Mii Brawler vs Sephiroth

Sephiroth Matchup (Mii Brawler)

Mii Brawler vs Sephiroth

Mii Brawler vs Sephiroth is decided by whether Brawler can earn the way inside Masamune, then keep farming Sephiroth's long endlag with Up B and close-range pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup goes wrong when Mii Brawler keeps challenging the tip of Masamune head-on, because ftilt, fair, bair, and Shadow Flare are all designed to stop that direct path and hand Sephiroth control of the pace. The first job is not to brawl immediately, but to mix dash timings, shield, and low jumps until Sephiroth commits to a wall that can actually be crossed.
Once Brawler gets inside, the matchup flips quickly. Sephiroth’s hitboxes are long but thin, his endlag is heavy, and his defense in close quarters is fragile enough for Brawler’s fast buttons and juggle flow to snowball hard. Nair, utilt, and dash attack into continued landing pressure generally outvalue forcing a single early kill read.
The frame table shows jab strings, up tilt, down tilt, dash attack, every smash attack, neutral B, side B, up B, and down B are all clearly punishable with Up B (3f) or OOS Nair (6f). By contrast, tipper ftilt and shallow nair are better handled by keeping stage and punishing the next landing rather than trying to swing immediately every time.
The kill plan is to stay close even after Wing appears, keep jump and landing pressure active, and deny Sephiroth the space to reset the sword wall. If Sephiroth has to keep defending at point-blank range, the matchup stays in Brawler’s tempo.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMii Brawler OOS Candidate MovesBarely Missed Moves
Jab 15-19 [-19]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Jab 25-25 [-24]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Jab 37-23 [-22]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Forward Tilt14-15/-11/-14 [-13/-8/-12]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+3)
Up Tilt10/13-32/-21/-19/-18 [-31/-18/-16/-14]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Down Tilt9-25
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Dash Attack14-20(-22) [-16(-19)]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+3)
Forward Smash24-33/-29/-32 [-31/-26/-30]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Up Smash23(-29/-31 front)/(-23/-25/-24 back) [(-26/-29/-30)/(-21/-23/-25)]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down Smash (1)21-20/-22 [-17/-20]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+2)
Down Smash (2)21-24 [-22]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Neutral Air9-5 [-4]
  • Up B (3f)
  • OOS Nair (+2)
Forward Air13-10 [-9]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+2)
Back Air15-11 [-10]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Up Air16-17 [-17]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+2)
Down Air19Normal: -27 [-25] | Landing: -19 [-18]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+1)
Neutral B41-28
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Side B16—42-17 — -15
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Up B (1)25-27 [-26]
  • 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 (2)36-63 — -61/-47 [-62 — -60/-45]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down B (1)38-25 [-25]
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down B (2)7**
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not sprint straight into Masamune. Use dash stops, shield, and low jumps to shift the placement of ftilt, fair, bair, and Shadow Flare before entering the inner range.
  • After blocking Jab 1-3, up tilt, down tilt, dash attack, any smash attack, neutral B, side B, up B, or down B, default to Up B (3f), then extend with OOS Nair (6f) or Up Smash (8f) to keep the pressure cycle going.
  • Treat tipper ftilt and shallow nair as spacing checks, not automatic punish spots. Hold stage and hit the landing or drift-back with nair, uair, or dash-in pressure instead.
  • When Wing is active, keep the plan close-range and continuous. Take away jump and landing routes with utilt, uair, and Up B rather than retreating into another sword wall.
  • Finish stocks by stacking ledge pressure and relaunches so Sephiroth’s light weight and fragile defense matter more than his raw kill power.

Actions to Avoid

  • Running at the sword tip over and over and letting Sephiroth’s spacing do the work for him.
  • Turning every successful entry into a single big kill guess instead of taking the juggle and frame advantage that are already available.
  • Swinging at tipper ftilt or shallow nair from too far away and giving Sephiroth another clean reset.
  • Overchasing offstage and giving away center stage so Sephiroth can set up Flare pressure again on the way back.

Reference Links

Related Pages