Mind if I critique your move set? Keep in mind, this is both my first time doing so and that I don't play Smash competitively at all, so take what I have to say with a grain of salt.
CHOMP! is a very powerful move, considering the opponent can't DI! As you didn't mention how much damage is given to the opponent (and if there is none, logically there should be some), I'll assume that the damage healed is the same as given. This means that if you let the opponent suffer the full 5 seconds, they'll receive 25%, and Pac will heal 25%, for a grand total of 50% difference. That's a Maximum Tomato difference, right there. Once most characters are in the 75% range, all it takes is to be hit by this move to be doomed. Nurf this move, please.
Also, keep in mind that a second is longer than you think; The Warlock Punch is 1.2 seconds to start up.
For Maze Teleport, what constitutes a "map"? The entire stage? If so, this move would be useless as a horizontal (I'm assuming you meant left-and-right here, instead of vertical) recovery if the stage was symmetrical. Also, what if there was a wall or other obstacle in Pac's destination?
Still, this is a brilliant idea for messing with the opponent.
I say that Butt Bounce is also something to be wary off. The combined three hits, along with the shockwave, is slightly more powerful than average than the Warlock punch. I'm not certain what point was to the Meteor Smash, as a stall-and-fall move is suicidal over the edge.
Also, how high is the jump? That's critical info!
You missed the damage on the Pac-Dot Chain. Other than that, it's a generic recovery (which I do not view as a bad thing).
Before I get into the meat of the Smashes, remember- all smashes follow the same rate of increased power. In Brawl, this was 1.4X maximum charged vs. a non-charged. As far as I can tell, you didn't try to keep a constant multiplier.
The ability to "slip through shields at times" is not unique, as is known as "shield stabbing." The fact that it does do extra shield damage does make it more threating, especially when paired with that little start-up lag. It might need nurfing if there's not something to balance it out.
Also, Chomp again? Rename either of these moves, please (I'd recommend the first should be changed to the classic Wakka).
Uppercut, eh... got nothing specific.
Metal Pac is not in the same style of the rest of your move set, so it's kind of oveously copy-pasted. Still, no other specific complaints.
Punch, Punch, KO is far more damaging than any Jabs from the preveious games. Be carefull with this one.
How far does the Pellet Trail go?
For the Sonic Wave, what do you mean by "stabilizes opponents?"
I have a feeling that the tilts were rushed, as they don't have a lot of discretion on them. I don't have any specific comments on them otherwise, though.
Ledge and Floor attacks, I'll mostly ignore as I don't consider them that important. However, it should be noted that Floor attacks are not affected by percentage, but how the character falls.
Skate Slice going through air dodges sounds a bit gimmicky for an aerial. Consider removing that.
On a more positive note, this is where around move discritions should be (I'll get around to that, don't worry).
Galaga seems... random for a move. I'd be more accepting of it if more moves were from general Namco and not Pac Man specific, but as of now it feels out of place and somewhat forced. I'd recommend replacing it.
Pellet blast... got nothin'.
For Ghost, ironically, the Ghost doesn't feel necessary. It's a gimmick for the sake of a gimmick, so it could be removed. You could replace it with giving the move Supper Armor (which prevents knockback in Smash).
Smiling Spin.... do you know how fast a frame is? 1/60th of a second. Other than that, no comment.
The tip of Grappling Hook can hit multiple times, but how many and how much? 5%? That's way too much.
Oh, boy... that Pummel you have right there? You just made Dedede and the Ice Climbers weep.
At 6% per pummel, you exceeded the previous recorded (held by Olminar's white Pikmin) by 2%. Combine that with the ability to leave the opponent immobile for 1 second, and you have people able to chain-grab for 12% damage per grab near infinitely. Normalize this move, please, and remove the gimmicks.
In Pellet Shoot, what do you mean by "The dward?" Methinks you made a typo.
In Ribbon-loop, when did Pac eat the opponent? You mention spitting them out, yet you didn't mention when Pac ate them. Did you forget about the Dig-Dug Pump?
Ditto for the Flip Kick.
Toss, meh.
For the Final Smash, considering that it's an instant KO, 10 seconds is way too long. That's as long as Pikachu's Volt Tackle, and that's considered very good without the instant-kills or more accurate controls.
As a last note, there are as many win poses as their are taunts. Not anything major, but just a nitpick.
All in all, you move set definitely could use some work. Reread your move set, as there are a number of grammar errors and it's smoother to read.
Also, your moves were generally not well described, either visually or mechanically.
Consider pumping your moves descriptions up a bit, so we have a better idea of what the character is doing. This can make your character come to life in people's eyes. Which sounds better, "A diagonal slice downwards," or "Raising his sword northwest on his left shoulder, he slices downward to his right hip while taking a step forward"?
Most important of all, mechanically you didn't describe much. I mean, you have a play style, which is nice, but I don't see you take advantage of it much.
However, you failed to mention much of anything in many moves, but a few like Skate Slice had a decent amount of description. Remember that each move should have damage, how much knockback, what direction the knockback is in, the size of any important distances, and the time of the end and start lag along with the move.
Remember, a move set should not be a bunch of attacks that seem cool along with borrowing moves already in cannon. Try and think "What do I want my player to do next?" for each and every move, and follow through with that. I can't see all too many combos in his move set. Also, while you have a bunch of moves dedicated to breaking shields, I'm not certain how you are supposed to follow up on that either. Try and find ways to make moves link together in play.
*whew* That took way longer than I though. Sorry for the late reply with this wall-of-text. I spent at least two and a half hours writing it!
Apologies if I seem a little critical, but I'm not exactly supporting Pac's inclusion. Still, anything to make a better move set!