Super Smash Bros. Ultimate PAC-MAN Guide – How to Play, Attack Moves

Super Smash Bros. Ultimate PAC-MAN Guide

In this Super Smash Bros. Ultimate PAC-MAN Guide, we will guide you on how to play if you choose PAC-MAN as your character of choice in a fight. We will highlight all the moves that are specific to PAC-MAN, plus his defending moves, special moves and his final smash. In addition, this guide will also give you a better understanding of his moves, for if you find yourself fighting against PAC-MAN.

This guide will focus on PAC-MAN’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what his final smash looks like and what it does to your foe.

Super Smash Bros. Ultimate PAC-MAN Guide

Below we have listed all the attacks that are specific and special to PAC-MAN. Refer to each attack for a better understanding of how PAC-MAN combats in the stage.

Introduction

PAC-MAN is a floaty middleweight fighter with an unconventional move set drawn from the PAC-MAN game. Though he deals less damage in his attacks, his eccentric fighting style gives him a distinct advantage when his moves are used properly.

PAC-MAN can also play an added pressure game with his items becoming projectiles and thrown at the enemy. His fruit projectiles can be picked up and thrown by enemies, his trampoline can be destroyed or used to extend the opponent’s air time, Fire Hydrant can be launched back at him, and Power Pellet can be knocked out of the air.

With PAC-MAN, your main objective is to find ways to set up his odd special moves, and to defend against aggressive enemies with your solid aerial attacks. He can also crouch walk and wall jump, while having many flexible air mobility tools.

Grounded Attacks

This section of the guide contains all the grounded attacks that PAC-MAN can perform while on the stage.

Neutral Attacks

PAC-MAN has three Neutral attacks. The first two are a one two punch combo that deal 2 damage each. The final is a somersault backflip kick that deals 3 damage, and knocks enemies away.

Though the first jab has moderate start up speed, it lacks in reach. His following jabs force him to extend towards the enemy to get the reach.

Defensive Attacks

PAC-MAN has 2 Defensive Attacks. The Ledge attack deals 9 damage, while the Wake-up attack deals 7 damage.

Dash Attack

PAC-MAN’s Dash deals 2×3, 4 damage, where he turns into a 2D original shape, and chomps at the enemy with the assault. The enemies are then launched into the sky for a potential follow up.

This attack is unique because it is safe if its shielded, thanks to its remarkably low lag you can potentially score a follow up air attack depending on the enemy’s shuffle

Smashes

PAC-MAN has three smash attacks.

Side Smash

This attack deals 16 damage, where PAC-MAN summons blinky the ghost in front of him that launches enemies away with incredible power. This ghost attack has pronounced hit effects, covering large area wherever the ghosts appear.

This attack can also be used as an edge guarding tool to finish off opponents trying to recover back onto the stage.

Up Smash

This attack deals 3, 14 damage, where PAC-MAN whips his fist into the air and conjures Inky above him. Inky launches enemies in the sky.

Down Smash

This attack deals 13 damage, where PAC-MAN extends both his arms to his sides, summoning Pinky behind him and Clyde in front. The ghosts clear out foes nearby, launching them back.

This attack can leave you highly vulnerable due to its high end lag, so it is best saved for when you want to take out multiple enemies around you.

Tilts

PAC-MAN has three Tilt Attacks.

Side Tilt

This attack deals 8 damage, where PAC-MAN kicks in front of him with an extended leg, that stopes enemies on their tracks. This kick can be adjusted angling up or down, where it can be used as an anti-air if you adjust the angle upward.

Meanwhile, downward angle of the kick can be used against enemies trying to recover on the ledge. Hit them as they try to grab the ledge.

Up Tilt

This attack deals 6.5 damage, where PAC-MAN drives his fist above and launches any enemy hit by it long enough to follow up with an attack. This attack has very little lag, allowing you to persist with it repeatedly against any enemy above you.

When hit, you can combo this attack with another Up Tilt, or you can use Up Air, or Up Special.

