nyuuzyou/wikis huggingface dataset:
Pac-Man (SSB4)/Down special

==Overview==
Pac-Man's down special in SSB4 is Fire Hydrant. He drops a fire hydrant from beneath him that deals damage as it falls. When dealt 13% damage (unless with a move with no knockback), the hydrant will be launched, dealing greater damage and knockback than when it is simply dropped, making this a viable kill option. After a short time of being grounded, the hydrant will shoot out a jet of water either on both sides of it or from its top. It will only shoot water from its top if a fighter is on top of it. After it shoots out the first stream(s) of water, the hydrant will wait a short period of time before shooting out water again. Shortly after, the hydrant will disappear in a puff of smoke. While on the ground, the top of the hydrant serves as a mimiature platform that can be stood on and teched on. If Pac-Man attempts to use the move while the hydrant is still out, he will throw his hands down as if he were dropping another hydrant, but only a puff of smoke will appear. Doing this will cancel most of Pac-Man's upward momentum, though not his downward momentum. Should the hydrant be dropped on a steep enough slope, it will go into a tumbling animation rather than staying grounded. While in this state, the hydrant has odd physics, such as tumbling down the side of the stage rather than falling or tumbling onto ceilings. On certain stages, such as Battlefield, when the hydrant is used at the very edge of the stage, it will be grounded for a moment before slipping off, capable of hitting opponents twice. The hydrant can assist in combos, escaping from combos, edgeguarding, landing, and ledge option coverage.
==Hitboxes==
|}
===Water===
|}
==Timing==
===Fire Hydrant===
Fire Hydrant generated	9
Hitbox 	9-
Interruptible 	35
Animation length 	47
|Hitbox 
|-
|Lag 
===No Fire Hydrant===
Interruptible 	40
Animation length (ground)	43
Animation length (aerial)	53
|Grounded;
|-
|Aerial;
Category:Pac-Man (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Pac-Man (SSB4)/Down throw

==Overview==
Pac-Man places the opponent underneath and transforms into his wedge form, chomping the opponent three times before launching them. While it has some follow-up potential, there are no true combos out of it unless Pac-Man is pushed by the Fire Hydrant's water.
==Throw and Hitbox data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitboxes 	17-18, 27-28, 37-38
Throw Release 	39
Interruptible 	65
Animation length	76
|-
Category:Pac-Man (SSB4)
Category:Down throws (SSB4)
Pac-Man (SSB4)/Down tilt

==Overview==
Pac-Man transforms into his wedge form and chomps in front of himself at a slightly downward angle. The chomp moves Pac-Man forward a short distance, and the move can be used in quick succession due to its interruptibility. At lower percents, the move can be used to set up for a lock.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	29
Animation length	53
Category:Pac-Man (SSB4)
Category:Down tilts (SSB4)
Pac-Man (SSB4)/Forward aerial

==Overview==
Pac-Man kicks in front of him, dealing only 5% and low knockback. Due to its low knockback, however, it is Pac-Man's most reliable move for locking opponents. In addition, his forward aerial serves as a quick combo tool, potentially into kill moves. Its speed is comparable to that of . While the move does have a small chance of tripping opponents, the odds are so low that it is rarely seen.
==Hitboxes==
|}
==Timing==
Initial autocancel	1
Hitboxes 	5-8
Interruptible 	26
Ending autocancel 	43-
Animation length 	49
|-
===Landing lag===
Animation length	16
Category:Pac-Man (SSB4)
Category:Forward aerials (SSB4)
Pac-Man (SSB4)/Forward smash

==Overview==
Pac-Man thrusts Blinky in front of him, and is the strongest of Pac-Man's smash attacks. Like Pac-Man's other two smash attacks, it is able to nullify oncoming projectiles. However, it has a high amount of starting and ending lag, coming out only as early as frame 18 and having an FAF of 53. As such, it is considered very unsafe to use, unless the opponent has been stunned or their shield has been broken.
==Update history==
Pac-Man's forward smash has received only one change in version 1.1.5, where its knockback was slightly increased.
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Clean hit 	18-20
Late hit 	21-28
Interruptible 	53
Animation length	77
Category:Pac-Man (SSB4)
Category:Forward smashes (SSB4)
Pac-Man (SSB4)/Forward throw

