Matchup Summary (Win Condition and Game Plan)
This matchup centers on denying Pac-Man the time to stabilize Bonus Fruit and Hydrant. Pac-Man’s normals are fast and the close-range confirms are real, but if the setup is not already in place, Toon Link can keep the board moving first with arrows, Boomerang, and bombs while also having enough run speed to follow his own projectile pressure.
The important part is not stopping after the projectile lands. Once Pac-Man is made to pause, Toon Link should keep moving forward into Dash Attack, Up Smash, or Uair landing pressure instead of resetting to pure keep-away. The table shows that Jab 1-3, tilts, all smashes, Fair, Bair, Uair, Dair, Neutral B, Side B, and Down B are all punishable with Up B (6f), OOS Nair, or OOS Bair, so catching Pac-Man’s body matters more than trying to swat every setup object directly.
Dash Attack and Nair are the main shield exceptions, and forcing a direct punish there usually loses to retreat space or a quick reset around Hydrant. It is more stable to let those two go, then cover the next spot with Boomerang, Uair, or bomb pressure so the second interaction still favors Toon Link.
The win condition is to keep Pac-Man from ever getting a comfortable setup turn, push him to the ledge, and end stocks with Up B, Up Smash, or Fair while tracking jump and recovery angles. Deep offstage chases into Pac-Jump or trampoline sequences are less reliable than staying onstage and denying the next fruit cycle.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Toon Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -12 |
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| Jab 2 | 4 | -14 |
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| Jab 3 | 4 | -24 |
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| Forward Tilt | 5 | -17 |
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| Up Tilt | 7 | -10 |
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| Down Tilt | 7 | -13 |
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| Dash Attack | 10/19/28/37 | -3 |
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| Forward Smash | 16 | -25 |
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| Up Smash | 11/15 | -24 |
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| Down Smash | 15 | -30 |
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| Neutral Air | 3 | -3/-4 |
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| Forward Air | 5 | -6 |
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| Back Air | 9 | -8/-10 |
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| Up Air | 9 | -6 |
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| Down Air | 6/13/20/27 | -10/-9 |
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| Neutral B | 12(+7) | -22/-20/-19/-17/-16/-18/-19/-14 |
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| Side B | 24—42 | 35—53 | -42 to -54 |
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| Up B | 4 | ** | ||
| Down B | 12 | -11 |
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| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Use arrows,
Boomerang, and bombs to interrupt fruit charge andHydrant, then move forward immediately intoDash Attack,Up Smash, orUairlanding pressure. - Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, all smashes,
Fair,Bair,Uair,Dair,Neutral B,Side B, andDown Bon shield withUp B (6f),OOS Nair, orOOS Bair. - Do not force direct shield punishes on
Dash AttackorNair; cover the retreat or landing withBoomerang,Uair, and bomb pressure instead. - At the ledge, keep jump and recovery angles boxed in with
Up B,Up Smash, andFairso Pac-Man cannot rebuild fruit and hydrant space.
Actions to Avoid
- Throwing a projectile and then waiting, which gives Pac-Man free time to rebuild fruit charge and
Hydrant. - Challenging too close to
Hydrantand getting hit by both the water flow and Pac-Man’s own burst option. - Swinging after shield on
Dash AttackorNairwhen the punish does not actually reach. - Overchasing offstage into
Pac-Jumpor trampoline routes and giving up the cleaner stock from ledge control.