Hey it's ptrk83 here (PRiDE) - the pink Yoshi main from NJ back in the early days of Brawl. I have been a part of the Smash competitive community since the early days of Melee and was a huge part of the early to mid Brawl scene. Pac-Man was the very first video game I played when I was 4 on the Atari! I have loved him ever since and am super excited that he is in the new Smash! Because of this I want to contribute as much as possible to the development of his meta-game by writing and keeping up with an in depth guide on our yellow legend.
This guide is designed to aid players who are NEW to using Pac-Man; giving tips and advice as well as percents and potential combos and advance tech strategies. Please enjoy and I hope that this guide helps you enjoy the awesomeness that is Pac-Man
For a more advance tech discussion; see @AGES thread here.
Pac-Man was announced as a playable character at E3 2014 at a round table meeting on June 10th. Fans were soon greeted with this trailer officially introducing Pac-Man as Smash 4's newest playable character.
Updates: 11/07/14
Guide close to completion. All images are now self taken.
- Added Apple + Melon Bonus fruit properties and uses in Advance Techs
Contents
1. Basic moves and strategies guide
2. Advance moves and strategies
4. Customs
4. Miscellaneous (stages, final smash, kirby hat, victory theme etc)
1. Basic moves and strategies.
2. Advance Techniques and Setups Guide
The fire hydrant in my own opinion is Pac-Man's most important special. It allows him to gain stage control, zone his opponents and can be used as a projectile in all sorts of different ways. Even with customs on I still advice that you always keep the water Hydrant because without it, you lose ALL of the above.
As a projectile:
The most obvious use of the hydrant is to drop it on your opponents head from above. Not only does this hit and knock back an aggressive opponent for 9% but it also gives you some protection and stage control for when you land. Try not to randomly toss this down in any location but rather strategically decide when you are gonna hit your opponent by placing dropping it in an ideal location such as:
By the ledge. Not only does this give you a small shield from getting up attacks, it forces your opponent to think twice about how and where he should try to get up from the ledge.
Can be used as a great edge guarding tool, preventing your opponents from recovering easily.
Another use of the Hydrant as a projectile is by kicking it towards your opponent. Quickly drop a hydrant, walk off it and back air it. If it strikes your opponent it does a whopping 13% damage. *In most cases this should send the hydrant flying however, sometimes it requires another hit as the bair doesn't always send it flying. This needs more testing to understand why this occurs. A quick solution to the bair not sending it flying on the first shot is to quickly do an ftilt before the first water spout.
*If you are not careful of how and when you try to use your hydrant against your opponent CAN and probably will use it against you. You are in control of where the hydrant lands so make sure you play smart.
If the hydrant is out and you can't get to it in time to knock it towards your opponent, throwing fruit at it can achieve the same goal and oftentimes surprise your opponents in the process.
The hydrant makes for a great wall or shield. A lot of times attacks just don't go through it and the hydrant ends up eating the damage. This is great tool against heavy ground based characters like Little Mac.
*Always be mindful of how much HP your hydrant has. It can't take more than 12% before being sent flying.
Hydrant Dashing is a great tool for catching your opponents off guard. Being that you are in control of when you drop the hydrant, you tend to be more aware of when the water spouts are set to go off. take advantage of this and ride the water while attacking. Most moves can be done while doing this. See this VIDEO for more on Hydrant Dashing.
A sliding down smash covers a lot of range when Hydrant Dashing.
Have fun with the hydrant. It gives you more control and stage presence than you could imagine. Mind game your opponent into jumping where YOU want them to jump. Mixing the trampoline and hydrant together is ideal for this which brings me to our next move;
A simple trampoline setup here greatly limits the space in where your opponent can reach you.
How about now? Now the opponent has to come from above or in the middle. Both options can lead to you punishing them.
Comboed with the hydrant severely limits the space in which your opponent can read you. From above? ..Upsmash.. Your opponent better wait until the hydrant or trampoline disappears.. But hey.. set it up your camp again and this time throw some fruit. Now they have to make a decision.
Maybe space it out this time? Gives you more wiggle room in your nicely set up campground.
Now where can your opponent go when they are recovering low.? Prepare for them to be jumping!
Force them into an ever smaller recovery space with this setup. Have some vitamin C.
The trampoline can be used as a "combo breaker" as it has low start up frames. It can get you out trapping moves as well like Ness's PK Fire.
Stuck in a move or combo? Just Up B!
As a recovery tool the trampoline is risky business. If you are forced to use it as a recovery, try to trampoline in a spot that is hard for your opponents to reach as they can easily take away your trampoline after the second bounce, forcing you to free fall to your doom.
Always side B recover first! This is a free recovery both vertical and horizontal and doesn't put you in a helpless state when completed.
On Battlefield, recovering from this position is a extremely safe option as the stage allows you to ride the lip and auto sweetspot the ledge. It is also very difficult for your opponent to gimp you from this location.
Bonus Fruit
The Cherry
Cycle: The cherry appears 1st on the bonus fruit cycle.
Damage: 4%
Kill %: The cherry kills Mario mid-stage on FD at 485%. It is not advised to use this as a kill move.
Launch: The cherry has a weak launch and sends opponents in a 45% angle upwards.
Properties/Uses:
At first glance the cherry may seem pretty bad. It does low percent damage and it goes a very short distance. But looks can be deceiving!
The first use of the cherry is as a standard projectile. See an opening? Toss a cherry. It is the quickest fruit to obtain and can be used as a low range projectile.
It also makes for a great "get off me" move. Feeling rushed down? Toss a cherry and escape!
