Matchup Summary (Win Condition and Game Plan)
This matchup gets bad for Mii Brawler if he keeps entering Ridley’s long Fair, Bair, and projectile space head-on, because the reach and body size difference stop the rushdown before it ever starts.
The win condition is to create whiffs with low burst movement and shield, get inside once, and then keep Ridley pinned with fast pressure while his slower close-range defense struggles to reset.
The table shows that jab, the tilts, Dash Attack, every smash attack, Fair, Bair, Dair, Up B, and Down B can all be punished on shield by Up B, nair, Up Smash, uair, or grab. Neutral B is not always a clean immediate punish, and Side B is not a simple shield-punish spot, so many of those moments should become landing traps instead.
For kills, do not overchase offstage. Use Ridley’s large body to your advantage with uair, Up Smash, and ledge traps, then take only the shallow edgeguard opportunities that do not give up stage control.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Brawler OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
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| Jab 2 | 5 | -18 |
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| Jab 3 | 4 | -25 |
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| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 4 | -38 |
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| Forward Tilt | 10 | -12/-10 |
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| Up Tilt | 8 | -14/-12 |
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| Down Tilt | 9 | -15/-12 |
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| Dash Attack | 12 | -16 |
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| Forward Smash | 18 | -22 |
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| Up Smash | 12 | -24 |
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| Down Smash | 24 | -22 |
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| Neutral Air | 8 | -8/-7/-9 |
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| Forward Air | 10/13/16 | (-14/-13)/(-13/-13) |
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| Back Air | 10 | -12 |
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| Up Air | 11 | -9/-9 |
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| Down Air | 11 | -27/-27 |
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| Neutral B | 29 | 56/65/73/84/92 | -23 // -1 |
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| Side B (1) | 22 | ** | ||
| Side B (2) | 22 | ** | ||
| Side B (3) | 10/24/28/32… | ** | ||
| Up B | 34/36/37 | -28 |
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| Down B | 30 | -29 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use low burst movement and shield to make Ridley’s long-range swings miss before forcing your way into body range.
- When you block jab, the tilts, Dash Attack, the smash attacks, Fair, Bair, Dair, Up B, or Down B, punish with the OOS routes from the table.
- Treat Neutral B and Side B as spacing checks first, then chase the landing or escape path instead of forcing a raw shield punish.
- Once you get in, keep stacking frame-tight pressure and landing traps so Ridley never gets his preferred range back.
- At the ledge, cover jump with uair or Up Smash and only take shallow edgeguards that still preserve your stage lead.
Actions to Avoid
- Running straight into Ridley’s Fair and Bair spacing before earning the close-range fight.
- Trying to shield-punish every Neutral B or Side B situation even when the table does not support it.
- Letting one clean opening end immediately and giving Ridley room to rebuild the wall.
- Chasing too deep offstage and letting extra jumps plus Up B reverse the positioning.
- Throwing out impatient smash attacks just because Ridley’s hurtbox is large.