Pac Man vs Robin

Robin Matchup (Pac Man)

Pac Man vs Robin

Pac Man vs Robin is about not taking Arcfire head-on, using fruit and Hydrant to force tome and Levin Sword usage, and cashing out through landings and ledge pressure.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Robin controls midrange with the Thunder series, Arcfire, and Levin Sword aerials, then piles on throws and high-damage follow-ups once the target is pinned down. If Pac-Man keeps charging fruit and placing Hydrant from the same spots, Robin gets too much time to set those spells up, and near the ledge one Levin Sword swing can reverse the whole game state.
The good news is that Robin’s grounded buttons and close Thunder release points have real stop signs. Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, and Down Air can all be punished with Pac-Man’s shield answers centered on Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f). Simply blocking the close Thunder series and the heavier grounded swings already pushes Robin backward while also draining the valuable tomes.
By contrast, Arcfire is +13 on shield, so taking it head-on often means eating the fire pillar into Levin Sword or grab pressure. This is not a shield-punish matchup at that point. It works better to make Robin cast early with fruit trajectories, Hydrant, water push, and Trampoline movement, then slip outside the pillar with diagonal movement and take space back. Fruit matters here less as a pure projectile duel and more as the cue that forces Robin into jump or early spell release so Pac-Man can read the landing.
For kills, Bell confirms, launched Hydrant, Back Air, and layered fruit ledge traps are more repeatable than forcing a raw center-stage brawl. Chasing too deep offstage runs into Elwind blades and Levin Sword Back Air, so even when a tome or Levin Sword drops, it is usually better to keep pressure on Robin and the ledge before worrying about the item scramble.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPac Man OOS Candidate MovesBarely Missed Moves
Jab 14-24
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab 25-26
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Jab 36-23
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Rapid Jab4/6/8…
Rapid Jab Finisher5-39
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Tilt9-15
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Tilt6-20
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Tilt7-8
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (+1)
  • Grab (+2)
  • Up Smash (+3)
Dash Attack8-23
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Forward Smash16-30/-34
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Up Smash12-33/-30/-33
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Down Smash16-28/-34
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Neutral Air7/20-6/-8
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Forward Air12-6/-8
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Back Air9-6/-8/-7
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Up Air10-6/-8/-7
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Down Air13-12/-13
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Neutral B8/8/8-12/-13
  • Up B (4f)
  • OOS Nair (6f)
  • OOS Fair (8f)
  • OOS Dair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Uair (12f)
Side B17+13
  • None
Up B8/28
Down B15**
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not lock into one fruit charge rhythm or one Hydrant spot. Make Robin throw Thunder or Arcfire first, then pressure the landing and retreat path of the body.
  • After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, close Neutral B, or Down Air, punish immediately with Up B (4f), OOS Nair (6f), OOS Fair (8f), or OOS Dair (9f) so Robin loses both space and resource value.
  • Do not shield Arcfire in place. Use fruit, water push, Trampoline, and diagonal movement to force an early cast, avoid the pillar, and retake space from outside it.
  • At kill percent, prioritize Bell, launched Hydrant, Back Air, and fruit-led ledge traps, and when Robin drops a tome or Levin Sword, keep the body pinned before turning the situation into an item scramble.

Actions to Avoid

  • Repeating the same fruit charge and Hydrant setup from the same place until Robin gets free time to prepare Thunder and Arcfire.
  • Shielding Arcfire head-on and accepting the fire pillar into Levin Sword or grab pressure.
  • Blocking close Thunder releases or heavy grounded swings but still giving Robin the reset because the punish comes too late.
  • Tunnel-visioning on dropped tomes or the Levin Sword and giving up ledge pressure, only to let Elwind or Back Air reset the position.

Reference Links

Related Pages