The cherry can block almost ALL projectiles in the game; including fully charged shots. This prevents a lot of unnecessary shield damage as well as enables Pac-Man to not have to lose frames to shield dropping etc.
The cherry can also act as a quick ledge guard when thrown from above or from the right distance near the ledge.
Z-Drop: To access the cherry for z-dropping, simply throw it on the stage and run and grab it. You could also throw it against an opponent or the current of the hydrant.
As the cherry only does 4% it is advised to chose another fruit for z-dropping.Fruit Gushing:
The Apple
Cycle: The apple appears 4th on the Bonus Fruit Cycle
Damage: 9%
Kill %: The apple kills Mario, mid-stage on FD at around 145% making this a decent mix-up kill option.
Launch: The apple launches your opponents vertically with a slight path to left or right depending on where hit. The apple is the only fruit that can launch and KO an opponent on a "more" vertical angle so keep that in mind when fighting opponents on stages with low ceilings or low vertical KO weight.
When thrown in the air, the apple comes down on an angle. This is great for catching opponents off guard (as they are sometimes unaware of which fruit you have stored) and for break through pesky projectile spammers.
The apple is great for ledge guarding. Try throwing it near the ledge on a recovering opponent!
Z-drop: The best way to access the apple for Z-dropping is to throw it against the water blast of the fire hydrant or catching it rebounding off an opponent or their shield. Depending on when thrown, the apple will either bounces slightly upwards or travel along the water current to your feet. Be quick when picking it up or it will disappear or your opponent can grab it for themselves!
Have fun dropping apples for 9%!
Fruit Gushing: When the apple is thrown against the hydrant current it drops to the floor making it easy to regrab it for z-dropping. It does not fly up like other fruit.
Damage: 12%
Kill %: The melon kills Mario, mid-stage on FD at around 155%
Launch: The melon launches your opponents in an upwards 45 degree angle.
Properties/Strategies: When it is thrown on the ground and air the melon travels across the stage slowly and on a very slight arch. Due to the melon's slow moving nature this fruit makes for an excellent mix up to your fruit game especially if your opponents are used to you throwing faster fruit. The change in speed often throws your opponents off guard
The melon travels a pretty good distance and due to it's slow moving properties it allows Pac-Man to trail behind it after thrown. This can lead to many interesting follow ups such as dash attack, throw, sh nair, regrab the melon on shield block or hit for a quick z-drop etc.
When positioned mid stage and thrown, the melon can ledge guard recovering opponents.
Due to the long range of this attack, the melon can also reach opponents who are far away from the stage!
Z-drop: The best way to access the melon for Z-dropping is to throw it and follow up the melon for a regrab either off an opponent or by catching it before it hits them.
A safer option is to jump off the stage and throw it against the lip or wall of the stage. The melon will reflect slowly back towards Pac-Man allowing for an easy regrab. Remember that when doing this do not waist your initial double jump or you may not be able to come back.
A z-dropped melon does its normal 12% This allows it to be used to launch your hydrant with a z-drop. Simply air drop the hydrant and quickly z-drop your melon sending both the melon and hydrant flying! Both moves can actually hit your opponent racking up the percent!
Fruit Gushing: When the melon is thrown against the hydrant current it bounces and rises slowly in an upwards direction.
3. Custom moves and Strategies
Guide Contributors
This guide is designed to aid players who are NEW to using Pac-Man; giving tips and advice as well as percents and potential combos and advance tech strategies. Please enjoy and I hope that this guide helps you enjoy the awesomeness that is Pac-Man
For a more advance tech discussion; see @AGES thread here.
Guide close to completion. All images are now self taken.
- Added Apple + Melon Bonus fruit properties and uses in Advance Techs
Contents
1. Basic moves and strategies guide
2. Advance moves and strategies
4. Customs
4. Miscellaneous (stages, final smash, kirby hat, victory theme etc)
1. Basic moves and strategies.
Standard Attacks
Neutral attack: The Pac-punch - 3%
Pac-Man quickly punches his opponent.
Neutral attack combo: Pac-one, two, three! - 3%, 5%, 9%
Pac-Man punches his opponent ones with his right arm, followed by a punch with his left arm and finishes the combo with a back flip-kick launching his opponent in the air.
*An excellent "get off me move" that should be used when you know your opponent is gonna rush in on you and try to grab you. Excellent follow up to Dash attack.
Dash attack: Waka waka - 2% for each chomp and 5% for the finishing chomp
Pac-Man dashes at his opponents old-school like by morphing himself into his original Pac-ball form, chomping at his opponents. The last chomp knock backs his opponents. This move has virtually no cool down and can be followed up almost immediately with an attack.
*This move has hardly any cool down after the animation finishes so you can pretty much follow it up with an attack of your choosing. There are several sweet spot areas that if connected, can be followed up with an aerial to end the combo.
Forward tilt: Pac-kick - 8%
Pac-Man quickly kicks his big boot out in an upwards angle, straight forward and in a lower angle.
Up tilt: Pac-Headbutt - 7%
Pac-Man quickly headbutts his opponents
.
*Move has very little range and is difficult to pull off in battle without getting punished. Can lead to one or two more utilts if the opponent is at low percent followed by an aerial.
Down tilt: Nibble - 6%
Pac-Man quickly turns into his Pac-Ball form and nibbles his opponent.
*Excellent downward angle poking move! His quickest tilt and should be used for spacing or whenever you feel you can sneak in a quick hit.
