Fantendo - Game Ideas & More
Advertisement


Pac-Man is the Mascot/Main Protagonist of the Pac-Man Series of games, and a Default/Starter Character in Super Smash Bros. Obliteration This Circle, Yellow, Hungry Fiend is constantly devouring everything in the Maze Levels of his games, all while avoiding and sometimes eating four Ghosts named Binky, Pinky, Inky and Clyde, in a culinary quest to devour everything in his path. Starving both in terms of food and battle is an understatement for this Yellow Hero's persona, Pac-Man has returned for another round to consume his way to the top of the Mountain of Smashers. Equipped with a moveset based around Kicks, Headbutts, Ghost Summons, Bonus Fruit, and of Course eating, Pac-Man is systematically ready to devour both the competition and any opponent who faces him, in a true fight for the ages.


Attacks[]

Type Name Damage Description
Neutral (3% = Hit 1, 2% = Hit 2, 4% = Kick, 9% = Total). A one-two combo followed by a backflip kick. Decent range for a neutral attack.
Forward Tilt (8%) A side kick. Can be angled and is fairly good for spacing.

At low percentages, it can jab reset if angled downward,

Up Tilt (7%) An upward headbutt. Combos into itself at low percentages,
Down Tilt (6%) Transforms into his wedge form and chomps at a downward angle.

Its very fast speed makes it a decent surprise attack, as it moves Pac-Man forward with each button press.

Forward Smash (16% = clean ghost, 15% = clean arm), 9% = late). Thrusts Blinky, the red ghost, forward to slam into the opponent.

Pac-Man's strongest smash attack, it begins KOing at 88% at the edge. However, all of his smash attacks have noticeable start-up and ending lag,

Up Smash (3% = hit 1, 14% = hit 2 clean, 8% = hit 2 late). Thrusts Inky, the blue ghost, upward to slam into the

opponent. Has a weak, initial hitbox that leads into a stronger hitbox, but they are unable to connect unless the opponent is almost touching Pac-Man's body. Begins KOing at 115%.

Down Smash (13% = clean, 7% = late). Thrusts Pinky and Clyde, the pink and orange ghosts respectively,

at both of his sides to slam into the opponent. Deals strong semi-spike knockback that begins KOing at 115% at the edge.




Aerial Attacks[]

Type Name Damage Description
Neutral (10% = clean, 6% = mid, 3% = late). Transforms into his wedge form and backflips. Very fast start-up and moderate

knockback, making it a good out of shield option, while its clean hitbox allows it to KO off-stage opponents at high percentages. It also acts like a sex kickin this manner and is useful for covering missed attacks.

Forward (5.3%) A roundhouse kick. Has virtually no lag and deals very little knockback,

making it useful for damage racking,

Back (12% = clean, 7% = late). A dropkick. Pac-Man's strongest aerial and his most reliable aerial

KO option when landing its clean hitbox,

Up (10%) A backflip kick. Has a large arc and is good for aerial protection,

although it has a slight amount of start-up. It is seemingly based on his Flip Kick from Pac-Man World 2.

Down (1.5% = hits 1-3, 6% = hit 4, 9.5% = total). A series of stomps, similarly to Lucas' down aerial. The

last stomp deals vertical knockback, but overall, it is ineffective as a drill.


Other Attacks[]

Type Name Damage Description
Floor Attack (Front) (6%) Kicks In Both Forward/Back Directions
Floor Attack (Back) (5%) Same As Front Attack, Just With Less Power.
Floor Attack (Trip) (6%( Kicks In Both Forward/Back Directions, Near The Ground.
Ledge Attack (7%) Performs A Legsweep While Climbing Up.
Dash Attack (2% = hits 1-2, 5% = hit 3, 7% = total). Transforms into his wedge form and chomps while sliding forward.

Due to it having virtually no lag, it can easily combo into his forward, up, and neutral aerials



Grabs/Throws[]

Type Name Damage Description
Grab (N/A) Grabs An Opponent.
Pummel (3.25%) A Headbutt, A Slow But Very Damaging Pummel.
Forward (4% = hit 1, 2% = throw, 6% = total) Shoves the opponent forward. One of the weakest forward throws in

the game, but it can potentially act as a set-up into Bonus Fruit.

