BridgesWithTurtles
Smash Champion
I feel like I should contribute something. Here's an old moveset I made last year. It could use a lot of work, and looking back on it, I'm not too happy with it, but I'll post it anyway.
Abilities
Standard Attacks
Neutral Special: Chomp: You have to have this when dealing with Pac-Man. Basically, it’s like Wario’s move of the same name. Pac-Man bites down on anyone within immediate range in front of him. This move varies from Wario’s in that Pac-Man opens up wide for a second, then clamps down, knocking foes away, rather than munching on them. The tip of Pac-Man’s mouth is a sweetspot that deals more knockback. Is a sufficient kill move. Deals 10% damage. Pac-Man can also eat items.
Side Special: Rev Roll: Pac-Man begins running in place for as long as this input is held. When released, he boosts forward in the form of a ball, barreling through enemies, sending them flying backward and dealing 5-14% damage. This move gives Pac-Man some unique physical properties. Charge time, though it maxes out its benefits after 1.75 seconds, determines roll distance and power (speed is always the same), and boosting up and off of a slope or ramp sends Pac-Man a few feet into the air, twirling around in ball form, still acting as a hitbox. Has above-average knockback, but shouldn’t be used as a kill move in all situations, due to its predictability.
Up Special: Dot-Chomp Trail: This was an interesting ability featured in the Pac-Man World games. When facing a trail of dots, Pac-Man could float along the string, munching away at the dots. As his recovery move, the player would control the dots rather than Pac-Man. When the move is used, the player can sketch out a path of dots that Pac-Man will follow as it is drawn. Controlled like Ness’ PK Thunder, the trail of dots is fully maneuverable in every direction, but only lasts for ten dots, each of which takes up about 1 character space. Anyone who gets in the way of Pac-Man’s trail risks being munched for decent knockback and 7% damage. Like in his own games, a lined-up trail of enemies can be munched in quick succession. When this move ends, Pac-Man is left in a semi-fall, like Sonic and Snake are after using their recoveries; basically, he can attack with standard moves, but nothing else as he falls.
Down Special: Butt Bounce: Yes, it’s actually called that. Pac-Man careens downward, slamming the ground and rebounding a certain height into the air (height is halfway between his first and second jump’s max heights). Deals 18% damage from a direct hit. If used three times in rapid succession, a small shockwave will spread out along the ground around Pac-Man, dealing 5% damage. A direct hit from this attack spikes enemies, but Pac-Man will die if used over a pit while failing to hit anything. Since Pac-Man can bounce repeatedly very rapidly, this move puts foes into a prone state so they have a chance to tech away, preventing easy spamming of the attack.
Final Smash: Power Pellet: Oh but of course. Pac-Man eats a power pellet, which causes all of the other players to turn blue. Pac-Man then transforms into a large, retro, pixelated version of himself. The player is then free to move around in the air as if the screen were a Pac-Man maze, albeit at a limited speed. Any player they run mouth-first into is instantly KO’d. The Final Smash lasts for about 11 seconds.
Abilities
- # of jumps: 2
- wall jump: no
- wall cling: no
- glide: no
- crawl: no
- Size: 1.5/5 (he’s basically a taller Kirby)
- Weight: 1/5 (very light-weight and prone to being KO’d)
- Power: 2.5/5 (not very weak or powerful one way or the other)
- Ground Speed: 2.5/5 (dash speed at Ivysaur’s level)
- Traction: 3.5/5 (has a bit of a slide, but can turn instantaneously)
- Jump Ability: 2.5/5 (not bad or good, but height can be augmented with Down Special)
- Air Speed: 3/5
- Fall Speed: 3/5
Standard Attacks
- Jab: Pac-Man throws a basic punch with a fist held out, swinging it inward. He follows this up with two identical punches, alternating fists. An average-strength but quick attack with low range. 5-6%
- Floor Attack: Hops right up, pausing an inch above the ground while extending all limbs. 3%
- Floor Attack (Strong): Gets up quickly and twirls around, a circular path of dots forming around him. Contact with the dots does damage. 6%
- Trip Attack: Tosses a dot (which bursts in a small blast of energy) at the ground in front of him while hopping to his feet. 4%
- Ledge Attack: Backflips onto the stage, kicking with one leg. 4%
- Ledge Attack (Strong): Hops up and enthusiastically uppercuts while grinning. Comes out quickly. 6%
- Dash Attack: Dashes forward in the air two character spaces, chomping at the end of the attack. A good sneak attack. Pokes shields. 9%
- Ftilt: Leans forward on his toes and chomps. Has a sweetspot at the tip of Pac-Man’s mouth. Pokes shields. A good jab move with lower range than most moves of its kind. Comes out fast. 13%
- Utilt: Hops a few inches into the air, performing a backflip with one leg extended. Can juggle at low percentages. 9%
- Dtilt: Low kicks with leg outstretched. Pac-Man slides forward a character space. 9%
- Fsmash: Holds a glowing pac-dot in his fist, reeling back while winding his arm, then punches forward, the pellet giving a powerful glowing transfer of energy to the attack. When fully charged, the pac-dot transforms into a power-pellet, aesthetically giving off a bigger glow and turning the opponent blue just as they’re hit. A fully charged hit uses the “power pellet eaten" sound rather than the normal dot-eating sound. 15-22%
- Usmash: Facing the screen, hops up and chomps straight upward. Has good vertical knockback. 14-21%
- Dsmash: Pac-Man becomes solid metal (a powerup of his), and slams the ground with his hard body, sending out a small shockwave on either side of himself. 14-21%
- Nair: Spins horizontally with limbs outstretched, facing the screen and smiling. Rather fast but weak. 8-9%
- Fair: Holds out an open palm in front of himself, arcing it down in front of his body, creating a trail of 3 pac-dots in front of him. Deals up to three hits if all connect, with a total of 12% damage.