Aerial Attacks
Neutral Air: - Pac-Ball Bite - 10% (3% weak hit box)
Pac-Man quickly spins himself into his Pac-Ball form biting opponents in his path. Quick start up, hardly any cool down. Great for finishing combos.
*Move is great for edge guarding when being pushed by hydrant. It also can be spammed if an opponent is close and pushes you off a ledge or platform , if they are still close, they can be hit by it if activated fast enough.
Up Air: - Pac-back flip kick - 10%
Pac-Man quickly does a quick back flip kick in the air, giving him a very slight boost or delay in following. great combo after a short hop fair. The ending of this kick can hit opponents after cross ups.
*Move has great range and is great for aerial spacing. Is used for finishing up many combos and strings that launched the opponent in the air; especially after dash attack.
Down air: Pac-stomp - 1%, 2%,1%,6%
Pac-Man stomps on his opponents 4 times. If the move is done on a grounded opponent, the opponent will be launched into the air if the last hit of the move connects. If all 4 kicks connect this move does 10% damage total.
*The move has low range and is usually not safe to use.
Forward air: Pac-air kick - 6%
Pac-Man quickly swings his big boot around in the air knocking his opponents back. Fair has little to no cool down and can be spammed easily.
*Fair has little to no cool down and can be spammed easily. Great for spacing. Combos well with neutral air, up air and down air. Not great as an approach however because it does little damage and has very little knock back.
Back air: Pac-air drop kick - 11%
Pac-Man quickly kicks both his legs backwards hitting his opponents with both of his big red boots. Decent knock back, little cool down.
*Great for ledge guarding and can be used as a kill move if the opponent is at high percent. Very safe on block.
Smash Attacks
Side Smash: Blinky - 16-22%
Pac-Man summons Blinky in his retro form to smash his opponents forward.
*Very slow start up buy has very strong knock back if landed. Can kill very early if a good read was made.
Up Smash: Inky -17-23% (if all hit boxes hit)
Pac-Man summons Inky in his retro form to smash his opponents upwards. This move has been shown to have several hit boxes, that last the entirety of the animation; one on the sides of Pac-Man one during the animation of the up Smash (sour) one at the beginning when Inky is being summoned and then another while Inky is has been out. (Think Marth's up Smash having several hit boxes.)
*Good priority and pretty strong but long start up.
Down Smash: Clyde and Pinky - 13-18%
Pac-Man summons Clyde and Pinky to Smash his opponents from both sides of himself.
*Great to be used wit hydrant dashing as it covers a great range when sliding. Like his other two smashes this move is strong but has a long start up.
Ledge attacks
Standard ledge attack: Pac-boot - 7%
When hanging on the ledge, Pac-Man ledge attack's his opponents by swinging and attacking with his big pac-boot.
Special Attacks
Neutral special attack: Bonus fruit
Pac-Man throws bonus fruit from his original game. Holding the attack will cycle bonus fruit/items from his original game, depending on how long the attack is held. So far only 7 items are known to exist. They are in order: Cherry Strawberry, Orange, Apple, Melon, Galaxian Boss, bell and the Key. Each bonus fruit item have different properties when thrown. The charge up period doubles once you cycle beyond the orange. If Pac-man is hit out of his charge or during the throwing animation of the move, the fruit drops to the stage and can be picked up and thrown again by both opponents. The fruit can be charged and stored by performing a block or air dodge during the cycle animation
For a more advance write up of each Bonus Fruit, see my advance techniques section.
Cherry - 4%
When thrown, the cherry bounces a short distance (reminiscent) of Ms. Pac-Man's bouncing cherry. It is the first item in the cycle and does little damage.
*Great for a quick get off me move. Comes out fast enough and can push back opponents.
Strawberry - 6%
When thrown, the strawberry flies on very short a descending arch trajectory.
Orange - 8%
The orange travels on a horizontal path across most of the stage, dealing 8% damage.
*Travels in a straight line and has decent knock back really good for gimping near the edge as it appears early enough on the bonus fruit cycle and can be thrown quickly.
Apple - 9%
Like the cherry but with further range, the apple bounces across the stage dealing 9% damage.
*When thrown in the air the apple comes down on an angle pretty fast, can often catch opponents off guard as most of the fruit tends to be thrown in a straight line.
Melon - 12%
When the melon is thrown, it travels SLOWLY across the stage, with a slight arch, hitting the opponent for 12% damage. It has decent knockback and can be used to KO opponents at higher percents.
Galaxian Boss - 11%
When thrown, the Galaxian Boss launches forward hitting opponents in it's path. The Galaxian boss then does a small loop and continues to go forward. This loop attack can hit multiple times and be re-caught after the loop is finishing in the air. It his for 11% each hit.
*Move can lead to many juggles and combos. Can also be picked up again easily after its first loop to be thrown again as an item.
Bell - 8%
When the bell is thrown on an arching path that goes up and comes down hitting and stunning the opponent. The lasting effect of the stun varies depending on what percent your opponent is. Common strategie is to stun your opponent and finish with a smash move.
*When the opponent is stunned you should attack them as much as you can, when the stun wears off they go flying based on the amount of damage occurred and their actual percent.
Key - 15%
The key is Pac-Man's last item on the bonus fruit cycle. Once it is reached Pac-Man must throw it in order to restart the cycle. The move has huge knockback and is a kill move for Pac-Man. It travels rather quickly in a horizontal path across the stage. It is so quick that it usually catches opponents off guard.
*Think of this move as a Samus charge shot but faster and with greater kill power. Don't be too predictable with it and it can easily become your best friend.
