Mii Brawler vs Pichu

Pichu Matchup (Mii Brawler)

Mii Brawler vs Pichu

Mii Brawler vs Pichu hinges on not overcommitting into Thunder Jolt starts, then turning close-range punishes and ledge pressure into kills against Pichu's light weight and self-damage.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets worse for Mii Brawler when Pichu’s low profile, Thunder Jolt, and fast nair and bair loops force Brawler to swing first, because that exposes Brawler’s short reach without fixing neutral. The better plan is to use shield and dash stops to absorb the Thunder Jolt start, then hit the instant Pichu commits to the approach with Up B (3f) or Brawler’s faster grounded buttons.
Once Brawler wins that close-range exchange, Pichu’s light weight and recoil damage make every clean punish matter much more. Nair, utilt, and grab conversions are strong here because they keep the juggle going, carry to the ledge, and let Brawler cash out before Pichu gets to reset with movement.
The frame table shows Jab, forward tilt, up tilt, dash attack, every smash attack, fair, bair, dair, neutral B, and down B are punishable with Up B (3f) or OOS Nair (6f). By contrast, down tilt and nair only give stable Up B (3f), and side B can even stay advantageous at the safer end, so trying to force a shield punish every time is less reliable than covering the next drift and landing spot.
The win condition is not to out-scramble Pichu. Take the guaranteed punishes, let recoil damage stack, then convert ledge pressure and the exposed head on Pichu’s ledge hang into the early stock.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMii Brawler OOS Candidate MovesBarely Missed Moves
Jab2-11
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Forward Tilt5-11
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Up Tilt7-10
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Down Tilt7-4
  • Up B (3f)
  • OOS Nair (+2)
Dash Attack6-20
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Forward Smash16/19/22/25/28/31-16
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+3)
Up Smash9-21
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down Smash8/11/15/19/23-21
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Neutral Air3-4/-4
  • Up B (3f)
  • OOS Nair (+2)
Forward Air10/14/18/22-10/-10
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Back Air5/11/15/19/26/30-16/-16
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+3)
Up Air4-8
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+3)
Down Air14-16
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+3)
Neutral B18-29/-30
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Side B17-20 to +3
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Up B**
Down B9-27
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Grab6
Dash Grab8
Pivot Grab9

Win Condition Checklist

  • Do not rush through Thunder Jolt or Pichu’s low profile. Use shield, dash stops, and low entries that make nair, bair, or grab come out first.
  • After blocking Jab, forward tilt, up tilt, dash attack, any smash attack, fair, bair, dair, neutral B, or down B, punish with Up B (3f) or OOS Nair (6f) and turn Pichu’s light weight plus recoil into immediate value.
  • Treat down tilt and nair as narrow punish windows where Up B (3f) is the stable answer. If the punish is thin, switch to covering the next landing and drift instead of forcing a bigger swing.
  • Respect that side B can stay plus on shield at the safer ranges, so prepare to chase the exit path with nair, utilt, or grab rather than autopiloting an in-place punish.
  • At the ledge, keep jump, Quick Attack routing, and the head-exposed ledge hang covered together so one corner trap becomes the stock.

Actions to Avoid

  • Running straight through Thunder Jolt and giving Pichu the exact nair, bair, and grab range it wants.
  • Throwing oversized punishes at blocked down tilt, nair, or safer side B spacing and giving Pichu another drift reset.
  • Fishing only for a raw smash in center stage instead of letting recoil damage and repeated advantage states shrink the kill window for you.
  • Overchasing offstage, losing stage control, and allowing Pichu to restart the speed game after getting back.

Reference Links

Related Pages