Matchup Summary (Win Condition and Game Plan)
Mii Swordfighter can be awkward because of midrange control built around Tornado Shot or Chakram plus build-dependent reversals from Up B and Down B, but the character still tends to have weaker point-blank defense and more exploitable recovery distance.
Mewtwo should not rush into direct sword-tip contests. Use small-charge Shadow Ball, dash backs, aerial drift, and Teleport to make Swordfighter commit first, then collect landings and second landings with Fair, Uair, and grab.
On shield, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, Down Air, and Up B (1)-(3) are the big collection points, and the matchup swings on whether you immediately cash out with Up Smash (9f), Grab (10f), OOS Nair (10f), or OOS Fair (10f).
By contrast, Down Tilt, Neutral Air, Back Air, and Up Air are hard to punish in place, so do not swing after every block. It is more stable to preserve stage control and turn those situations into ledge pressure after confirming the special loadout.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mewtwo OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -9 |
|
|
| Jab 2 | 6 | -12 |
|
|
| Jab 3 | 6 | -26 |
| |
| Forward Tilt | 10 | -16 |
|
|
| Up Tilt | 8 | -17 |
|
|
| Down Tilt | 5 | -6 |
|
|
| Dash Attack | 9 | -18 |
| |
| Forward Smash | 15 | -34/-34/-33 |
| |
| Up Smash | 11/14/21 | -32 |
| |
| Down Smash | 7/15 | -38/-28 |
| |
| Neutral Air | 10 | -5 |
| |
| Forward Air | 12/16/21 | -10/-9 |
|
|
| Back Air | 10 | -4 |
| |
| Up Air | 11 | -4/-6 |
| |
| Down Air | 14… | -11 |
|
|
| Up B (1) | 13/42 | -37 |
| |
| Up B (2) | 15/19/22/25/28/31/34 | -38 |
| |
| Up B (3) | 8 | -57 to -53 |
| |
| Up B (4) | 8/16/22/26/31/38/47 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Early on, identify whether Swordfighter has Tornado Shot, Chakram, Reverse Slash, and Hero’s Spin, then adjust how long you charge Shadow Ball and how long you are willing to hold shield.
- Do not keep forcing direct entries into sword range. Use small-charge Shadow Ball and retreating movement to first see whether the answer is jump, shield, or projectile, then place Fair, Uair, or grab accordingly.
- When you block Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, Down Air, or Up B (1)-(3), decide immediately whether Up Smash (9f), Grab (10f), OOS Nair (10f), or OOS Fair (10f) is the right punish so Swordfighter cannot simply reset spacing.
- When you block Down Tilt, Neutral Air, Back Air, or Up Air, do not force a punish that whiffs. Step back and hit the landing or second landing instead.
- If you confirm a short-recovery Up B loadout, edgeguard earlier with Fair, Bair, and Disable. If the recovery is longer, shift back to ledge Shadow Ball pressure and Up Throw kill confirms.
Actions to Avoid
- Autopiloting fully charged Shadow Ball without checking the special loadout and getting lined up against Reverse Slash or projectile counterplay.
- Sitting in shield too long and making Hero’s Spin or close-range mixups easier to force into Mewtwo’s light weight and large hurtbox.
- Trying to punish Down Tilt, Neutral Air, Back Air, and Up Air every time on shield, whiffing, and giving Swordfighter free re-entries and landing mixups.
- Playing repeated sword-tip trades in the exact range Mewtwo dislikes and letting the tail hurtbox and slower panic buttons get clipped over and over.
- Chasing too deep offstage without first confirming whether the recovery build is actually vulnerable, then letting Up B or aerials reverse the position.