Up special attack: Trampoline - 5-7% per hit
Pac-Man summons a trampoline to bounce himself vertically into the air. Can be used as a vertical recovery to get on the stage. The trampoline can be bounced on three times, (twice if you don't include the original bounce by Pac-Man) jumping higher and higher each time the trampoline is jumped on. The trampoline left behind after the initial jump can be used by opponents as well.
*Careful when used off edge. Smart opponents can jump down and steal your last bounce, causing you to free fall and lose a stock.
*This move is an excellent zoning tool. It forces your opponents to jump around it or jump on it setting them up for getting hit in the air. It also completely disrupts your opponents flow and ground game.
*This move can be used to escape combos and traps such as Ness' PK fire
Side special attack: Power Pellet - 4-17%
Pac-Man throws out a power pellet and a trail of dots. Pac-Man then chomps the trail of dots to the power pellet biting any opponent who gets in his way. This power pellet can be controlled, potentially changing the path of Pac-Man's chomping. This move can also help Pac-Man recover to the stage horizontally. Has a strong finishing knock back as well as super armor. If Pac-Man is hit out of the initial throw out animation, the power pellet falls to the stage and can be picked up and eaten for a small bit of health recovery.
Also, on stages with walled sides, the power pellet can be trailed going up the wall, allowing Pac-Man to have great verticle distance as well as an extremely safe recover to the ledge. Wall Climbing is the preferred method of recovery over trampoline, so counter with an appropriate FD or stage with walled sides.
Down special attack: Fire Hydrant - 9%
Pac-Man summons and drops down a fire hydrant from Pac-Land. The fire hydrant then shoots out water from both sides pushing back any opponent hit by it. If the hydrant was dropped in the air, any opponent caught in the path of the fall will also be hit.
The fire hydrant has a lot of uses. It can be used as a shield against ground based characters. It can be used as a projectile to edge guard or to be thrown back at your opponents. Careful not to let your opponents use this move against you. Bair to forward tilt is the quickest way to launch the hydrant across the screen however sometimes bair is only needed to accomplish this.
The water effect feature allows Pac-Man to sort of slide across the stage while still maintaining the ability to attack, similar to a wave dash.. (I call this Hydrant Dashing) This ,I feel will be important for Pac-Man's meta development as are many different kinds of attacks he can do out of it.
Hydrant Dashing
Throws
A semi tether? throw that has little follow up opportunities compared to other characters.. (So far) Has decent pivot grab speed.
Up throw: 5%
Pac-Man grabs his opponent and throws them upwards.
Down throw: - 10%
Pac-Man throws his opponent down and chomps on them.
*Can lead to decent tech follow ups and normal follow ups with dash attack, side b or bonus fruit.
Back throw: 11%
Pac-Man grabs his opponent swings them around, releasing them backwards.
*Great for killing opponents if grabbed bear the ledge at high percents.
Forward Throw - 6%
Pac Man ... punches?? his opponent forward.
Pummel - 3%
Pac-Man head butts his opponents while he has them grabbed.
Crawl
Pac-Man tucks himself in and waddles back in forth.
Taunts
Up taunt: Namco Nostalgia
Pac-Man Summons random Namco characters from past games.
Side taunt: Retro Pac Waka Waka
Pac-Man turns into his retro form and bits the air tauntingly from side to side.
Down taunt: Lazy afternoon
Pac-Man lazily lays on the ground singing while Ghost fly around his head.
Neutral attack: The Pac-punch - 3%
Pac-Man quickly punches his opponent.
Neutral attack combo: Pac-one, two, three! - 3%, 5%, 9%
Pac-Man punches his opponent ones with his right arm, followed by a punch with his left arm and finishes the combo with a back flip-kick launching his opponent in the air.
*An excellent "get off me move" that should be used when you know your opponent is gonna rush in on you and try to grab you. Excellent follow up to Dash attack.
Dash attack: Waka waka - 2% for each chomp and 5% for the finishing chomp
Pac-Man dashes at his opponents old-school like by morphing himself into his original Pac-ball form, chomping at his opponents. The last chomp knock backs his opponents. This move has virtually no cool down and can be followed up almost immediately with an attack.
*This move has hardly any cool down after the animation finishes so you can pretty much follow it up with an attack of your choosing. There are several sweet spot areas that if connected, can be followed up with an aerial to end the combo.
Forward tilt: Pac-kick - 8%
Pac-Man quickly kicks his big boot out in an upwards angle, straight forward and in a lower angle.
Up tilt: Pac-Headbutt - 7%
Pac-Man quickly headbutts his opponents
.
*Move has very little range and is difficult to pull off in battle without getting punished. Can lead to one or two more utilts if the opponent is at low percent followed by an aerial.
Down tilt: Nibble - 6%
Pac-Man quickly turns into his Pac-Ball form and nibbles his opponent.
*Excellent downward angle poking move! His quickest tilt and should be used for spacing or whenever you feel you can sneak in a quick hit.
Aerial Attacks
Neutral Air: - Pac-Ball Bite - 10% (3% weak hit box)
Pac-Man quickly spins himself into his Pac-Ball form biting opponents in his path. Quick start up, hardly any cool down. Great for finishing combos.
*Move is great for edge guarding when being pushed by hydrant. It also can be spammed if an opponent is close and pushes you off a ledge or platform , if they are still close, they can be hit by it if activated fast enough.
Up Air: - Pac-back flip kick - 10%
Pac-Man quickly does a quick back flip kick in the air, giving him a very slight boost or delay in following. great combo after a short hop fair. The ending of this kick can hit opponents after cross ups.
