Steve vs Pac Man

Pac Man Matchup (Steve)

Steve vs Pac Man

In Steve vs Pac Man, the key is not to camp on mining alone, but to use blocks to shift Hydrant and Fruit lanes so Steve can force close-range guesses first once Pac-Man gets pinned down.

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Matchup Summary (Win Condition and Game Plan)

Both characters want to control the tempo through setplay here, but the side that gets pinned to one spot first is the one that starts losing hard. Pac-Man can easily restrict Steve’s mining spots and jump routes with Fruit and Hydrant, so if Steve only drifts backward and mines, Pac-Man gets to prepare safely behind cover.
That said, Pac-Man’s own body position often becomes predictable after placing tools, and once Steve cuts one lane with blocks, Pac-Man’s stable defense turns into cramped movement. Steve is more consistent when he does not rely on mining alone, but instead uses short walls plus forward movement to change Hydrant water flow and Fruit travel paths, then challenges the halted Pac-Man with nair, up smash, grab, and Minecart.
The frame table also shows that Jab 1-3, forward tilt, up tilt, down tilt, all smashes, fair, bair, uair, dair, neutral special, side special, and down special are all punishable enough for OOS nair, OOS uair, up smash, grab, or OOS fair, so Pac-Man cannot force close pressure recklessly just because he has items out. By contrast, dash attack and nair are comparatively safe, so mashing immediately after shield is not a reliable way to take the turn back.
For kills, center-stage hard reads are less repeatable than corner carry with blocks and Minecart, then catching the trampoline height and jump timing from up special with up smash or fair. It is important not to sink into a long-range waiting game around Hydrant, but to convert the moment you distort Pac-Man’s setup lane into a direct body-position fight.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSteve OOS Candidate MovesBarely Missed Moves
Jab 14-12
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+3)
Jab 24-14
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+1)
Jab 34-24
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Forward Tilt5-17
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
Up Tilt7-10
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (+1)
Down Tilt7-13
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+2)
Dash Attack10/19/28/37-3
  • None
  • OOS Nair (+3)
Forward Smash16-25
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Up Smash11/15-24
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Down Smash15-30
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Neutral Air3-3/-4
  • None
  • OOS Nair (+3)
Forward Air5-6
  • OOS Nair (6f)
  • OOS Uair (+1)
  • Up Smash (+2)
Back Air9-8/-10
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Fair (+3)
Up Air9-6
  • OOS Nair (6f)
  • OOS Uair (+1)
  • Up Smash (+2)
Down Air6/13/20/27-10/-9
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Fair (+2)
Neutral B12(+7)-22/-20/-19/-17/-16/-18/-19/-14
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (+1)
Side B24—42 | 35—53-42 to -54
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Bair (15f)
  • OOS Dair (23f)
  • Up B (23f)
Up B4**
Down B12-11
  • OOS Nair (6f)
  • OOS Uair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Fair (11f)
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Do not only back off and mine. Use short blocks to shift Hydrant water flow and Fruit lanes, then close the distance onto Pac-Man himself.
  • After shielding Jab 1-3, forward tilt, up tilt, down tilt, any smash attack, fair, bair, uair, dair, neutral special, side special, or down special, take the guaranteed punish with OOS nair, OOS uair, up smash, grab, or OOS fair.
  • Against dash attack and nair, do not force an immediate punish in place. Cover the next landing or retreat route instead with nair, Minecart, or dash grab.
  • Once Pac-Man is at the corner, do not tunnel on hitting Hydrant itself. Read the trampoline position and jump timing from up special first.
  • After breaking the setup, do not instantly return to mining. Take the close-range interaction on Pac-Man’s stalled body first, then convert that into a material lead.

Actions to Avoid

  • Repeatedly backing off to mine until Fruit and Hydrant pin you into one lane.
  • Swinging in place after every blocked dash attack or nair and letting Pac-Man reset because the move was too safe.
  • Fixating on Hydrant alone and losing track of Pac-Man’s body position for confirms or grabs.
  • Overchasing offstage into trampoline or Bell counterplay and throwing away a strong ledge trap.

Reference Links

Related Pages