Inkling vs Pac Man

Pac Man Matchup (Inkling)

Inkling vs Pac Man

Inkling vs Pac Man is about not letting Fruit and Hydrant setup breathe, using superior mobility to slip inside first, and turning those entries into repeated ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by whether Inkling can slip inside Pac Man’s Fruit charge and Hydrant setup with running speed and low-profile movement before the screen gets fully organized. If Pac Man is allowed to build space, the setup layer and aerial drift create too many exits, but Inkling can force shield and jump with mobility plus ink and carry the first clean hit all the way to ledge.
The frame table shows that Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, all smashes, Neutral B, Side B, and Down B are all clearly punishable by OOS Nair (9f), Up Smash (9f), Grab (10f), OOS Bair (10f), or Up B (12f). Inkling should treat those punish windows as stage-control opportunities first, not just damage, because every clean punish also deletes Pac Man’s next setup cycle.
At the same time, Dash Attack, Neutral Air, Forward Air, and Up Air are hard to answer directly, and Back Air is barely punishable at all. Swinging out of shield every time only lets Pac Man reset with Hydrant and trampoline movement, so the better answer is walk shield, drift back jump, or Splat Bomb to close the next lane instead of contesting the first touch.
The win condition is not to keep fencing with Pac Man’s setup in center, but to hit the body before the setup stabilizes, push him to ledge, and narrow the getup tree with Bair, Grab, and Roller. Pac Man’s raw recovery distance is long, but his ledge sequence is much easier to compress once Inkling owns the corner first.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldInkling OOS Candidate MovesBarely Missed Moves
Jab 14-12
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Jab 24-14
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+1)
Jab 34-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Forward Tilt5-17
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (+2)
Up Tilt7-10
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+2)
  • OOS Fair (+3)
Down Tilt7-13
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+2)
Dash Attack10/19/28/37-3
  • None
Forward Smash16-25
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Up Smash11/15-24
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Down Smash15-30
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Neutral Air3-3/-4
  • None
Forward Air5-6
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Back Air9-8/-10
  • None
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+2)
Up Air9-6
  • None
  • OOS Nair (+3)
  • Up Smash (+3)
Down Air6/13/20/27-10/-9
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • Up B (+3)
Neutral B12(+7)-22/-20/-19/-17/-16/-18/-19/-14
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (+1)
Side B24—42 | 35—53-42 to -54
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (12f)
  • OOS Fair (13f)
  • OOS Uair (15f)
  • OOS Dair (19f)
Up B4**
Down B12-11
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • Up B (+1)
  • OOS Fair (+2)
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • When Fruit charge or Hydrant placement starts, do not wait in front of it. Use low-profile dash movement to get inside and threaten Pac Man himself first.
  • After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, any smash attack, Neutral B, Side B, or Down B, punish immediately with OOS Nair (9f), Up Smash (9f), Grab (10f), OOS Bair (10f), or Up B (12f).
  • Against Dash Attack, Neutral Air, Forward Air, Up Air, and most Back Air contacts, do not always retaliate in place. Use walk shield, drift back jump, or Splat Bomb to close the next route instead.
  • After any punish, prioritize carrying toward ledge over extra center-stage damage so Pac Man does not get another free setup cycle.
  • At ledge, rotate Bair, Grab, and Roller to cover jump and neutral getup, and cash out on Pac Man’s weaker ledge decisions rather than his long raw recovery.

Actions to Avoid

  • Watching Fruit and Hydrant from directly in front and letting Pac Man complete the setup before trying to chase.
  • Throwing OOS retaliation after every Dash Attack, Neutral Air, or Forward Air and giving the stage back to Hydrant resets.
  • Missing punish windows on the jabs, tilts, or Down B and allowing Pac Man’s grounded preparation to continue for free.
  • Overcommitting to Roller-only ledge reads after winning the corner and giving up the pressure from Bair and Grab.
  • Rushing for kills in center-stage scraps and abandoning Inkling’s real advantage in mobility and ledge carry.

Reference Links

Related Pages