*Move has great range and is great for aerial spacing. Is used for finishing up many combos and strings that launched the opponent in the air; especially after dash attack.
Down air: Pac-stomp - 1%, 2%,1%,6%
Pac-Man stomps on his opponents 4 times. If the move is done on a grounded opponent, the opponent will be launched into the air if the last hit of the move connects. If all 4 kicks connect this move does 10% damage total.
*The move has low range and is usually not safe to use.
Forward air: Pac-air kick - 6%
Pac-Man quickly swings his big boot around in the air knocking his opponents back. Fair has little to no cool down and can be spammed easily.
*Fair has little to no cool down and can be spammed easily. Great for spacing. Combos well with neutral air, up air and down air. Not great as an approach however because it does little damage and has very little knock back.
Back air: Pac-air drop kick - 11%
Pac-Man quickly kicks both his legs backwards hitting his opponents with both of his big red boots. Decent knock back, little cool down.
*Great for ledge guarding and can be used as a kill move if the opponent is at high percent. Very safe on block.
Smash Attacks
Side Smash: Blinky - 16-22%
Pac-Man summons Blinky in his retro form to smash his opponents forward.
*Very slow start up buy has very strong knock back if landed. Can kill very early if a good read was made.
Up Smash: Inky -17-23% (if all hit boxes hit)
Pac-Man summons Inky in his retro form to smash his opponents upwards. This move has been shown to have several hit boxes, that last the entirety of the animation; one on the sides of Pac-Man one during the animation of the up Smash (sour) one at the beginning when Inky is being summoned and then another while Inky is has been out. (Think Marth's up Smash having several hit boxes.)
*Good priority and pretty strong but long start up.
Down Smash: Clyde and Pinky - 13-18%
Pac-Man summons Clyde and Pinky to Smash his opponents from both sides of himself.
*Great to be used wit hydrant dashing as it covers a great range when sliding. Like his other two smashes this move is strong but has a long start up.
Ledge attacks
Standard ledge attack: Pac-boot - 7%
When hanging on the ledge, Pac-Man ledge attack's his opponents by swinging and attacking with his big pac-boot.
Special Attacks
Neutral special attack: Bonus fruit
Pac-Man throws bonus fruit from his original game. Holding the attack will cycle bonus fruit/items from his original game, depending on how long the attack is held. So far only 7 items are known to exist. They are in order: Cherry Strawberry, Orange, Apple, Melon, Galaxian Boss, bell and the Key. Each bonus fruit item have different properties when thrown. The charge up period doubles once you cycle beyond the orange. If Pac-man is hit out of his charge or during the throwing animation of the move, the fruit drops to the stage and can be picked up and thrown again by both opponents. The fruit can be charged and stored by performing a block or air dodge during the cycle animation
For a more advance write up of each Bonus Fruit, see my advance techniques section.
Cherry - 4%
When thrown, the cherry bounces a short distance (reminiscent) of Ms. Pac-Man's bouncing cherry. It is the first item in the cycle and does little damage.
*Great for a quick get off me move. Comes out fast enough and can push back opponents.
Strawberry - 6%
When thrown, the strawberry flies on very short a descending arch trajectory.
Orange - 8%
The orange travels on a horizontal path across most of the stage, dealing 8% damage.
*Travels in a straight line and has decent knock back really good for gimping near the edge as it appears early enough on the bonus fruit cycle and can be thrown quickly.
Apple - 9%
Like the cherry but with further range, the apple bounces across the stage dealing 9% damage.
*When thrown in the air the apple comes down on an angle pretty fast, can often catch opponents off guard as most of the fruit tends to be thrown in a straight line.
Melon - 12%
When the melon is thrown, it travels SLOWLY across the stage, with a slight arch, hitting the opponent for 12% damage. It has decent knockback and can be used to KO opponents at higher percents.
Galaxian Boss - 11%
When thrown, the Galaxian Boss launches forward hitting opponents in it's path. The Galaxian boss then does a small loop and continues to go forward. This loop attack can hit multiple times and be re-caught after the loop is finishing in the air. It his for 11% each hit.
*Move can lead to many juggles and combos. Can also be picked up again easily after its first loop to be thrown again as an item.
Bell - 8%
When the bell is thrown on an arching path that goes up and comes down hitting and stunning the opponent. The lasting effect of the stun varies depending on what percent your opponent is. Common strategie is to stun your opponent and finish with a smash move.
*When the opponent is stunned you should attack them as much as you can, when the stun wears off they go flying based on the amount of damage occurred and their actual percent.
Key - 15%
The key is Pac-Man's last item on the bonus fruit cycle. Once it is reached Pac-Man must throw it in order to restart the cycle. The move has huge knockback and is a kill move for Pac-Man. It travels rather quickly in a horizontal path across the stage. It is so quick that it usually catches opponents off guard.
*Think of this move as a Samus charge shot but faster and with greater kill power. Don't be too predictable with it and it can easily become your best friend.
Up special attack: Trampoline - 5-7% per hit
Pac-Man summons a trampoline to bounce himself vertically into the air. Can be used as a vertical recovery to get on the stage. The trampoline can be bounced on three times, (twice if you don't include the original bounce by Pac-Man) jumping higher and higher each time the trampoline is jumped on. The trampoline left behind after the initial jump can be used by opponents as well.
*Careful when used off edge. Smart opponents can jump down and steal your last bounce, causing you to free fall and lose a stock.
*This move is an excellent zoning tool. It forces your opponents to jump around it or jump on it setting them up for getting hit in the air. It also completely disrupts your opponents flow and ground game.
