Pac-Man

103 moves34 changed by HDR69 vanillainternal pacman
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53Sakurai16 fixed-94170top
4-5370°19 fixed-91top
4-5380°22 fixed-92, 3top
4-53Sakurai30 / 15-94top
hdr
Jab
4-52Sakurai15 fixed-114190top
4-5270°21 fixed-111top
4-5280°26 fixed-112top
4-52Sakurai30 / 15-113top
hdr
Jab
4-74Sakurai45 / 106-194280, 1legr, kneer

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
3-90Sakurai12 fixed3460pizzapacman
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 / 100-186310, 1, 2kneel, hip
hdr
Forward Tilt
6-98Sakurai20 / 100-186310, 1, 2kneel, hip
hdr
Forward Tilt
6-98Sakurai20 / 100-186310, 1, 2kneel, hip
hdr
Up Tilt
6-14796°45 / 110-166280, 1head, handr
hdr
Down Tilt
6-11630°50 / 60-156270top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-1716Sakurai40 / 100-3015560ghost1
15-1715Sakurai40 / 100-301top
18-28960°40 / 100-310ghost1
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
93115°125 fixed-399520top
13-151490°32 / 105-290ghost1
16-26890°32 / 97-290ghost1
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-151329°30 / 91-3413570, 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
5-9748°42 / 70-5533101-2, 27–0legl
5-9946°42 / 58-41kneel
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 / 70-111666 (on hit: +26)181, 56–0top
21-39965°45 / 70-120top

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialN vanilla
Neutral Special
no hitboxes8
SpecialNHold vanilla
Neutral Special
no hitboxes
SpecialNCancel vanilla
Neutral Special
no hitboxes7
hdr
Neutral Special
no hitboxes42
SpecialAirN vanilla
Neutral Special
no hitboxes8
SpecialAirNHold vanilla
Neutral Special
no hitboxes
SpecialAirNCancel vanilla
Neutral Special
no hitboxes7
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
hdr
Neutral Special
no hitboxes42
vanilla↛•
Side Special
spawns esa58
vanilla
Side Special
no hitboxes
SpecialSChange vanilla
Side Special
no hitboxes5
hdr
Side Special
1-14145°30 / 90-101140pizzapacman
hdr•¶
Side Special
1-1410Sakurai40 / 66-5114100pizzapacman
1-14150°50 / 108-100pizzapacman
SpecialSReturn vanilla
Side Special
no hitboxes40
vanilla↛•
Side Special
spawns esa58
vanilla
Side Special
no hitboxes
SpecialAirSReturn vanilla
Side Special
no hitboxes40
hdr➔•‡
Up Special
spawns trampoline16
SpecialHiEnd vanilla
Up Special
no hitboxes16
hdr➔•‡
Up Special
spawns trampoline1633
hdr
Up Special
1-5590°40 / 90-291331pizzapacman
6-13682°40 / 95-281pizzapacman
14-18760°40 / 70-281pizzapacman
hdr
Up Special
no hitboxes3133
SpecialAirHiBreak vanilla
Up Special
no hitboxes433
vanilla
Down Special
spawns firehydrant937
hdr
Down Special
14-167.5270°29 / 65-2714480top
vanilla
Down Special
spawns firehydrant937
hdr
Down Special
14-167.5270°29 / 65-2714480top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Grab
12-18– / –590, 1grab
19-33– / –0grab
19-26– / –1grab
27-33– / –1grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-111150top
CatchCut vanilla
Grab
no hitboxes30
vanilla
Dash Grab
14-21– / –670, 1grab
22-35– / –0grab
22-29– / –1grab
30-35– / –1grab
vanilla
Pivot Grab
15-22– / –620, 1grab
23-36– / –0grab
23-29– / –1grab
30-36– / –1grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1858°50 / 65133320
1-323Sakurai60 / 1000
hdr
Back Throw
11147°60 / 902538130
1-373Sakurai40 / 1000
hdr
Up Throw
1590°45 / 801836180
1-353Sakurai40 / 1000
hdr
Down Throw
1632°65 / 303454200
1-153Sakurai40 / 1000
16-32 (every 8)1.5Sakurai40 fixed-350top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265910
hdr
Air Dodge
intangible 4–265910
vanilla
Ledge Attack
20-22945°90 / 20-2920560top
vanilla
Get-Up Attack
18-19748°80 / 48-2618500top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
22-23748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes32
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes32

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
1.7
Run Speed
1.64
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)
0.02
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, Down 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
  • Land cancels: touching the ground during this move ends it with 10 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Side Special (Dash)
  • 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.