![pacman smash ultimate frame data pacman smash ultimate frame data](https://ultimateframedata.com/hitboxes/pac_man/PacManUTilt.gif)
・Great at limiting opponent's movement with a variety of projectiles See Our Tier List Here! Pac-Man's Strengths and Weaknesses Strengths Pac-Man is a tricky character, and players will need to learn the ins and outs of his unique special attacks to get the most out of him. His range is rather below average, and combined with the fact that very few of his moves have good knockback, it means that Pac-Man can sometimes struggle to kill until getting an opponent to a pretty high percent. Pac-Man's grab is very slow and punishable, meaning that it is mainly only good for a hard read. Pac-Man's main gameplan relies on using these tricky projectiles to create mind games with the opponent, limiting their movement and punishing a bad option. His fire hydrant is also used as a way of putting a layer of separation between Pac-Man and the opponent, and can be launched forward after it takes enough damage. Each of these has its own effects and uses, but the 7th item that appears, the Bell, will stun the opponent, making it very good for a heavy follow-up attack. Smash Ultimate Pac-Man has the unique characteristic of being able to choose from a variety of projectiles in his neutral B. However, their physics are still applied at 60 frames per second.A tricky character with several unique projectiles for Nintendo 3DS, assist characters' graphics are rendered at 30 frames per second. Brawl also introduces subframes for rendering slowed-down gameplay, resulting in smooth movement even at 1/4x speed, though it is unclear whether physics continue to work on integer frames only.
![pacman smash ultimate frame data pacman smash ultimate frame data](https://ultimateframedata.com/hitboxes/pac_man/PacManGalaxian.png)
For example, weight-based throws can animate at varying speeds, resulting in each drawn frame showing a subframe of each animation (such as frame 10.56). However, other elements utilize the concept of subframes, which allows decimal numbers of frames. As another example, time-slowing effects in SSB64 and Melee reduce the rendering framerate as well as the physics framerate, so using training mode to reduce game speed to 1/4x results in a noticeable drop in framerate. For example, most hitboxes take their current position and their position one frame ago in order to stretch between the intervening space, so a fast-moving attack cannot pass through a target without damaging it. Many mechanics are restricted to integer numbers of frames. Melee, as even minor stuttering can throw off experienced players, who play the game using patterns that expect the game to run at exactly 60 FPS. This is one of the reasons the stage is banned in doubles in Super Smash Bros. A notable example is on Fountain of Dreams many characters using special-effect-heavy attacks at once combined with the reflective floor can cause the game to stutter and lag as it fails to work fast enough to keep the framerate at 60FPS. Situations can occur where the game is not capable of finishing all its calculations within one frame, resulting in a delay while it finishes up. Players use many terms to refer to particular frames of an attack, such as invincibility frames. For example, Mario's forward tilt in Brawl hits on frame 5, meaning it takes about 0.08333 seconds to deal damage upon inputting the attack.
#Pacman smash ultimate frame data series
series are measured in frames (only a few are measured in seconds, minutes, or hours). The vast majority of timing-based elements on the Smash Bros. In all the series' games so far, one frame is 1/60th of a second, meaning the game runs at 60 frames per second. Every frame, the game reads controller input, performs calculations, and renders an image on the screen. If you are looking for frame information regarding invulnerability time, see Invincibility frame If you are looking for frame information regarding character attacks, see lag If you are looking for frame information regarding inputs in online smash, see frame delayĪ frame is the primary unit of time in the Super Smash Bros.