*This move can be used to escape combos and traps such as Ness' PK fire
Side special attack: Power Pellet - 4-17%
Pac-Man throws out a power pellet and a trail of dots. Pac-Man then chomps the trail of dots to the power pellet biting any opponent who gets in his way. This power pellet can be controlled, potentially changing the path of Pac-Man's chomping. This move can also help Pac-Man recover to the stage horizontally. Has a strong finishing knock back as well as super armor. If Pac-Man is hit out of the initial throw out animation, the power pellet falls to the stage and can be picked up and eaten for a small bit of health recovery.
Also, on stages with walled sides, the power pellet can be trailed going up the wall, allowing Pac-Man to have great verticle distance as well as an extremely safe recover to the ledge. Wall Climbing is the preferred method of recovery over trampoline, so counter with an appropriate FD or stage with walled sides.
Down special attack: Fire Hydrant - 9%
Pac-Man summons and drops down a fire hydrant from Pac-Land. The fire hydrant then shoots out water from both sides pushing back any opponent hit by it. If the hydrant was dropped in the air, any opponent caught in the path of the fall will also be hit.
The fire hydrant has a lot of uses. It can be used as a shield against ground based characters. It can be used as a projectile to edge guard or to be thrown back at your opponents. Careful not to let your opponents use this move against you. Bair to forward tilt is the quickest way to launch the hydrant across the screen however sometimes bair is only needed to accomplish this.
The water effect feature allows Pac-Man to sort of slide across the stage while still maintaining the ability to attack, similar to a wave dash.. (I call this Hydrant Dashing) This ,I feel will be important for Pac-Man's meta development as are many different kinds of attacks he can do out of it.
Hydrant Dashing
Throws
A semi tether? throw that has little follow up opportunities compared to other characters.. (So far) Has decent pivot grab speed.
Up throw: 5%
Pac-Man grabs his opponent and throws them upwards.
Down throw: - 10%
Pac-Man throws his opponent down and chomps on them.
*Can lead to decent tech follow ups and normal follow ups with dash attack, side b or bonus fruit.
Back throw: 11%
Pac-Man grabs his opponent swings them around, releasing them backwards.
*Great for killing opponents if grabbed bear the ledge at high percents.
Forward Throw - 6%
Pac Man ... punches?? his opponent forward.
Pummel - 3%
Pac-Man head butts his opponents while he has them grabbed.
Crawl
Pac-Man tucks himself in and waddles back in forth.
Taunts
Up taunt: Namco Nostalgia
Pac-Man Summons random Namco characters from past games.
Side taunt: Retro Pac Waka Waka
Pac-Man turns into his retro form and bits the air tauntingly from side to side.
Down taunt: Lazy afternoon
Pac-Man lazily lays on the ground singing while Ghost fly around his head.
The Hydrant
The fire hydrant in my own opinion is Pac-Man's most important special. It allows him to gain stage control, zone his opponents and can be used as a projectile in all sorts of different ways. Even with customs on I still advice that you always keep the water Hydrant because without it, you lose ALL of the above.
As a projectile:
The most obvious use of the hydrant is to drop it on your opponents head from above. Not only does this hit and knock back an aggressive opponent for 9% but it also gives you some protection and stage control for when you land. Try not to randomly toss this down in any location but rather strategically decide when you are gonna hit your opponent by placing dropping it in an ideal location such as:
By the ledge. Not only does this give you a small shield from getting up attacks, it forces your opponent to think twice about how and where he should try to get up from the ledge.
Can be used as a great edge guarding tool, preventing your opponents from recovering easily.
*If you are not careful of how and when you try to use your hydrant against your opponent CAN and probably will use it against you. You are in control of where the hydrant lands so make sure you play smart.
If the hydrant is out and you can't get to it in time to knock it towards your opponent, throwing fruit at it can achieve the same goal and oftentimes surprise your opponents in the process.
*Always be mindful of how much HP your hydrant has. It can't take more than 12% before being sent flying.
Hydrant Dashing is a great tool for catching your opponents off guard. Being that you are in control of when you drop the hydrant, you tend to be more aware of when the water spouts are set to go off. take advantage of this and ride the water while attacking. Most moves can be done while doing this. See this VIDEO for more on Hydrant Dashing.
A sliding down smash covers a lot of range when Hydrant Dashing.
The Trampoline
The trampoline, when not being used as a recovery, can be a great spacing/zoning tool when used on stage. You literally force aggressive opponents to decide whether or not to jump on the trampoline, jump over it, or try to hit you with a projectile. When comboed with the hydrant, it makes for a dead trap and directs your opponent to go into the part of the stage that YOU want him to be in. You'd be surprised how quickly you can change your opponents strategies with a simple hydrant or trampoline placement.
A simple trampoline setup here greatly limits the space in where your opponent can reach you.
How about now? Now the opponent has to come from above or in the middle. Both options can lead to you punishing them.
Comboed with the hydrant severely limits the space in which your opponent can read you. From above? ..Upsmash.. Your opponent better wait until the hydrant or trampoline disappears.. But hey.. set it up your camp again and this time throw some fruit. Now they have to make a decision.
Maybe space it out this time? Gives you more wiggle room in your nicely set up campground.
Now where can your opponent go when they are recovering low.? Prepare for them to be jumping!
Force them into an ever smaller recovery space with this setup. Have some vitamin C.
Stuck in a move or combo? Just Up B!
Always side B recover first! This is a free recovery both vertical and horizontal and doesn't put you in a helpless state when completed.
