Matchup Summary (Win Condition and Game Plan)
This matchup gets ugly for Mii Brawler whenever he tries to brute-force through the tip of Charizard’s forward tilt, back air, or Flamethrower. Charizard also runs much faster than most heavyweights, and the kill power on back air, up smash, and Side B means one bad guess near the corner can cost the stock immediately.
The tradeoff is that Charizard’s huge body and weak combo escape make him very vulnerable once Brawler actually gets inside. The frame table shows Jab 1-3, every tilt, dash attack, every smash attack, fair, bair, dair, Neutral B, and Side B are all punishable by Up B (3f), OOS Nair (6f), Up Smash (8f), or OOS Uair (9f).
By contrast, neutral air and up air do not give the same clean in-place punish. If Brawler swings every time anyway, Charizard can reset with a landing mix, a jump, or another long disjoint. It is more stable to punish the heavier buttons every time, then chase the landing after blocked nair or uair and win on the second touch.
The win condition is to turn one successful entry into juggle pressure and corner carry, then finish with up smash, bair, or Up B at the ledge. Charizard can drift and stall offstage with multiple jumps, but Brawler still gets more reliable value by keeping stage control and making Charizard land back into pressure.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Brawler OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not challenge the tip of Charizard’s forward tilt, back air, or Flamethrower head-on. Use walking, dash stops, and low entries to get inside first, then start the close-range sequence.
- After blocking Jab 1-3, any tilt, dash attack, any smash attack, fair, bair, dair, Neutral B, or Side B, always punish with Up B (3f), OOS Nair (6f), Up Smash (8f), or OOS Uair (9f).
- After blocking nair or uair, do not overforce an in-place punish. Track the landing, double jump, or drift route and keep the turn going on the next contact instead.
- Once Charizard is airborne, keep the juggle going with up tilt, uair pressure, and anti-airs that exploit the huge body and slower air drift.
- At kill percent, prefer ledgetrap and landing coverage over deep edgeguards. Up Smash, bair, and Up B close stocks more reliably once Charizard is cornered.
Actions to Avoid
- Do not brawl at the exact range where Charizard’s long forward tilt and bair already win the interaction for free.
- Do not drop punish windows on jab, tilts, dash attack, smash attacks, or Side B and let Charizard take back momentum without paying for the risk.
- Do not swing out of shield after every blocked nair or uair and get reset by Charizard’s landing mix or jump-out.
- Do not overchase offstage for the kill and give up the ledgetrap that Brawler converts more consistently.