Mewtwo vs Mii Swordfighter

Mii Swordfighter Matchup (Mewtwo)

Mewtwo vs Mii Swordfighter

In Mewtwo vs Mii Swordfighter, Mewtwo wants to identify the special loadout early, control midrange with Shadow Ball and mobility, and cash out on weaker close-range defense and recovery routes with guaranteed punishes and ledge pressure.

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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 MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 16-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Jab 26-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Jab 36-26
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt10-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Up Tilt8-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+1)
Down Tilt5-6
  • None
  • Up Smash (+3)
Dash Attack9-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash15-34/-34/-33
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash11/14/21-32
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash7/15-38/-28
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air10-5
  • None
Forward Air12/16/21-10/-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Back Air10-4
  • None
Up Air11-4/-6
  • None
Down Air14…-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+2)
Up B (1)13/42-37
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (2)15/19/22/25/28/31/34-38
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (3)8-57 to -53
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (4)8/16/22/26/31/38/47**
Grab6
Dash Grab9
Pivot Grab10

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.

Reference Links

Related Pages