• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

How Would you Buff Pac-Man?

What Tier Would This Buffed Pac-Man Be?

  • Best

  • Top Tier

  • High Tier

  • Mid Tier

  • Low Tier

  • Bottom Tier

  • Worst


Results are only viewable after voting.

Almand

Smash Journeyman
Joined
Jan 20, 2018
Messages
216
I recently set out buffing and nerfing a few characters, and the one I spent most time with, by far, is Pac-Man. He is my main, after all, and I want him out of Esam's bottom 10. He's super fun to play as is, but I tried my best to make him more competitively viable. I might have gone a bit off the deep end with a few things, but it's a constant WIP, and I'd like some opinions other than my own.

Update: Added version 4!
Version 1:
https://www.dropbox.com/s/j0q2uhuqg8mhhx3/Pac-Man Patch.docx?dl=0
Version 2:
https://www.dropbox.com/s/9v1yamcpdsc70sc/Pac-Man Patch v2.docx?dl=0
Version 3:
https://www.dropbox.com/s/j8aby5rfn8zlb6n/Pac-Manifesto Part 3.docx?dl=0
Version 4 (Probably final):
https://www.dropbox.com/s/pcfsk9q68qjxtpx/Pac-Manifesto 4.docx?dl=0

Changes from v1 to v2:
-Down Throw slightly weaker (KBG 142 -> 140)
-Dair has 1 frame more lag, since it is a spike (17 -> 18).
-Power Pellet does 0.5% more damage (uncharged dash 1.5% -> 2%, charged dash ~11% -> 12%).
-Strawberry, Apple, Bell, and Key now have different attributes for Z-Drops, rather than thrown and Z-Dropped being identical for all except Bell.
-Grabs are much faster and have no in-between latent frames; just one long grab box that grows with the Galaga Beam (since it doesn't really make sense to have a tractor beam that only works at a specific distance away, and sometimes doesn't function at all)
-Up Air is stronger, very slightly (BKB 13 -> 15). Can still juggle at low-mid percents, but can kill below 200% now if needed (buff to knockback allows it to kill 5-10% earlier than vanilla).
-Dair can be acted out of earlier (FAF 60 -> 54), so offstage spiking is slightly safer (though still hard to hit, and risky).

Changes from v2 to v3:

-Down Throw reworked (Angle 40 -> 75, BKB 35 -> 20, KBG 140 -> 155).
-Added FAF on throws (weight-dependence changes this, but FAF data is true for middleweights, lower for lightweights, higher for heavyweights). Down Throw cannot combo, F-Throw and up throw can be acted out of earlier, back throw unchanged.
-Further adjusted grabs. Last a bit less time, can be acted out of much sooner (Standard: Active 10-28 -> 10-21, FAF 55 -> 46. Dash: Active 12-40 -> 12-30, FAF 72 -> 60. Pivot: Active 12-20 -> 11-15, FAF 42 -> 35).
-Adjusted Smashes. Forward and Down come out faster (with late hits adjusted), all have less lag and are stronger (Forward: Active 16-18 -> 15-17, FAF 50 -> 46, KBG 99 -> 105. Up: FAF 47 -> 43, KBG 94 -> 100. Down: Active 15-18 -> 13-16, FAF 51 -> 44, KBG 86 -> 95. Late Hits: Hitlag 1.6 -> 2x).
-Added autocancel frames to all aerials. All can be autocanceled out of shorthop, Fair can be used twice and autocancel from shorthop (similar to Luigi's Fair).
-Nair is stronger (BKB 22 -> 25), and active frames have been reworked (Early: Active 3-6 -> 3-5. Regular: Active 7-12 -> 6-10. Late: Active 13-26 -> 11-30).
-Fair is even more spammable (FAF 20 -> 19), knockback adjusted (KBG 120 -> 90).
-Bair nerfed a bit. Still incredibly strong, but more reasonable (BKB 15 -> 10).
-Dair strengthened (BKB 30 -> 35, KBG 65 -> 80, Angle 280 -> 275), about the same as Duck Hunt's Dair.
-Z-Drop fruits adjusted. Apple now pierces, Strawberry still spikes (much weaker), Melon and Orange now have variants.

