Matchup Summary (Win Condition and Game Plan)
Pac Man wants to stop Sonic’s Jab 1, Jab 2, and Jab 3 with Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f), then force Sonic back outside Side B and Grab to keep stage control.
In Pac Man vs Sonic, the stable plan is to avoid playing directly into Sonic’s Side B and Grab and take the landing or ledge route before Sonic can reset.
The table shows that Sonic’s Jab 1, Jab 2, and Jab 3 can be answered by Pac Man’s Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f), so those overcommitments should be cashed out immediately.
For Pac Man, Sonic’s Side B and Grab are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pac Man OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 2 | -16 |
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| Jab 3 | 4 | -26 |
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| Forward Tilt | 6/8 | -20 |
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| Up Tilt | 6(7)/13 | -20 |
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| Down Tilt | 6 | -15 |
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| Dash Attack | 5 | -38 |
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| Forward Smash | 18 | -19 |
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| Up Smash | 14… | -29 |
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| Down Smash | 12 | -34 |
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| Neutral Air | 6 | -5/-6/-7 |
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| Forward Air | 5/7/9/11/13/15 | -14/-14 |
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| Back Air | 13 | -10/-11 |
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| Up Air | 5/14 | -11/-9 |
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| Down Air | 17 | -17/-18 |
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| Neutral B | 17—82 | -22 to -16 |
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| Side B | 17 | +6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any) |
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| Up B | 4 | -7 |
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| Down B | 15/17/19/21 | -33 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Pac Man should not play directly into Sonic’s Side B and Grab; wait for Sonic’s Jab 1, Jab 2, and Jab 3 and answer with Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f).
- After Pac Man blocks Sonic’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f) immediately.
- Pac Man should not mash after Sonic’s Side B and Grab; take the landing route, escape route, or ledge route first.
- Pac Man should finish stocks by breaking Sonic’s landing and recovery routes so Side B and Grab does not get more neutral reps.
Actions to Avoid
- Letting Sonic start the exchange on Side B and Grab terms and giving Pac Man’s stage control away for free.
- Having Pac Man block Sonic’s Jab 1, Jab 2, and Jab 3 but never answer with Up B (4f), OOS Nair (6f), OOS Fair (8f), and OOS Dair (9f).
- Sending Pac Man too deep after Sonic’s Side B and Grab and letting the reset punish the chase back.
- Panicking at the ledge as Pac Man and simplifying Sonic’s Side B and Grab-driven advantage sequence.