Back (7% = hit 1, 4% = throw, 11% = total) Spins twice and then tosses the opponent backward, similarly to Mario's

back throw. Pac-Man's strongest throw; it is able to KO at high percentages while near the edge,

Up (3% = hit 1, 2% = throw, 5% = total) Tosses and then Headbutts the Opponent Straight Upwards.
Down (1.5% = hits 1-3, 5% = throw, 9.5% = total). Pins the opponent to the ground and transforms into his wedge form to chomp them.

It has combo potential, most notably into Bonus Fruit's key beginning at 0% and up to medium percentages, which results in a total of 25%, or a dash attack at low percentages. At low to medium percentages, if the opponent fails to tech the down throw, Pac-Man can lock them with a short hopped forward aerial, allowing for a potential set-up.


Taunts[]

Up = Performs a "Namco Roulette", which produces sprites of classic Namco items, characters and enemies, similarly to Bonus Fruit. It is the only taunt in the game with variable visual and sound effects.

Side = Transforms into his wedge form and chomps to the right and left at varying intervals while emitting his iconic chomping sound.

Down = Lays down while Blinky, Pinky, and music notes hover over him while an arrangement of the first five notes of the intermission theme from Pac-Man plays.


Special Moves[]

Type Name Damage Description
Neutral Special Bonus Fruit (4% = cherry, 6% = strawberry, 8% = orange, 9% = apple, 12% = melon, 9% = Galaxian), 8% = bell, 15% = key). A chargeable projectile that iterates over the fruit from the Pac-Man series and other Namco objects for each level of charge, with each object having distinct properties. It can be used for intricate zero-to-death combos that are initiated by repeatedly using jab resets and footstool jumps on an opponent while dropping any of the objects. While in midair, iterating through the objects also decreases Pac-Man's total gravity.
Side Special Power Pellet (10% = start-up, 4% = dash, 12% = ending, 16% = total/combined hit). A sideways dash with a controllable trajectory, with Pac-Man transforming into his wedge form in order to chomp onto four Pac-Dots before eating a Power Pellet. This movehas super armor after Pac-Man eats the Pellet and deals respectable knockback. Interrupting the start-up of this move drops a Pellet that heals 2% for any character. Pac-Man can act out after the move, but if he bumps directly into a surface during the chomps, the move stops and Pac-Man suffers from a lengthy tumbling animation that can cause him to self-destruct or be punished.
Up Special Pac-Jump (7% = clean, 6% = mid, 5% = late). Transforms into his wedge form and produces a trampoline to bounce off of. Active on frame 1and is a good out of shield option. Repeated bounces gain more height, but the fourth bounce breaks the trampoline and renders the attempted user helpless. Pac-Man himself can hit opponents while ascending. In team battles, it is notable for being potentially game breaking, as two Pac-Men could infinitely bounce off each others trampolines past the upper blast line, similarly to the Luigi Ladder, The trampoline originates from Mappy,
Down Special Fire Hydrant (8% = drop, 12% = flying, 10% = tumbling). Drops a fire hydrant below himself that produces non-damaging shots of water. When dealt enough damage, it is launched as a powerful projectile that travels in the trajectory of the move that launched it. The launched hydrant can be used to hit opponents, or potentially Pac-Man himself if it is sent flying by an opponent. If placed on a steep enough slope, it will tumble down the slope until it despawns. Interestingly enough, it can be countered while stationary.



Final Smash[]

Type Name Damage Description
Final Smash Super Pac-Man (15% = per hit) Simultaneously eats a Power Pellet and a Super Pellet, transforming into a noticeably enlarged version

of his 2D wedge form. Upon transforming, Pac-Man can chomp his opponents, which deals damage and moderate knockback.It is also unique in that, unlike other mobile Final Smashes, it allows Pac-Man to wrap around the screen if he moves off-screen, making it very effective at edgeguarding.

Advertisement