==Overview==
Pac-Man shoves the opponent forward. It is incredibly weak, one of the weakest forward throws in the game. However, due to its low knockback, it can lead into combo setups with Bonus Fruit.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Pac-Man (SSB4)
Category:Forward throws (SSB4)
Pac-Man (SSB4)/Forward tilt

Pac-Man forward tilt hitbox visualization	Pac-Man forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Pac-Man kicks in front of him, launching opponents sideways. It is Pac-Man's fastest grounded attack other than his jab, and acts as a useful spacing tool. It can be angled in three directions: normal, down, and up. However, none of these angles are any different from the other angles, other than where Pac-Man kicks. 
==Hitboxes==
This attack can be angled, but all three angles have the same properties.
|}
==Timing==
Hitboxes 	5-7
Interruptible 	31
Animation length	45
Category:Pac-Man (SSB4)
Category:Forward tilts (SSB4)
Pac-Man (SSB4)/Grab

==Overview==
Pac-Man fires Boss Galaga's tractor beam from his hand, and has above average grab range. However, its slow start-up, lengthy ending animation, and intermittent periods where the hitbox disappears entirely cause players to consider this grab to be the worst in the game. Furthermore, Pac-Man's grab game is lackluster at best, further decreasing his grab's value.
==Grabbox Data==
===Standing and Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	12-14, 22-24, 32-39
Interruptible 	76
Animation length	99
===Dash and Pivot grab===
Grab 	12-14, 22-24, 32-39
Interruptible 	76
Animation length	105
Category:Pac-Man (SSB4)
Category:Grabs (SSB4)
Pac-Man (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Bonus Fruit 	(unavailable)
Side special 	Power Pellet	
Up special 	Pac-Jump 	
Down special (falling) 	Fire Hydrant	
Down special (launched) 	Fire Hydrant	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Pac-Man (SSB4)
Category:Hitboxes (SSB4)
Pac-Man (SSB4)/Neutral aerial

==Overview==
Pac-Man transforms into his wedge form and attacks the opponent, performing a sex kick. It is Pac-Man's fastest aerial, coming out on frame three, dealing 10% damage, with moderate knockback. As such, it can be used to escape combos and kill at higher percents. Due to its low trajectory, it can be used to set up for a lock at mid percents.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Mid hit 	6-9
Late hit 	10-19
Ending autocancel 	48-
Interruptible 	52
Animation length 	54
|-
===Landing lag===
Animation length	12
Category:Pac-Man (SSB4)
Category:Neutral aerials (SSB4)
Pac-Man (SSB4)/Neutral attack

==Overview==
Pac-Man punches the opponent twice before finishing the attack with a bicycle kick. The entire combo deals 9% damage. Like most other jabs, it is good for pushing the opponent away.
For more information on each hit, see
*Pac-Man (SSB4)/Neutral attack/Hit 1
*Pac-Man (SSB4)/Neutral attack/Hit 2
*Pac-Man (SSB4)/Neutral attack/Hit 3
==Timing==
Hitboxes 	4-6, 17-19, 25-27
IASA 	56
Animation length	72
Category:Pac-Man (SSB4)
Category:Neutral attacks (SSB4)
Pac-Man (SSB4)/Neutral attack/Hit 1

==Overview==
Pac-Man punches the opponent with his fist furthest from the camera. Deals 3% damage. While the hitbox on Pac-Man's arm can lock opponents, there are few setups into it. 
==Hitboxes==
|}
==Timing==
Hitboxes 	4-6
Earliest continuable	9
Interruptible 	20
Animation length 	33
Category:Pac-Man (SSB4)
Category:Neutral attacks (SSB4)
Pac-Man (SSB4)/Neutral attack/Hit 2

==Overview==
Pac-Man punches the opponent with his fist closest to the camera. Deals 2% damage. While the hitbox on Pac-Man's arm can lock opponents, it is practically impossible to setup into it. 
==Hitboxes==
|}
==Timing==
Hitboxes 	4-6
Earliest continuable	9
Interruptible 	22
Animation length 	35
Category:Pac-Man (SSB4)
Category:Neutral attacks (SSB4)
Pac-Man (SSB4)/Neutral attack/Hit 3

