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 Move | Startup | On Shield | Mewtwo 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
- 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.