On Battlefield, recovering from this position is a extremely safe option as the stage allows you to ride the lip and auto sweetspot the ledge. It is also very difficult for your opponent to gimp you from this location.
Bonus Fruit
The Cherry
Damage: 4%
Kill %: The cherry kills Mario mid-stage on FD at 485%. It is not advised to use this as a kill move.
Launch: The cherry has a weak launch and sends opponents in a 45% angle upwards.
Properties/Uses:
At first glance the cherry may seem pretty bad. It does low percent damage and it goes a very short distance. But looks can be deceiving!
The first use of the cherry is as a standard projectile. See an opening? Toss a cherry. It is the quickest fruit to obtain and can be used as a low range projectile.
It also makes for a great "get off me" move. Feeling rushed down? Toss a cherry and escape!
The cherry can block almost ALL projectiles in the game; including fully charged shots. This prevents a lot of unnecessary shield damage as well as enables Pac-Man to not have to lose frames to shield dropping etc.
The cherry can also act as a quick ledge guard when thrown from above or from the right distance near the ledge.
Z-Drop: To access the cherry for z-dropping, simply throw it on the stage and run and grab it. You could also throw it against an opponent or the current of the hydrant.
As the cherry only does 4% it is advised to chose another fruit for z-dropping.
The Apple
Damage: 9%
Kill %: The apple kills Mario, mid-stage on FD at around 145% making this a decent mix-up kill option.
Launch: The apple launches your opponents vertically with a slight path to left or right depending on where hit. The apple is the only fruit that can launch and KO an opponent on a "more" vertical angle so keep that in mind when fighting opponents on stages with low ceilings or low vertical KO weight.
Properties/Uses: When it is thrown on the ground, the apple bounces towards your opponent dealing 9% damage if it connects. The apple can bounce approximately 4 times before disappearing.When thrown in the air, the apple comes down on an angle. This is great for catching opponents off guard (as they are sometimes unaware of which fruit you have stored) and for break through pesky projectile spammers.
Z-drop: The best way to access the apple for Z-dropping is to throw it against the water blast of the fire hydrant or catching it rebounding off an opponent or their shield. Depending on when thrown, the apple will either bounces slightly upwards or travel along the water current to your feet. Be quick when picking it up or it will disappear or your opponent can grab it for themselves!
Have fun dropping apples for 9%!
The Melon
Cycle: This move appears 5th on the Bonus Fruit Cycle
Damage: 12%
Kill %: The melon kills Mario, mid-stage on FD at around 155%
Launch: The melon launches your opponents in an upwards 45 degree angle.
Properties/Strategies: When it is thrown on the ground and air the melon travels across the stage slowly and on a very slight arch. Due to the melon's slow moving nature this fruit makes for an excellent mix up to your fruit game especially if your opponents are used to you throwing faster fruit. The change in speed often throws your opponents off guard
The melon travels a pretty good distance and due to it's slow moving properties it allows Pac-Man to trail behind it after thrown. This can lead to many interesting follow ups such as dash attack, throw, sh nair, regrab the melon on shield block or hit for a quick z-drop etc.
When positioned mid stage and thrown, the melon can ledge guard recovering opponents.
Due to the long range of this attack, the melon can also reach opponents who are far away from the stage!
A safer option is to jump off the stage and throw it against the lip or wall of the stage. The melon will reflect slowly back towards Pac-Man allowing for an easy regrab. Remember that when doing this do not waist your initial double jump or you may not be able to come back.
A z-dropped melon does its normal 12% This allows it to be used to launch your hydrant with a z-drop. Simply air drop the hydrant and quickly z-drop your melon sending both the melon and hydrant flying! Both moves can actually hit your opponent racking up the percent!
Fruit Gushing: When the melon is thrown against the hydrant current it bounces and rises slowly in an upwards direction.
Custom Special Attacks
Custom moves for Pac-Man can be unlocked by playing classic with Pac-Man and winning them after rounds by selecting the red gear icon on the prize roulette before each match.
Custom Down Specials
1. Water Hydrant - Shoots water out on both sides and before, knocking back anyone who gets hit by it.
2. Flame Hydrant - Damages and knock backs anyone in its way by shooting flames out from both the top and sides. Still can be dropped from above as a falling projectile off stage.
3. Exploding Hydrant - Similar to Bowser Junior's down B, the hydrant falls a short distance and then explodes, damaging near by enemies. (Better in teams as the damage done by the hydrant is more accurate.)
Custom Up Specials
1. Trampoline - Pac-Man and opponents hop on a Mappy trampoline allowing them to recover to the stage. The trampoline can only be bounced on 3 times (including the inital bounce by Pac-Man.) If the trampoline is jumped on a third time, it breaks and the characters fall through.
2. Super Trampoline - Pac-Man is given only ONE big bounce on the trampoline which now sends him sky high, damaging opponents in his way. This is a great follow up tool for extended chains and combos.
3. Tricky trampoline - Pac-Man leaves the trampoline behind from his first jump, very similar to his normal up b, but this time, if he or his opponents jump on the trampoline a third time, they are spiked. If they are on stage they are then spiked into the ground for a short period.
Custom Neutral Specials
1. Bonus Fruit - Pac-Man cycles through 7 bonus items which can be thrown at his opponents. Each item has different properties to them.
2. Wacky Bonus Fruit - Pac-Man's fruits now all have wacky trajectory paths. Noticeable change is the key, which no longer shoots out quick and straight but rather isn't thrown at all. I is placed in front of Pac-man and if an opponent touches it, they are immediately spiked, losing a stock if off stage.