==Overview==
Pac-Man bicycle kicks the opponent. Deals 4% damage.
==Hitboxes==
|}
==Timing==
Clean hit 	4-5
Late hit 	6-7
Interruptible 	34
Animation length	52
Category:Pac-Man (SSB4)
Category:Neutral attacks (SSB4)
Pac-Man (SSB4)/Neutral special

==Overview==
Pac-Man's neutral special in SSB4 is Bonus Fruit. He raises his hand in the air and can choose from several different bonus fruits from the original Pac-Man arcade game. By pressing the special button, Pac-Man can choose eight different bonus fruits: Cherry, Strawberry, Orange, Apple, Melon, Galaxian, Bell, and the Key. Once the player presses the special button again, Pac-Man will throw whatever fruit is in his hand (it can be saved for later by shielding or dodging). Each fruit has their own unique properties making them useful for different situations. For example, the Orange moves incredibly fast across the stage and the Bell flies upwards at an arc and then straight down, stunning opponents who touch it. Pac-Man cannot cycle through the bonus fruits again once the key is selected. Once Pac-Man reaches the key, he puts it away for later and the player must use the key if they wish to choose a different bonus fruit. Opponents can grab Pac-Man's bonus fruits once it touches the ground, or grab it when he throws it. Pac-Man cannot select another fruit until the current fruit has disappeared off the stage. Pac-Man's gravity is decreased when cycling through the bonus fruits.
Fruit 	Properties 	Damage	Angle 	Base knockback	Knockback scaling
Cherry 	Bounces twice and lands for a moment before disappearing. 	4% 	55° 	40 	80
Strawberry	Bounces three times and lands for a moment before disappearing. Travels slightly more total distance than the cherry. 	6% 	55° 	40 	80
Orange 	Travels in a straight line for about roughly half the length of Final Destination's platform before disappearing. Knocks characters in a semi-spike angle. 	8% 	30° 	50 	76
Apple 	Bounces across the floor four times in quick hops before disappearing. Thrown at a strong diagonal angle downwards, useful for interrupting offstage opponents attempting to jump towards an edge. 	9% 	75° 	60 	100
Melon 	Travels slowly in a broad arc, and has considerable knockback. Can be used to stop approaches and KO at high percents. 	12% 	55° 	40 	100
Galaxian 	Does a quick shuttle loop before continuing to fly off either straight ahead or in a 45 degree angle upward from the direction it was thrown. Inflicts the same amount of damage every time it connects. 	9% 	70° 	40 	80
Bell 	Travels slowly in a high arc before suddenly stopping short and falling straight down, passing through opponents. Causes paralysis if it connects, and bounces once before disappearing, which can also cause paralysis if an opponent touches it then.	8% 	55° (thrown), (dropped)	30 	120
Key 	Travels at high speed in a straight line and deals high damage and knockback. Highest knockback out of all Bonus Fruit charges. 	15% 	55° 	40 	90
==Update History==
Category:Pac-Man (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Pac-Man (SSB4)/Pummel

==Overview==
Pac-Man headbutts the opponent. While particularly slow, it is tied with 's as the second most damaging pummel, dealing 3.25%. Using it at lower percents is generally not optimal, as the opponent can easily break out of Pac-Man's grab after only one pummel. However, it can be useful for damage-racking against opponents in the mid to higher percents.
==Hitboxes==
|}
==Timing==
Hitbox 	16
Interruptible 	25
Animation length	35
Category:Pac-Man (SSB4)
Category:Pummels (SSB4)
Pac-Man (SSB4)/Up aerial

==Overview==
Pac-Man performs a flip kick, hitting the opponents above him. It appears to be based off of the flip kick from . It is identical in function to up aerials of other characters, such as , , and , albeit slightly slower. It has similar combo potential, being able to combo into itself and up tilt, though it is often used as a finisher after landing a dash attack.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	9-16
Ending autocancel 	32-
Interruptible 	37
Animation length 	59
|-
===Landing lag===
Animation length	16
Category:Pac-Man (SSB4)
Category:Up aerials (SSB4)
Pac-Man (SSB4)/Up smash