- Bair: Spins around, swinging two large cherries behind him, holding them by the stem. Has a large hitbox and decent startup, but some cooldown. 12%
- Uair: Backflips, kicking above him with one leg held out (inspired by the World series). 11%
- Dair: Sticks one leg down below himself, kicking. Not the strongest move, but it has its place. 11%
- Grab: Pac-Man grabs with his mouth. Very short-ranged, but comes out quick as compensation.
- Pummel: Chews his held opponent. Very fast. 1% per hit.
- Fthrow: Winds up with cherries held by the stem, then swings forward, clubbing the enemy. Low overall knockback. 12%
- Bthrow: Tosses the foe a set distance diagonally upward, then quickly pelts them with a dot fired from a slingshot, dealing 6% then 4% damage and minimal knockback.
- Uthrow: A vertical trail of 5 dots appears above Pac-Man, who chews his way along it, biting the foe at each dot. 2% per bite for a total of 10%.
- Dthrow: Tosses the foe at the ground, then rapidly throws three dots at them, each making the distinct “waka" sound upon impact. Does no knockback. 3% per hit for a total of 9%.
Neutral Special: Chomp: You have to have this when dealing with Pac-Man. Basically, it’s like Wario’s move of the same name. Pac-Man bites down on anyone within immediate range in front of him. This move varies from Wario’s in that Pac-Man opens up wide for a second, then clamps down, knocking foes away, rather than munching on them. The tip of Pac-Man’s mouth is a sweetspot that deals more knockback. Is a sufficient kill move. Deals 10% damage. Pac-Man can also eat items.
Side Special: Rev Roll: Pac-Man begins running in place for as long as this input is held. When released, he boosts forward in the form of a ball, barreling through enemies, sending them flying backward and dealing 5-14% damage. This move gives Pac-Man some unique physical properties. Charge time, though it maxes out its benefits after 1.75 seconds, determines roll distance and power (speed is always the same), and boosting up and off of a slope or ramp sends Pac-Man a few feet into the air, twirling around in ball form, still acting as a hitbox. Has above-average knockback, but shouldn’t be used as a kill move in all situations, due to its predictability.
Up Special: Dot-Chomp Trail: This was an interesting ability featured in the Pac-Man World games. When facing a trail of dots, Pac-Man could float along the string, munching away at the dots. As his recovery move, the player would control the dots rather than Pac-Man. When the move is used, the player can sketch out a path of dots that Pac-Man will follow as it is drawn. Controlled like Ness’ PK Thunder, the trail of dots is fully maneuverable in every direction, but only lasts for ten dots, each of which takes up about 1 character space. Anyone who gets in the way of Pac-Man’s trail risks being munched for decent knockback and 7% damage. Like in his own games, a lined-up trail of enemies can be munched in quick succession. When this move ends, Pac-Man is left in a semi-fall, like Sonic and Snake are after using their recoveries; basically, he can attack with standard moves, but nothing else as he falls.
Down Special: Butt Bounce: Yes, it’s actually called that. Pac-Man careens downward, slamming the ground and rebounding a certain height into the air (height is halfway between his first and second jump’s max heights). Deals 18% damage from a direct hit. If used three times in rapid succession, a small shockwave will spread out along the ground around Pac-Man, dealing 5% damage. A direct hit from this attack spikes enemies, but Pac-Man will die if used over a pit while failing to hit anything. Since Pac-Man can bounce repeatedly very rapidly, this move puts foes into a prone state so they have a chance to tech away, preventing easy spamming of the attack.
Final Smash: Power Pellet: Oh but of course. Pac-Man eats a power pellet, which causes all of the other players to turn blue. Pac-Man then transforms into a large, retro, pixelated version of himself. The player is then free to move around in the air as if the screen were a Pac-Man maze, albeit at a limited speed. Any player they run mouth-first into is instantly KO’d. The Final Smash lasts for about 11 seconds.