Changes from v3 to v4:
-Jab (Hit 2) weakened and sped up (KBG 100 -> 85, FAF 26 -> 24).
-Forward Tilt exchanged FAF for Damage (Damage 8% -> 9%, KBG 100 -> 95, FAF 27 -> 30).
-Up Tilt strengthened because we don't need another Knockoff Mario Up Tilt (BKB 40 -> 50).
-Down Tilt is now a 2-hit move. First hit is frame 4 and launches into 2nd hit. Overall sped up and adjusted (FAF 25 -> 23, Angle 65 -> 70).
-Down Smash slightly nerfed in speed, since it is a very strong semi-spike. (Active 13-16 -> 14-16, FAF 44 -> 48).
-Forward Throw FAF adjusted (FAF 26 -> 28)
-Up Throw FAF adjusted (FAF 35 -> 38)
-Back Throw nerfed, I somehow made it stronger than vanilla at first (BKB 75 -> 45, KBG 70 -> 55).
-Down Throw slightly nerfed (BKB 20 -> 15, KBG 155 -> 150).
-Fair adjusted to combo better (BKB 20 -> 40, KBG 90 -> 85).
-Bair nerfed (KBG 123 -> 115).
-Up Air buffed and active frames adjusted (Active 9-18 -> 9-16, BKB 15 -> 20).
-Dair can be acted out of earlier, but can no longer autocancel out of shorthop (FAF 54 -> 49, Autocancel 1, 40> -> 1, 48>).
-Down Air now has a sourspot that can combo (Damage 6%, Angle 65, BKB 60, KBG 80).
-Down Air spike buffed and nerfed (Damage 8% -> 9%, BKB 35 -> 15).
-Strawberry nerfed (BKB 40 -> 10, KBG 80 -> 100) and Z-Drop Strawberry nerfed (BKB 25 -> 5, KBG 50 -> 60).
-Orange damage/knockback reverted back to normal (Damage 7% -> 8%, KBG 88 -> 76).
-Apple strengthened (BKB 55 -> 60), Melon strengthened (BKB 30 -> 35), Key strengthened (BKB 35 -> 40).
-Hitched Hydrant removed (dumb/bad option, similar to aerial Falcon Kick, especially since Pac can't act out of it).
-Hyrant Damage adjusted, now based on Shield Damage instead of regular damage (explained in document).


If any of you read it, how did I do? What needs to be changed or nerfed? This is the ravings of a silly Pac-Main who wants his low-tier to be high-tier, after all, so I'd love some more level-headed players' opinions on the more ludicrous changes.
 
Last edited:

popemanz

Smash Apprentice
Joined
Dec 6, 2018
Messages
114
remove half the fruit since he uses none and just uses galaga and weight rarely key ethier that or buff key as a kill move just like robin
 

Almand

Smash Journeyman
Joined
Jan 20, 2018
Messages
216
remove half the fruit since he uses none and just uses galaga and weight rarely key ethier that or buff key as a kill move just like robin
This thread is sort of abandoned, dude. As a Pac-Main, though, I'd say the only fruit I don't use is Cherry. Strawberry is good for below-the-stage gimps, since it sends at a lower angle with low knockback (as opposed to Apple, which has vertical knockback that might save the opponent). Cherry is just a worse version of Strawberry, Orange is a good gimping/pressure tool, Apple Kills, Melon sets up traps, Galaga for combos, Bell stuns, and Key kills. I agree it should be stronger, though.
 

popemanz

Smash Apprentice
Joined
Dec 6, 2018
Messages
114
This thread is sort of abandoned, dude. As a Pac-Main, though, I'd say the only fruit I don't use is Cherry. Strawberry is good for below-the-stage gimps, since it sends at a lower angle with low knockback (as opposed to Apple, which has vertical knockback that might save the opponent). Cherry is just a worse version of Strawberry, Orange is a good gimping/pressure tool, Apple Kills, Melon sets up traps, Galaga for combos, Bell stuns, and Key kills. I agree it should be stronger, though.
I thought only the orange was good thanks for making me learn
 
Top Bottom