Down Tilt

This attack deals 6 damage, where PAC-MAN bites out at the enemy’s feet, knocking them away. Like most Down tilt attacks, PAC-MAN does not assume a low profile during this attack, but since its so quick, it can easily dodge counter attacks from enemies.

Grabs

PAC-MAN has five Garb attacks. The first grab deals 1.3 damage. The Front and Back throw deal 8 and 11 damage, respectively. The Up throw deals 5 damage, while the Down throw deals 10.5 damage.

PAC-MAN emits a tractor beam with a range that extends farther than his side tilt attack, ensnaring foes hit by it. PAC-MAN’s grab is unique compared to the rest of the cast; it starts up slowly, but has incredible reach.

Down throw deals a good amount of damage while allowing you to go for a mix-up with your amazingly safe dashing attack. If the opponent shuffles up, you can try to punish their air move; if they go for a tech get-up, you can go for your safe dashing attack to punish them. If you think your opponent will go defensive by putting up their shield, you can attempt another tractor beam grab instead.

Aerial Attacks

This section of the guide will cover all the Aerial attacks that PAC-MAN has.

Neutral Air Attack

This attack deals 10 damage, where PAC-MAN transforms into a wedge form and bites at the enemy nearby in a circular pattern, knocking them up briefly. This attack deals the most damage at the beginning of the move, and is a great defensive option to have just after blocking an enemy’s attack.

The downside of this attack is that it has considerable air lag, but a short landing lag, so its not easily punishable if you throw it out defensively.

Forward Air Attack

This attack deals 7.7 damage, where PAC-MAN produces a spinning roundhouse kick in front of him, knocking enemies away. This attack is as fast as his jabs, and can be thrown twice in a jump.

You can go for a jump pre-emptive forward air, then descend on grounded foes with a down air surprise attack. You can also use forward air as a defensive “walling” technique by short-hopping straight up, then fast-fall into an immediate forward air, deterring advancing foes.

Back Air Attack

This attack deals 11.8 damage, where PAC-MAN drives his legs behind him for a rear-hitting dropkick attack. Back air attack persists for a significantly long time, making it your best air-to-air attack. Back air can be used to defend yourself while your back is facing the enemy, stifling the enemy’s forward aggression. Its extended hitbox makes it a strong tool for harassing offstage foes.

Since this attack is more effective than forward air attack in most air-to-air engagements, try to keep your back facing the ledge whenever you have an opponent recovering offstage.

Up Air Attack

This attack deals 10 damage, where PAC-MAN produces a somersault attack in the air that covers a decent angle around him. He kicks out in the front, then arcs the attack above him, followed by behind. this attack knocks enemies up for a potential follow up air combo.

This is a strong anti-air attack with decent start speed and great angle coverage, hitting in front and behind. this attack also floats PAC-MAN slightly. With its float effect, you can short-hop and fast-fall into up air to hit grounded fighters. Against low-damage foes, you can combo into up-angled side tilt or your neutral attack combo. To make the attack safer, cross over the enemy and hit with the rear portion of the kick.

Down Air Attack

This attack deals 2×3, 7 damage. In this attack, PAC-MAN comes down from the air onto the enemies head with multi hit stomp attack. The first three kicks cause a dragging effect, while the last hit launches the enemy up and away.

This attack has a large amount of air and landing lag, but it inflicts great damage if all of the this connect with the victim.

Special Moves

PAC-MAN has 4 special moves. All of them are detailed below.

Neutral Special – Bonus Fruit

In this attack, PAC-MAN uses many objects and fruits in his arsenal as a projectile that can be thrown towards the enemy and can be used to deal damage or knock or launch them. The fruits can be selected once you hold the attack button, as if you are charging, where you will see the fruits and objects being cycled, and for you to choose.

The attack can be cancelled and stored by imputing direction, jumping or shielding. If you tap after the cancel, the object that was in store would be the one thrown.

Below we have listed all the fruits and objects that PAC-MAN uses, the damages they deal, and the effect it has on the opponents:

Cherry: This item deals 3.3 damage. Cherries are thrown a short distance, bounce once before dissipating, and deal low damage with a low knockback effect. They’re best used if you need to quickly generate an item. Bounce the cherry off a nearby opponent’s head, then jump up to grab the cherry so you can throw it again!