==Overview==
Pac-Man thrusts Inky above him in a two-hit fashion, launching opponents upwards. Like all of Pac-Man's other smash attacks, it is able to nullify oncoming projectiles. However, the move has high starting and ending lag, making it hard to hit and easy to punish. However, it is the fastest of Pac-Man's smash attacks, making it slightly safer to use than the other two.
==Update history==
Pac Man's up smash was initially noticeably more effective in the initial release of the game, as it had much less ending lag. This not only made it much safer, but it also made up smash a reliable combo tool at lower percents. In version 1.0.4 however (1.0.1 on Wii U), the move received much more ending lag, which greatly hindered the move, as it became more punishable and it overall has less utility. The move would later be improved in version 1.1.5 where it received a slight increase in knockback, but the move is still overall inferior to how it was in the initial release of the game.
 1.0.4/ 1.0.1
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hit 1 	13
Hit 2 clean 	16-18
Hit 2 late 	19-26
Interruptible 	50
Animation length	59
Category:Pac-Man (SSB4)
Category:Up smashes (SSB4)
Pac-Man (SSB4)/Up special

==Overview==
Pac-Man's up special in SSB4 is Pac-Jump. When the move is activated, a blue trampoline appears, launching Pac-Man upwards a short distance. Pac-Man can then bounce off of the trampoline two more times, each bounce sending him further up, with the third bounce giving Pac-Man incredible height coverage. The second and third bounce will cause the trampoline to turn yellow and red, respectively. Landing on the trampoline while it is red will split it in half, causing it to disappear and any character that landed on it to go into a helpless state.
Multiple characters can bounce off of the trampoline at the same time. Should a character that is not the original user jump off of the trampoline, their jump will be replenished, had they already used it. The move has hitboxes lasting for the majority of the jump, though not at the very end. Each jump will take the same amount of time to reach the apex. If the original Pac-Man uses the move a second time while a character is on the trampoline but has not begun their jump, the other character will not bounce off of it, but instead will continue falling. This can still save other characters, as they will not be put in a helpless state even while the trampoline is red. When used along with Power Pellet, Pac-Man can recover from practically anywhere.
The move is one of Pac-Man's most reliable out of shield options, as it comes out on frame four. The trampoline is virtually incontestable, since it cannot be rolled through, ran past, airdodged through, or shielded, and will stop almost any attack. It can only be jumped over or slid under with moves such as 's down tilt. Even if Pac-Man is grabbed immediately after using the move, he will often be released immediately, as the opponent's grab will likely place him directly back onto the trampoline. If Pac-Man is meteor smashed onto the trampoline, he will bounce off of it as he normally would, possibly saving him from being KO'd. However, Pac-Man will still suffer from some of the attack's hitstun, and will be unable to move or grab a ledge. Furthermore, if a meteor smash has a great enough knockback, then Pac-Man will be sent directly through the trampoline without bouncing off of it. In earlier versions of the game, if Pac-Man used the move onstage and used it a second time while it was yellow and as another character was bouncing off it, he could drop characters through the stage.
==Hitboxes==
Effect	Damage 	Angle 	Base knockback	Knockback scaling
Slash 	7% (early), 6% (mid), 5%% (late)	92° (early), 86° (mid), 50° (late)	40 	90
==Timing==
Early hitbox 	4-7
Mid hitbox 	8-12
Late hitbox 	13-17
Trampoline duration	1-295
Category:Pac-Man (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Pac-Man (SSB4)/Up throw

==Overview==
Pac-Man hurls the opponent upwards at a nearly 90° angle, dealing 5%. It is the weakest of Pac-Man's throws damage-wise. While it may not seem to be very useful, it can be used as a last resort kill throw at about 200% with rage. 
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Pac-Man (SSB4)
Category:Up throws (SSB4)
Pac-Man (SSB4)/Up tilt

