Matchup Summary (Win Condition and Game Plan)
Greninja uses dash speed, low-profile down tilt, dash attack, neutral air, and Water Shuriken to disrupt Mii Brawler before the close-range fight even starts, then stretches the advantage with up air juggles and ledge pressure. If Mii Brawler keeps chasing all the way into Greninja’s outer movement range, the short reach and weaker recovery both become easier to exploit.
Once Greninja is forced onto shield contact, however, the punish windows are clear. Jab 1-3, forward tilt, up tilt, down tilt, dash attack, forward air, up air, down air, neutral special, side special, and the late part of Substitute all lose to answers ranging from Up B (3f) to Up Smash (8f). Greninja also does not have especially threatening out-of-shield answers, so walking and shielding first is more rewarding than trying to catch the movement outright.
Neutral air at -2/-4 is not a real shield punish point, and back air or a tippered forward air can also limit the immediate answer. Instead of forcing a big punish every time, track the landing drift, defensive option, and next dash so the second touch takes stage.
For kills, it is more stable to hold the ledge and catch jump, Shadow Sneak, or the landing after Hydro Pump with back air, Up Smash, or Up B than to keep racing in center. Deep offstage chases give Greninja more room to exploit Hydro Pump angles and reversal situations, so closing the stock onstage is the cleaner plan.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Brawler OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -15 |
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| Jab 2 | 3 | -15 |
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| Jab 3 | 5 | -26 |
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| Rapid Jab | 5/8/11/14… | — | ||
| Rapid Jab Finisher | 4 | -39 |
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| Forward Tilt | 10 | -14/-14 |
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| Up Tilt | 9 | -18 |
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| Down Tilt | 5 | -12 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 13 | -26 |
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| Up Smash | 12/18 | -23 |
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| Down Smash | 11 | -29 |
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| Neutral Air | 12 | -2/-4 |
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| Forward Air | 16 | -6 |
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| Back Air | 5/7/11 | -8/-7 |
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| Up Air | 7/10/13/16/19/22 | -12/-12 |
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| Down Air | 17 | -16 |
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| Neutral B | 20—60 | -18 to -13 |
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| Side B | 24(+5) | -29/-28 |
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| Up B | 19 | — | ||
| Down B (1) | 8 (Start of Counter) | — | ||
| Down B (2) | 19 | -33/-32 |
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| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Do not start the race from midrange. Walk and shield so Water Shuriken, down tilt, and dash attack hit your defense first, then begin the close-range sequence.
- After blocking jab 1-3, tilts, dash attack, forward air, up air, down air, neutral special, side special, or the late part of Substitute, punish immediately with Up B (3f), OOS Nair (6f), or Up Smash (8f) and push Greninja toward the ledge.
- Respect neutral air and farther-spaced forward air or back air. Instead of forcing the max punish on the spot, cover the landing drift and next escape route for the second catch.
- At kill percent, stay disciplined at the ledge and cover jump, Shadow Sneak, the landing after Hydro Pump, and normal getup with back air, Up Smash, and Up B.
Actions to Avoid
- Chasing Greninja’s outer movement with long dashes or forward jumps and giving away free down tilt, dash attack, or up air starters.
- Assuming neutral air is always punishable on shield, swinging with a whiffed Up Smash or back air, and letting Greninja reset the race.
- Delaying your punish after finally blocking jab pressure, tilts, dash attack, or side special and allowing Greninja’s weak shield game to escape anyway.
- Overcommitting offstage for the stock and getting your position reversed by Hydro Pump angle changes or Shadow Sneak routing.