Strawberry: This item deals 5 damage. Strawberries are like cherries, except they pack a bit more punch.

Orange: This item deals 6.5 damage. Unlike cherries and strawberries, oranges don’t obey the rules of gravity, and fly horizontally through the air a great distance before they dissipate. They’re good for horizontal stage control.

Apple: This item deals 8.5 damage. Apples are slammed into the ground and bounce several times. They deal much more damage than the other fruits and have more launching power. They make for exceptional long-distance attacks to force the enemy into repositioning.

Melon: This item deals 11 damage. Melons float through the air slowly, but deal even more damage than apples. While slow, they’re excellent offense-covering projectiles. You can use a melon’s on-screen presence to cover your follow-up attacks. If a melon hits, you can follow up with a guaranteed forward air attack for a two-hit combo.

Boss Galaxian: This item deals 8×2 damage. Boss Galaxian flies forward, then loops up and around before flying away. The Galaga ship can hit multiple times if spaced out, so that the enemy is struck by the looping trajectory of the ship.

Bell: This item deals 6.5 damage. The bell’s trajectory is unique; it flies up-forward a set distance, then slams straight down. You can use the downward trajectory to obliterate ledge-hanging foes! The bell stuns foes whether they’re hit while midair or grounded, giving you enough time to land a high-powered attack.

Key: This item deals 15 damage. Keys are flung forward at a high velocity and deal the most damage out of all of the Bonus Fruit projectiles. A key’s speed makes it difficult to react to, so it can be a powerful KO tool against offstage foes.

Side Special – Power Pellet

This attack deals 4 to 5, 6 damage. In this attack, PAC-MAN produces the pellets that he eats in the original PAC-MAN game. He throws out a row of such pellets, and chomps on them. Any opponent in his path are hit.

Power Pellet is a vital part of PAC-MAN’s recovery game. It’s flexible, allowing you to launch PAC-MAN in almost any direction as long as you can control the pellet pathing well. When you’re offstage recovering, use Power Pellet to attack your edge-guarding foe. Alternatively, you can direct the pellets toward the ledge or over the opponent, using your chomp momentum to throw you over them.

If an opponent hits your Power Pellet as it’s being deployed, the attack is canceled and PAC-MAN’s chomp attack is interrupted, potentially resulting in you losing a stock. If you’re too predictable with your offstage Power Pellets, foes can take advantage by striking at your pellet, causing you to fall.

Up Special – Pac-Jump

This attack deals 5 damage, where PAC-MAN produces his trampoline to jump. This trampoline can be used multiple times but has health until it is destroyed.

Anyone can bounce off his trampoline, so you can use it to set up tricky scenarios. For example, if an enemy is offstage below a ledge, you can meet them in the air with a Pac-Jump, leaving a trampoline midair and beneath them, forcing them to land and bounce off the trampoline and into your attacks unpredictably. Of course, offstage trampolines can also help your opponent recover.

Down Special – Fire Hydrant

This attack deals 9 damage on drop, and 13 damage when launched. In this attack, PAC-MAN drops a heavy Fire Hydrant under him. If he throws it out midair, it can land on and damage foes beneath him. PAC-MAN’s Fire Hydrant can be launched away as a projectile if it’s struck with powerful attacks, like side smash and down air attack. While flying through the air, the hydrant becomes a high-powered projectile with high launching power.

The water spouted from the Fire Hydrant affects everyone, including PAC-MAN. You can use push effect to maneuver around in situations where you’d normally be unable to, such as while charging up a smash attack or during a down throw

Final Smash – Super Pac-Man

In the Final Smash, PAC-MAN transforms into a giant PAC-MAN and moves across the screen at high speed. You can adjust the direction a little bit with each crossing. Any opponents that are hit, are launched away.


For other characters, check out our Super Smash Bros. Ultimate Characters Guide.

Read more Super Smash Bros. Ultimate Guides.

This concludes our Super Smash Bros. Ultimate PAC-MAN. If you want to add anything to this guide, feel free to use the comments section below

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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