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 Move | Startup | On Shield | Mega Man 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
- 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.