3. Slow Bonus Fruit - Pac-Man's fruit travel really slow, allowing Pac-Man to throw them and run near or next to them, using them as a semi shield. The speed also enables Pac-Man to regrab the item rather easily allowing him to throw them again. Some of the fruit's trajectory are different.
Custom Side B Specials
1. Power Pellet- Pac-Man tosses out a power pellet trail on a custom designed path and then eats the pellets, chomping anyone who is in the way of the created path.
2. Long Power Pellet - Pac-Man creates an even longer path with this custom but the damage done by the chomping is seriously reduced.
3. Vortex Pellet - Pac-Man throws out a power pellet that moves very slow. It also creates a vortex that sucks in and holds any opponents, caught in its path.
Ninjalink's custom moveset video on Pac-Man's custom moves.
Custom moves for Pac-Man can be unlocked by playing classic with Pac-Man and winning them after rounds by selecting the red gear icon on the prize roulette before each match.
Custom Down Specials
1. Water Hydrant - Shoots water out on both sides and before, knocking back anyone who gets hit by it.
2. Flame Hydrant - Damages and knock backs anyone in its way by shooting flames out from both the top and sides. Still can be dropped from above as a falling projectile off stage.
3. Exploding Hydrant - Similar to Bowser Junior's down B, the hydrant falls a short distance and then explodes, damaging near by enemies. (Better in teams as the damage done by the hydrant is more accurate.)
Custom Up Specials
1. Trampoline - Pac-Man and opponents hop on a Mappy trampoline allowing them to recover to the stage. The trampoline can only be bounced on 3 times (including the inital bounce by Pac-Man.) If the trampoline is jumped on a third time, it breaks and the characters fall through.
2. Super Trampoline - Pac-Man is given only ONE big bounce on the trampoline which now sends him sky high, damaging opponents in his way. This is a great follow up tool for extended chains and combos.
3. Tricky trampoline - Pac-Man leaves the trampoline behind from his first jump, very similar to his normal up b, but this time, if he or his opponents jump on the trampoline a third time, they are spiked. If they are on stage they are then spiked into the ground for a short period.
Custom Neutral Specials
1. Bonus Fruit - Pac-Man cycles through 7 bonus items which can be thrown at his opponents. Each item has different properties to them.
2. Wacky Bonus Fruit - Pac-Man's fruits now all have wacky trajectory paths. Noticeable change is the key, which no longer shoots out quick and straight but rather isn't thrown at all. I is placed in front of Pac-man and if an opponent touches it, they are immediately spiked, losing a stock if off stage.
3. Slow Bonus Fruit - Pac-Man's fruit travel really slow, allowing Pac-Man to throw them and run near or next to them, using them as a semi shield. The speed also enables Pac-Man to regrab the item rather easily allowing him to throw them again. Some of the fruit's trajectory are different.
Custom Side B Specials
1. Power Pellet- Pac-Man tosses out a power pellet trail on a custom designed path and then eats the pellets, chomping anyone who is in the way of the created path.
2. Long Power Pellet - Pac-Man creates an even longer path with this custom but the damage done by the chomping is seriously reduced.
3. Vortex Pellet - Pac-Man throws out a power pellet that moves very slow. It also creates a vortex that sucks in and holds any opponents, caught in its path.
Ninjalink's custom moveset video on Pac-Man's custom moves.
4. MiscellaneousAlternate Costumes
*Courtesy of the Famitsu article
Final Smash
After breaking the Smash Ball, Pac-Man glows and grows into a ginormous retro looking Pac-Man and attacks and chomps his enemies, on a vertical or horizontal path. After his enemies are chomped, they are then turned into ghost eyes and flee the stage.
Pac-Man Victory Animation
Pac-Man Stage Music
Super Leaf Pac-Man
Pac-Man Kirby Hat
When Kirby wears the Pac-Man hat he takes on Pac-Man's characteristic eye brow and nose! His new b neutral special becomes bonus fruit!
Ghost Assist Trophy
Inky, Pinky, Blinky and Clyde come out of the assist trophy and appear on the screen damaging any opponents caught in their path. Their movement pattern is reminiscent of the classic game Pac-Man.
Pac-Man Stages
Pac-Land - Wii U
A side scrolling stage based on Pac-Man's game, Pac-Land.
Pac-Maze - 3DS
A maze stage based on Pac-Man's original game Pac-Man.
Omega/Final Destination Pac-Maze
Pac-Man's CSS Image
3DS
Pac-Man Victory Theme
*Courtesy of the Famitsu article
Final Smash
After breaking the Smash Ball, Pac-Man glows and grows into a ginormous retro looking Pac-Man and attacks and chomps his enemies, on a vertical or horizontal path. After his enemies are chomped, they are then turned into ghost eyes and flee the stage.
Pac-Man Victory Animation
Pac-Man Stage Music
Super Leaf Pac-Man
Pac-Man Kirby Hat
When Kirby wears the Pac-Man hat he takes on Pac-Man's characteristic eye brow and nose! His new b neutral special becomes bonus fruit!
Ghost Assist Trophy
Inky, Pinky, Blinky and Clyde come out of the assist trophy and appear on the screen damaging any opponents caught in their path. Their movement pattern is reminiscent of the classic game Pac-Man.
Pac-Man Stages
Pac-Land - Wii U
A side scrolling stage based on Pac-Man's game, Pac-Land.
Pac-Maze - 3DS
A maze stage based on Pac-Man's original game Pac-Man.
Omega/Final Destination Pac-Maze
Pac-Man's CSS Image
3DS
Pac-Man Victory Theme
Guide Contributors
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