==Overview==
Pac-Man performs a quick headbutt, similarly to . It has similar usefulness to other up tilts, such as 's and 's, in that it is able to combo into itself at lower percents and into certain aerials at higher percents. The move grants Pac-Man intangibility on his head for a few frames, making the move slightly safer. The move has a disadvantageous blind spot in front of Pac-Man at his feet, and is unable to hit short characters such as . 
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Head intangible 	6-10
Interruptible 	34
Animation length	47
|-
Category:Pac-Man (SSB4)
Category:Up tilts (SSB4)
Pac-Man (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Clean hit 	9-11
Late hit 	12-16
Ending autocancel 	36-
Interruptible 	41
Animation length 	44
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:Pac-Man (SSBU)
Category:Back aerials (SSBU)
Pac-Man (SSBU)/Back throw

Pac-Man back throw hurtbox visualization	Pac-Man back throw hurtbox visualization	Pac-Man back throw hurtbox visualization	Pac-Man back throw hurtbox visualization	Pac-Man back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-25
Turnaround 	25
Throw release 	25
Interruptible 	60
Animation length	80
|-
Category:Pac-Man (SSBU)
Category:Back throws (SSBU)
Pac-Man (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Windbox 	3-9 (rehit rate: 4)
Hits 1-3 	10-11, 19-20, 28-29
Hit 4 	37
Interruptible 	46
Animation length	77
Category:Pac-Man (SSBU)
Category:Dash attacks (SSBU)
Pac-Man (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hits 1-3 	6-7, 13-14, 20-21
Hit 4 	27-28
Ending autocancel 	50-
Interruptible 	50
Animation length 	66
|-
===Landing lag===
Interruptible 	13
Animation length	25
Category:Pac-Man (SSBU)
Category:Down aerials (SSBU)
Pac-Man (SSBU)/Down throw

Pac-Man down throw hurtbox and hitbox visualization	Pac-Man down throw hurtbox and hitbox visualization	Pac-Man down throw hurtbox and hitbox visualization	Pac-Man down throw hurtbox and hitbox visualization	Pac-Man down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-34
Hits 1-3 	16-17, 24-25, 32-33
Throw release 	34
Interruptible 	65
Animation length	67
|-
Category:Pac-Man (SSBU)
Category:Down throws (SSBU)
Pac-Man (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Pac-Man (SSBU)
Category:Edge attacks (SSBU)
Pac-Man (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 50.
Initial autocancel	1
Hitboxes 	5-8
Ending autocancel 	26-
Interruptible 	26
Animation length 	49
|-
===Landing lag===
Interruptible 	11
Animation length	16
==Trivia==
*This move deals exactly 7.65%, referencing the 7650 Easter egg seen in multiple Namco titles, as "7650", when each number is read individually, can be pronounced as "Namco".
Category:Pac-Man (SSBU)
Category:Forward aerials (SSBU)
Pac-Man (SSBU)/Forward throw

Pac-Man forward throw hurtbox visualization	Pac-Man forward throw hurtbox visualization	Pac-Man forward throw hurtbox visualization	Pac-Man forward throw hurtbox visualization	Pac-Man forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	34
Animation length	46
|-
Category:Pac-Man (SSBU)
Category:Forward throws (SSBU)
Pac-Man (SSBU)/Forward tilt

Pac-Man forward tilt hitbox visualizations.	Pac-Man forward tilt hitbox visualizations.	Pac-Man forward tilt hitbox visualizations.	Pac-Man forward tilt hitbox visualizations.	Pac-Man forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	31
Animation length	45
Category:Pac-Man (SSBU)
Category:Forward tilts (SSBU)
Pac-Man (SSBU)/Grab

==Overview==
Pac-Man uses Galaga's tractor beam to grab his opponent. It has a long range.
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
First change is the body grabbox extending forward and the tractor beam grabbox getting bigger. Second change is the tractor beam grabbox getting even bigger.
===Standing grab===
Grab 	12-18, 19-26, 27-33
Interruptible 	59
Animation length	75
===Dash grab===
Grab 	14-21, 22-29, 30-35
Interruptible 	67
Animation length	81
===Pivot grab===
Grab 	15-22, 23-29, 30-36
Interruptible 	62
Animation length	75
Category:Pac-Man (SSBU)
Category:Grabs (SSBU)