope everyone is okay if I revert this sole part.)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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 dramatically buffed in his transition to ''Super Smash Bros. Ultimate''.
Pac-Man was considered to be a low-tier character in ''Super Smash Bros. 4'' (where he is ranked 45th out of 54 on the final tier list), owing to a somewhat underwhelming normal moveset, over-reliance on his special moves, constant micromanagement of his resources, the potential of all his special moves being used against him, poor KO potential and an extremely infamous [[grab]] that was burdened with huge lag and a tendency to miss due to its misleading and intermittent grabboxes. Potentially owing to his poorly regarded status, Pac-Man was dramatically buffed overall in his transition to ''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.
One of Pac-Man's biggest buffs involves his previously infamous grab: it is now drastically quicker overall, functions as a single and continuous hitbox instead of separate and short-lasting ones, and is more in-line with the cast due to the universal increase to ending lag within grabs. When combined with his [[up throw]]'s newfound combo potential and his [[back throw]] remaining a reasonably strong KO option, Pac-Man now possesses a much more useful 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 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.
[[Bonus Fruit]] now cycles significantly faster and allows Pac-Man to [[charge cancel]] by jumping, granting 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.
Aside from his grab and Bonus Fruit, many of Pac-Man's moves have seen miscellaneous improvements. [[Down tilt]] is less punishable due to the changes of the move's momentum and reduced ending lag, [[dash attack]] has an additional hit while possessing even less ending lag (relative to its final hit), [[down aerial]]'s initial hits link together much better and inflict more damage, his new [[up tilt]] possesses greater frame data and increased vertical range to improve its utility as an anti-air, 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. His [[recovery]] reaches further, as [[Power Pellet]] is faster and less punishable, grants even more distance, suffers much less lag on a wall-collision, and no longer causes [[tumbling]] when he runs into the ground, instead allowing him to move along the floor.


Some of Pac-Man's attacks have new benefits: [[down tilt]] is less punishable due to its momentum changes and lower ending lag, [[dash attack]] gains an additional hit while having even less ending lag (relative to its final hit), [[down aerial]]'s hits link together much better and inflict more damage, and his new [[up tilt]] being faster overall and having higher vertical range. Finally, Pac-Man's mediocre KO potential has been improved: his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key.
Pac-Man's mediocre KO potential, one of his biggest weaknesses from ''SSB4'', has also been improved considerably, as his [[smash attack]]s have less start-up, Power Pellet's fully charged sweetspot and forward smash are much stronger, back aerial launches at a lower angle, down aerial's final hit is much stronger and launches at a much lower angle, and Bonus Fruit's aforementioned buffs allow Pac-Man earlier access to its key, which has strong KO potential on its own. All of these changes alleviate one of Pac-Man's biggest weaknesses from ''SSB4''. Finally, the universal alterations made to the mechanics in ''Ultimate'' have been beneficial to Pac-Man overall. The universally faster mobility improves his previously mediocre mobility, thus benefitting his approach. The universal reduction to [[landing lag]] further improves his respectable combo ability by allowing him access to his quick aerials, while [[dash-canceling]]'s expanded prevalence improves the utility of his tilts, thus granting him newfound approaching options by performing one of his tilt attacks out of a run.


However, Pac-Man received some noticeable nerfs that affect his combo game. The mechanics of his Bonus Fruit's items have been changed in many ways, severely limiting the variety of item techniques he can perform: the time window for catching the items is now very narrow, as most of the items disappear almost immediately after hitting an opponent, while the cherry and strawberry now have a set distance and no longer linger on the ground.
However, Pac-Man received some noticeable nerfs, especially to his combo game. The mechanics of his Bonus Fruit's items have been altered drastically, heavily limiting the variety of item-based techniques he can perform: the time-window for catching the items is now very narrow, as most of the items disappear almost immediately after hitting an opponent, while the cherry and strawberry now have a set distance and no longer linger on the ground. Bonus Fruit's items also cannot be picked up again after being Z-dropped; when combined with the changes to [[footstool]]s and [[lock]]s, Pac-Man can no longer perform his notorious [[zero-to-death]] footstool combos. While all these changes prevent the opponent from capitalizing on his own fruits, it also homogenizes his item play. [[Fire Hydrant]]'s physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and set-ups when it is launched. In addition, several moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.


Bonus Fruit's items also cannot be picked up again after being Z-dropped; when coupled with the changes to [[footstool]]s and [[lock]]s, Pac-Man can no longer perform his notorious [[zero-to-death]] footstool combos. While all these changes prevent the opponent from capitalizing on his own fruits, it also makes his item-camping play even more straightforward. [[Fire Hydrant]]'s physics have also been changed, as it loses more momentum and height from each bounce, making it less effective for coverage and set-ups when it is launched. In addition, many moves are less useful for launching Hydrant, lessening the variety of coverage and pressure.
Pac-Man's aforementioned new up tilt is more situational than his previous up tilt in ''SSB4'', as it can no longer hit opponents directly next to or behind him, and it is unable to launch Fire Hydrant backward. In addition, Pac-Man's neutral and forward aerials have lost their ability to [[lock]] (though this is compensated by their newfound combo potential). Lastly, [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its availability.


Pac-Man's new up tilt is more situational than his previous up tilt, as it can no longer hit opponents directly next to him, and it is unable to launch Fire Hydrant backward. Neutral and forward aerials have lost their ability to [[lock]], although this is compensated by their adjusted knockback values enabling them to combo at wider percentages. [[Pac-Jump]] is even more exploitable than before, as opponents can now hit the trampoline to reduce its uses. Finally, Pac-Man retains many of his former issues despite his buffs, such as mediocre overall range and a dependence on setups to KO.
Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to catch up with the quick and aggressive pace of ''Ultimate''. The changes overall make Pac-Man more formidable, although his playstyle has less of an emphasis over item-stalling and rewards item-positioning and setups more than before. However, he still retains several of his former issues from ''SSB4'', such as mediocre melee-oriented range, a slight dependence on setups to KO, the necessity for micromanagement, and the ease of his special moves potentially being turned against him. Nevertheless, despite the buffs to other characters and the introduction of powerful DLC characters in game updates, Pac-Man has immensely improved from ''SSB4'', and is considered one of the most buffed characters in the transition to ''Ultimate'' and a highly effective character as opposed to non-viable.
 
Overall, Pac-Man's moveset is more consistent for close-quarters combat, and his tools have been improved to keep up with the fast pace of ''Ultimate''. The changes overall make Pac-Man a significantly more formidable fighter, although his playstyle has less of an emphasis over item stalling, instead rewarding item positioning and setups more than before.


{{SSB4 to SSBU changelist|char=Pac-Man}}
{{SSB4 to SSBU changelist|char=Pac-Man}}
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