Pac Man vs Donkey Kong

Donkey Kong Matchup (Pac Man)

Pac Man vs Donkey Kong

Pac Man vs Donkey Kong is about stopping brute-force entries with fruit and Hydrant, then converting the heavy punishable swings into ledge pressure and kills.

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Matchup Summary (Win Condition and Game Plan)

Donkey Kong can swing a game hard with back air, grab, side B bury, and up tilt once he gets to play point-blank, but he is also large, projectileless, and much easier than most heavies to interrupt on the way in with Pac-Man’s fruit, Hydrant, and Trampoline. As long as Pac-Man does not repeat the same charge and setup pattern from one spot, Donkey Kong has a harder time forcing the straight-line approach he wants.
Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Up Air, Down Air, Neutral B, Side B, Up B, and Down B are all punishable on block by answers centered on Up B (4f) and OOS Nair (6f). Once those heavy swings start costing Donkey Kong real damage, his advance points dry up fast, and his huge hurtbox makes Bell, Back Air, and launched Hydrant confirms much easier to line up.
The catch is that shallow Neutral Air and Back Air only lead to smaller shield answers like Up B (4f) or OOS Nair (6f), and Donkey Kong’s throw game and cargo pressure still make over-defensive shielding dangerous. Instead of freezing behind Hydrant, Pac-Man should keep changing the fruit level, Hydrant placement, water push direction, and body position so Donkey Kong has to commit to jump or a larger swing first.
KOs are more reliable through Bell, layered fruit at ledge, launched Hydrant, and Back Air than through raw center-stage guesses. Donkey Kong’s up B travels far horizontally but does not give him much freedom upward, so it is usually better to block off the low recovery from ledge than to chase deep and risk running into Fair or meteor reversals.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPac Man OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab 24-20
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Tilt7-19/-18
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Tilt5-24
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Tilt6-11
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (+1)
  • OOS Uair (+1)
Dash Attack9-13
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Smash22-17/-18
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Smash14-22
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Smash11-32
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Neutral Air10-5/-6
  • Up B (4f)
  • OOS Nair (+1)
  • OOS Fair (+3)
Forward Air18-12/-11/-12
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (+1)
  • OOS Uair (+1)
Back Air7-6/-7
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Up Air6-10
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Uair (+2)
Down Air14-8/-9
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (+1)
  • Grab (+2)
  • Up Smash (+3)
Neutral B19(+7)-33 to -19
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Side B20-32
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up B19/25/32/40/49/55/62-37
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down B12/23-15
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not lock the fruit charge point or the Hydrant spot in place. Make Donkey Kong commit to walk, dash, or jump first, then stop the approach with the body or the setup.
  • After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Up Air, Down Air, Neutral B, Side B, Up B, or Down B, punish immediately with Up B (4f), OOS Nair (6f), OOS Fair (8f), or OOS Dair (9f) so the heavy approach tools never become free.
  • After blocking Neutral Air or Back Air, do not overfish for the biggest punish. Either take the quick touch with Up B (4f) or OOS Nair (6f), or track the landing and retreat to win the second interaction.
  • At kill percent, prioritize Bell, launched Hydrant, Back Air, and layered fruit at ledge, and finish Donkey Kong at the ledge where the large hurtbox and low recovery line are easiest to cover.

Actions to Avoid

  • Repeating fruit charge and Hydrant setup from the same place until Donkey Kong can map out the back air lane and jump timing for free.
  • Standing directly behind Hydrant for too long and letting Donkey Kong’s stronger hits turn the setup back against you.
  • Blocking a heavy swing but still punishing too late and giving away the real openings on Forward Tilt, Up Tilt, Side B, or Up B.
  • Holding shield in front of Donkey Kong long enough to take the grab or side B bury mix at the range he wants.
  • Chasing too far offstage into Fair or meteor guesses and making the low recovery easier than the ledge trap would have been.

Reference Links

Related Pages