Matchup Summary (Win Condition and Game Plan)
Mii Brawler is scary once the close-range loop starts, but the entry itself is much more manageable for Cloud than the follow-up if you let it begin.
What matters most here is not how many projectiles you throw, but whether feints, walk-backs, and tipper aerials stop the first dash before Brawler can turn it into jab, nair, or up-tilt pressure.
The table shows that Forward Smash, Up Smash, Down Smash, Rapid Jab Finisher, and Up B (1) all give Cloud reliable answers through Up B, OOS Nair, Grab, and OOS Uair, and each successful punish should also steal stage behind it.
After you block the safer aerials, the better reward usually comes from tracking the landing drift or dodge choice and restarting the ledge march instead of swinging immediately.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Cloud OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -10 |
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| Jab 2 | 2 | -14 |
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| Rapid Jab | 5/7/9… | — | ||
| Rapid Jab Finisher | 4 | -33 |
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| Forward Tilt | 6 | -13/-13/-13 |
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| Up Tilt | 5 | -17 |
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| Down Tilt | 7 | -12 |
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| Dash Attack | 6 | -18 |
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| Forward Smash | 17 | -38 |
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| Up Smash | 8 | -29 |
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| Down Smash | 9 | -25 |
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| Neutral Air | 3 | -2/-3 |
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| Forward Air | 8/15 | -8/-8 |
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| Back Air | 7 | -6 |
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| Up Air | 6 | -6 |
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| Down Air | 16 | -13 |
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| Up B (1) | 10/30 | -23 |
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| Up B (2) | 8… | — | ||
| Up B (3) | 3/6/9/12/15/20 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Watch where the burst dash begins and only place tipper Fair or Down Tilt when Brawler actually commits to crossing that space.
- After you stop Forward Smash, Up Smash, Down Smash, Rapid Jab Finisher, or Up B (1), turn the punish into corner carry every single time.
- When you get popped upward by throw or Up Air, drift outward and reset the neutral layer instead of mashing down into another scramble.
- Keep Limit visible as a spacing threat so Brawler has to second-guess every grounded stop before reaching you.
Actions to Avoid
- Swinging immediately after blocked Neutral Air at point-blank range and reopening the close-range string yourself.
- Turning Blade Beam into a predictable rhythm that tells Brawler exactly when to jump in over it.
- Falling with Back Air too carelessly and giving the opponent the undercut into Up Tilt that starts their best juggle.
- Panicking toward the outside corner at ledge and making the horizontal chase far easier than it should be.