Hitbox visualization showing Pac-Man's up tilt. Model scaling issues prevent Pac-Man's arm from growing.
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OverviewEdit

Pac-Man does a overhead uppercut. It reaches high, is pretty big, and grants intangibility to Pac-Man's hand. On top of this, it has low knockback, making it a great combo starter and extender, especially on stages with platforms. The main weakness is that the there is no scooping hitbox to get opponents to it, with the move being incapable of hitting grounded opponents in front of or behind Pac-Man himself. Additionally, due to the hitbox being so large relative to the animation, up tilt's hitbox is also slightly misleading, as one can get too confident or too hesitant with this move, which can probably get one punished. Overall, up tilt is too situational of a move to be used properly unless one's opponent makes a poorly planned-out jump, or one uses Pac-Man's up throw against heavyweights.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 6.5% 0   Standard 43 68 0   5.5 handl 2.9 -0.5 -0.1 1.0× 1.0× 0%               Punch   All All            
1 0 0 6.5% 0   Standard 43 68 0   3.2 shoulderl 0.6 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Hitboxes 7-10
Fist intangible 7-10
Interruptible 25
Animation length 47
Hitboxes                                                                                               
Fist                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible