Moobussir
Smash Apprentice
You're not wrong about Up-B OoS. The trap is fairly foretelling and he's helpless once he uses it, but I found it notable at least. After all, it comes out on frame 4, which is faster then anything else he has, especially grab. Pellet is well-known to heal and all, but honestly I feel like it's also a trap since Pac might just approach you if you eat it since you're inactive for a few frames. Maybe it's more of a mindgame thing but yeah.What I most disagree with is Up-B being a good OOS option. Sure, it'll hit opponents beside him, but it leaves him helpless. He's very open to an aerial attack. And I know you are talking abut the trap bit, but I think it's rather easily avoided. And Pac-Man is probably the third easiest character in the game to gimp, Lucas 2nd and Ness 1st. While he has a super armoured Side B, if it bounces off a wall, it isn't good for him. And like you said, just jump on the Trampoline, then he has less jumps. It's as the wiki said. "Pac-Mans biggest weakness is that all of his special moves can be used by his opponents. If you're wondering about Side B, if you stop him at the beginning, a Power Pellet is left behind, that can be eaten
Pac-Mans fruits are more diverse, but ours come out quicker and are more pressuring. I also think their kill power is even. Pac's got surprisingly high survivabilty. We can win neutral rather easily with Hero's Bow and Boomerang. Bomb setups are about average difficulty pulling them off. I think up close and in the air, we beat Pac slightly. He's not completely underwhelmed, but can be put at a disadvantage rather quickly. Also, pretty sure Hero's Shield can block all fruits. I think we should treat the fruits like the Monado Arts:Take care of what he has. Example, if he pulls a Hydrant out and he has a Key in hand, Shield or Roll. Bell is very dangerous, but probably the hardest to land. Galaxia is very easy to avoid, jus watch out for him trying to grab you. The others I say the same as you
Hydrant is fun. For both sides. It can be used in the most dangerous and basic setup;Key into Hydrant. This creates two hit boxes that are very dangerous. We can use Hydrant pretty easily against him. Up Smash launches it upwards, creating a Up Toss Gordo for Toon Link. Like Dedede, this can be used as a trap setup. We could go Brawn over Brains and just launch it forward too.
Overall, I'd place the matchup 60:40 for Toon Link. He can gain stage control pretty easily and beats Pac up close and in the air, but Pac-Man has dangerous setups to watch out for. Once Toon Link approaches, Pac's in trouble.
Here's an interesting tidbit of information. A crash course in Priority if you will. Basically, attacks that are within 9% of damage to each other will cancel each other out. Read a bit here and the examples at the bottom of the page will explain perfectly: http://www.ssbwiki.com/Priority
So when it comes down to the Key, since it does 15%, we just need an attack that does 6% or more damage to neutralize the key. Mid-high levels of Arrow charge and early Boomerang will do the trick.
I did a bit of research on countering Hydrant as well. If we need to deal 13% to destroy it, what's the best way to do so? Usually, Pac will B-air it, which means any hit that does 1% will destroy it. However, if we happen to get to it before that point (Say if he charges fruit above it and he gets watered up), how should we destroy it? I'm not sure about what the best options are based on angles, but some of the fastest include Jab 1-2 -> F-tilt/D-tilt, D-tilt -> F-tilt, Dash Attack to F-tilt/D-tilt, Boomerang (Up close) to F-tilt, D-tilt or another Boomerang. I would avoid N-air or B-air as the staleness that must be on them by that point makes it a bit inconsistent to deal with, but if you can account for it, they must be good attacks to launch with based on angles.
Never Up-B though. I thought the damage-racking ability was good and the hydrant would bounce around you to keep you safe, but it's never worth getting blown off the ledge and being helpless.
You're also right about the projectile usage. We win neutral for our better utility, but he does have options if he uses them right, though once we know what he has in hand, we can also predict him to a level, and he doesn't get too much off of us knowing that knowledge and adapting. Basically, it's not the best mindgame. His frame data in the air is actually fairly good. His Fair in terms of speed is actually as good Sheik's, but combo's are limited by several factors. But we outrange him anyway so it's merely notable, not worrisome.
I like 60-40. Overall we have better tools in total, and we don't get outcamped so we're all good.