Pac-Man should be based on movement, biting and obstacles/items in the game.
Someone mentioned this before. Pac-Man should be able to turn on a dime. Very good traction.
B Bite: Hold B, release. Pac-Man starts to continuously chomp. In this state you can move him in any of the four cardinal directions and change directions. The longer B is held before release, the more duration Pac-Man has in this state (and the more he can move around). Only goes into a helpless state if the Up direction is used.
Side B Power Pellet: Either uses a slingshot or shoots out of his mouth a Power Pellet. Bounces three times (hitting stage counts as one bounce, opponent counts as two) before losing momentum and stopping (even in the air). If Pac-Man comes in contact with it, he gains a boost of speed and power for a limited time. Opponents can smash the pellet when it is stationary. (Or instead of Pac-Man getting a buff, when he touches the pellet opponents could turn blue and take extra damage and knock-back for a certain time).
A) Down B Cherry: Places a Cherry. On press of Down B, Pac-Man will shoot toward the cherry with mouth open (as the crow flies). Hitting an opponent or cherry will cause his mouth to clamp for good K.O potential. Will go into helpless state if knocked out of his charge if performed in air.
B) Down B Ghost: A ghost appears behind Pac-Man. The ghost acts as a hit-box and will follow Pac-Man. Causes him to go faster. However, if he turns or rolls backwards, he will collide with the ghost and take damage and knock-back. Down B causes the ghost to disappear.
Up B Pinball Launcher: Pac-Man rolls into a yellow ball and spins, a launcher appears under him. The spring in the launcher pulls back before it hits Pac-Man, launching him. Very limited time to spin the launcher around Pac-Man (as the spring pulls back) to pick a direction to send him.
Aerial Down A Butt Bounce: Can bounce off parts of the stage and enemies.