Mega Man vs Pac Man

Pac Man Matchup (Mega Man)

Mega Man vs Pac Man

Mega Man vs Pac Man is most stable when you refuse to let the matchup stay only about projectile exchanges and setup wars and instead force body contact while stacking clean punishes.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

Mega Man is strongest at speedy movement, whiff punishing, and landing pressure, while Pac Man is strongest at layered projectile pressure and stage-control traps.
The more this stays only about projectile exchanges and setup wars, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Side B, Down Smash, Forward Smash, Jab 3, and Up Smash, with OOS Bair, Up Smash, Grab, and OOS Nair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Up Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMega Man OOS Candidate MovesBarely Missed Moves
Jab 14-12
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+2)
Jab 24-14
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 34-24
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+2)
Forward Tilt5-17
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Up Tilt7-10
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+2)
Down Tilt7-13
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+1)
Dash Attack10/19/28/37-3
  • None
Forward Smash16-25
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+1)
Up Smash11/15-24
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+2)
Down Smash15-30
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Neutral Air3-3/-4
  • None
Forward Air5-6
  • None
  • OOS Bair (+1)
  • Up Smash (+2)
Back Air9-8/-10
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Nair (+2)
Up Air9-6
  • None
  • OOS Bair (+1)
  • Up Smash (+2)
Down Air6/13/20/27-10/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Neutral B12(+7)-22/-20/-19/-17/-16/-18/-19/-14
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Side B24—42 | 35—53-42 to -54
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up B4**
Down B12-11
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Do not settle for projectile exchanges and setup wars alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Side B, Down Smash, Forward Smash, Jab 3, and Up Smash, answer immediately with OOS Bair, Up Smash, Grab, and OOS Nair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Up Air; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile exchanges and setup wars, then giving up the time needed to pressure the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Up Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Mega Man’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages