Toon Link vs Pac Man

Pac Man Matchup (Toon Link)

Toon Link vs Pac Man

Toon Link vs Pac Man is won by disrupting fruit and hydrant setup with layered projectiles, then turning shield punishes and ledge control into fewer reset chances.

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

Win Condition Checklist

  • Use arrows, Boomerang, and bombs to interrupt fruit charge and Hydrant, then move forward immediately into Dash Attack, Up Smash, or Uair landing pressure.
  • Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, all smashes, Fair, Bair, Uair, Dair, Neutral B, Side B, and Down B on shield with Up B (6f), OOS Nair, or OOS Bair.
  • Do not force direct shield punishes on Dash Attack or Nair; cover the retreat or landing with Boomerang, Uair, and bomb pressure instead.
  • At the ledge, keep jump and recovery angles boxed in with Up B, Up Smash, and Fair so 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 Hydrant and getting hit by both the water flow and Pac-Man’s own burst option.
  • Swinging after shield on Dash Attack or Nair when the punish does not actually reach.
  • Overchasing offstage into Pac-Jump or trampoline routes and giving up the cleaner stock from ledge control.

Reference Links

Related Pages