Mewtwo vs Mii Brawler

Mii Brawler Matchup (Mewtwo)

Mewtwo vs Mii Brawler

Mewtwo vs Mii Brawler is about not letting close-range strings breathe, then using Shadow Ball and retreating whiff punishes to keep the fight outside and restore the kill gap.

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Matchup Summary (Win Condition and Game Plan)

Mii Brawler wants exactly one clean close-range touch so the fast normals and landing traps can keep rolling over Mewtwo’s huge hurtbox. Because Mewtwo is both light and large, this matchup gets dangerous very quickly if he accepts long point-blank scrambles.
Even so, Brawler still has to enter through a range disadvantage, and the table shows that after Mewtwo blocks Jab 1, Jab 2, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), he can answer with Up Smash (9f), Grab (10f), OOS Nair (10f), and OOS Fair (10f), often followed by OOS Uair (13f). Neutral Air, Forward Air, Back Air, and Up Air are much safer, so forcing the instant punish there usually just gives Brawler another turn.
That makes the stable plan to use Shadow Ball as an approach stopper, then drift and retreat just enough that Brawler has to commit first. Once the entry fails, Mewtwo should cash out with Fair, Bair, Grab, and Up Throw rather than forcing another scramble in place.
For kills, it is more reliable to close with Up Throw, Uair, Bair, and ledge Shadow Ball than to overchase offstage. Teleport movement matters here too, because varying the landing prevents Brawler from turning one guess into another full close-range sequence.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Jab 22-14
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+2)
Rapid Jab5/7/9…
Rapid Jab Finisher4-33
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt6-13/-13/-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Up Tilt5-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+1)
Down Tilt7-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Dash Attack6-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash17-38
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash8-29
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash9-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air3-2/-3
  • None
Forward Air8/15-8/-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Back Air7-6
  • None
  • Up Smash (+3)
Up Air6-6
  • None
  • Up Smash (+3)
Down Air16-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Up B (1)10/30-23
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (2)8…
Up B (3)3/6/9/12/15/20
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use Shadow Ball more to halt the approach than to fish for a direct kill, forcing Mii Brawler to commit through dash or jump before close range ever starts.
  • After blocking Jab 1, Jab 2, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), punish immediately with Up Smash (9f), Grab (10f), OOS Nair (10f), or OOS Fair (10f), then extend with OOS Uair (13f) when spacing allows.
  • Do not force the immediate shield punish on Neutral Air, Forward Air, Back Air, or Up Air. Hold the space and take the next landing, drift, or dash-in instead.
  • Once the close-range string is broken, reset outside, make Brawler enter again, and cash out with Fair, Bair, Grab, and Up Throw rather than staying in the pocket.

Actions to Avoid

  • Throwing out long tail-based buttons in center and letting the hurtbox get tagged first to start Brawler’s close-range offense.
  • Using panic buttons or early air dodge as the default escape every time Brawler gets in and letting the landing trap continue when it gets read.
  • Treating blocked Neutral Air, Forward Air, Back Air, or Up Air like guaranteed punishes and whiffing a shield option that only hands Brawler the reset.
  • Chasing too deep offstage for the finish and turning the stock into another bad landing instead of closing from stage control.

Reference Links

Related Pages