Pac Man vs Kazuya

Kazuya Matchup (Pac Man)

Pac Man vs Kazuya

Pac Man vs Kazuya is about using setup tools to delay every close-range check, then turning Kazuya's grounded shield lag into ledge pressure and recovery pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets explosive in Kazuya’s favor whenever Pac Man loses his setup time and has to play raw close-range defense, because one crouch-dash entry can turn into a full combo or an early stock. Pac Man should not accept that pace. Fruit, Hydrant, and trampoline need to keep changing the angle and timing of Kazuya’s approach before the close-range guess even starts.
The frame table shows that Kazuya’s jab strings, forward tilt, up tilt, down tilt, dash attack, every smash attack, and up B are all punishable on block by Up B (4f), OOS Nair (6f), OOS Fair (8f), Grab (10f), or Up Smash (11f). If Pac Man actually secures those blocks, the punish is strong enough to carry Kazuya toward the ledge, which is exactly where the matchup pays off.
At the same time, simply waiting for those grounded buttons is not enough, because Kazuya can still reposition through crouch dash and force Pac Man into a predictable corner. After placing Hydrant or charging fruit, Pac Man still needs to move his own body and avoid becoming trapped behind his own setup.
The win condition is to protect center stage long enough to build repeated ledge sequences. Once Kazuya is offstage, Pac Man gets far more value from recovery pressure and ledge traps than from settling for one small punish in the middle of the stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPac Man OOS Candidate MovesBarely Missed Moves
Jab 1 (1)6-11
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (+1)
  • OOS Uair (+1)
Jab 1 (2)29Unblockable
Jab 27-15
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab 37-20
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (1)10-25
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (2)12-23
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (3)23-24
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (4)15-24
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (5)18-25
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab (6)16-26
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Tilt12-17
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Tilt9/24-14/-18
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Tilt16-15
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Dash Attack15-19
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Smash25-16/-13
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Smash12-22
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Smash17-16
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up B5+15-22
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)

Win Condition Checklist

  • Use fruit, Hydrant, and trampoline to delay Kazuya’s direct entry and make every crouch-dash approach less clean.
  • After blocking any jab string, forward tilt, up tilt, down tilt, dash attack, any smash attack, or up B, punish with Up B (4f), OOS Nair (6f), OOS Fair (8f), Grab (10f), or Up Smash (11f).
  • Do not stay planted behind your own setup. Move your body after placing Hydrant or charging fruit so Kazuya cannot read one fixed approach lane.
  • Once Kazuya is pushed offstage, keep the stock about recovery pressure and ledge traps instead of letting him walk back to center.
  • Reduce how often close-range defense is required at all by controlling space before the first contact happens.

Actions to Avoid

  • Abandoning setup time and meeting Kazuya in a raw close-range damage race.
  • Taking a blocked grounded button only for a tiny punish when the ledge carry is the bigger reward.
  • Standing still behind Hydrant or fruit charge long enough for crouch dash to solve your spacing.
  • Sending Kazuya offstage and then allowing an easy reset to center instead of extending the recovery sequence.

Reference Links

Related Pages