Pac-Man

103 moves34 changed by HDR69 vanillainternal pacman
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-52Sakurai25 / 25-9417–0top
4-52Sakurai20 / 25-91top
4-52Sakurai20 / 15-92top
hdr
Jab
4-52Sakurai35 / 35-11419–0top
4-52Sakurai30 / 35-111top
4-52Sakurai30 / 30-112top
hdr
Jab
4-74Sakurai45 / 106-19428–0, 1legr, kneer

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
3-90Sakurai12 fixed–346–0pizzapacman
10-26 (every 8)212°40 / 15-320, 1pizzapacman
34460°60 / 125-70pizzapacman
34-35460°60 / 125-70pizzapacman

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
6-98Sakurai20 / 100-18631–0, 1, 2kneel, hip
hdr‡
Forward Tilt
6-98Sakurai20 / 100-18631–0, 1, 2kneel, hip
hdr‡
Forward Tilt
6-98Sakurai20 / 100-18631–0, 1, 2kneel, hip
hdr◆
Up Tilt
6-14796°45 / 110-16628–0, 1head, handr
hdr
Down Tilt
6-11630°50 / 60-15627–0top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
15-1716Sakurai40 / 100-301556–0ghost1
15-1715Sakurai40 / 100-301top
18-28960°40 / 100-310ghost1
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
93115°125 fixed-39952–0top
13-151483°32 / 102-290ghost1
16-26883°32 / 97-290ghost1
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-151329°30 / 91-341357–0, 1ghost1, ghost2
16-26750°40 / 97-350, 1ghost1, ghost2

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-81050°30 / 115054571-2, 40–0pizzapacman
9-14850°30 / 90-10pizzapacman
15-20650°30 / 70-20pizzapacman
hdr
Forward Air
5-9746°50 / 60-5533101-2, 27–0, 1kneel, legl
hdr
Back Air
9-1113.5Sakurai33 / 104-3942121-8, 36–0, 1kneer, legr
12-187Sakurai25 / 80-70, 1kneer, legr
hdr
Up Air
7-181070°35 / 85-173381-3, 32–0, 1legr, kneer
hdr◆‡
Down Air
16-201090°45 / 70-111650 (on hit: +10)181, 46–0top
21-39965°45 / 70-120top

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialN vanilla•
Neutral Special
no hitboxes–8––
SpecialNHold vanilla•
Neutral Special
no hitboxes––––
SpecialNCancel vanilla
Neutral Special
no hitboxes–7––
hdr
Neutral Special
no hitboxes–42––
SpecialAirN vanilla•
Neutral Special
no hitboxes–8––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes––––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–7––
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes–6––
hdr
Neutral Special
no hitboxes–42––
vanilla↛•
Side Special
spawns esa58––
vanilla•
Side Special
no hitboxes––––
SpecialSChange vanilla•
Side Special
no hitboxes–5––
hdr∅
Side Special
1-14145°30 / 90-10114–0pizzapacman
hdr
Side Special
1-1410Sakurai40 / 66-5114–0pizzapacman
1-14150°50 / 108-100pizzapacman
SpecialSReturn vanilla
Side Special
no hitboxes–40––
vanilla↛•
Side Special
spawns esa58––
vanilla•
Side Special
no hitboxes––––
SpecialAirSReturn vanilla
Side Special
no hitboxes–40––
hdr➔•‡
Up Special
spawns trampoline16––
SpecialHiEnd vanilla•
Up Special
no hitboxes–16––
hdr➔•‡
Up Special
spawns trampoline1633–
hdr•
Up Special
1-5590°40 / 90-291–331pizzapacman
6-13682°40 / 95-281pizzapacman
14-18760°40 / 70-281pizzapacman
hdr•
Up Special
no hitboxes–3133–
SpecialAirHiBreak vanilla•
Up Special
no hitboxes–433–
vanilla➔
Down Special
spawns firehydrant937––
hdr‡
Down Special
14-167.5270°29 / 65-271448–0top
vanilla➔
Down Special
spawns firehydrant937––
hdr‡
Down Special
14-167.5270°29 / 65-271448–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Grab
12-18––– / –––59–0, 1grab
19-33––– / ––0grab
19-26––– / ––1grab
27-33––– / ––1grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
vanilla
Dash Grab
14-21––– / –––67–0, 1grab
22-35––– / ––0grab
22-29––– / ––1grab
30-35––– / ––1grab
vanilla
Pivot Grab
15-22––– / –––62–0, 1grab
23-36––– / ––0grab
23-29––– / ––1grab
30-36––– / ––1grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1858°50 / 65–133320–
1-323Sakurai60 / 100–0–
hdr
Back Throw
11145°70 / 82–2560350–
1-593Sakurai40 / 100–0–
hdr‡
Up Throw
1590°45 / 80–1836180–
1-353Sakurai40 / 100–0–
hdr
Down Throw
1648°60 / 55–3456220–
1-153Sakurai40 / 100–0–
16-32 (every 8)1.5Sakurai40 fixed–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–6010–
hdr•
Air Dodge
intangible 4–26–6010–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
18-19748°80 / 48-261850–0top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
22-23748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–32––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–32––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

4 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Bigpacman

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Eat
12045°70 / 700–
1-2602840°60 / 650–

Firehydrant

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Wait
1-390Sakurai0 / 00top
vanilla
Fall
1-39960°60 / 800top
vanilla
Fly
1+1345°30 / 900rot2
vanilla
Down
1-391045°30 / 900rot2

Firehydrantwater

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Shoot
2-340Sakurai37 fixed0top
vanilla⇥
ShootUp
2-34090°43 fixed0top

Trampoline

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Break
3090°1 fixed0top

Attributes

Weight & Size

Weight
95
Jostle Weight
5.5
Shield Radius
11

Ground Movement

Walk Speed
1.097
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.625
Run Speed
1.62
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.07

Jumps

Jumpsquat
4
Jump Initial Y
12.1908
Full Hop Height
27
Short Hop Height
15.48
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
1.095
Air Accel (add)
0.015
Air Accel (mul)
0.065
Air Friction
0.0125
Gravity
0.085
Fall Speed
1.7

Landing Lag

Nair
7
Fair
10
Bair
12
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (78 -> 69 frames).Dash Attack
  • HDR replaces the animation (48 -> 53 frames).Up Tilt
  • HDR replaces the animation (67 -> 70 frames).Down Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Forward Smash, Up Smash, Down Smash, Down Air, Up Special (Start), Up Special (Air, Start), Down Special (Failure), Down Special (Air, Failure), Up Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (Dash)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 1-14: out, but unable to collide with a fighter, so not counted as active frames.Side Special (Move)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Bigpacman is on the field for up to 260 frames (param_bigpacman.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bigpacman: Eat
  • Firehydrantwater is on the field for up to 34 frames (param_firehydrantwater.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Firehydrantwater: Shoot, Firehydrantwater: ShootUp
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from esa — the engine's name for it, and there is no table for it here.Side Special (Start), Side Special (Air, Start)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Trampoline — see Projectiles & Articles below.Up Special (Start), Up Special (Air, Start)
  • Damage comes from Firehydrant — see Projectiles & Articles below.Down Special, Down Special (Air)
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special (Change), Side Special (Air, Start), Up Special (Start), Up Special (End), Up Special (Air, Start), Up Special (Air, End), Up Special (Air, Break), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Side Special (Loop), Side Special (Air, Loop), Up Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 33 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air, Loop), Up Special (Air, End), Up Special (Air, Break)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.