Matchup Summary (Win Condition and Game Plan)
Sonic starts the midrange exchange first with run speed plus Side B and Down B, then converts Forward Air and Up Air into landing traps and closes stocks with Back Air or Up Smash. If Mii Brawler becomes the one chasing, both his stubby range and weak recovery get exposed at once.
The upside is that Sonic leaves clear openings on block. After stopping Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Air, or Down B, Mii Brawler can punish with anything from Up B (3f) to Up Smash (8f). It is usually higher value to halt Sonic once with shield and then force the close-range fight than to race him to first contact.
Side B stays in Sonic’s favor on shield, so mashing immediately after blocking it does not work. Neutral Air and Up B also reduce mostly to Up B (3f) as the practical punish, so do not try to finish every stop in one beat. Track the Spin Jump landing, the Forward Air landing, and ledge escape patterns, then cash out on the second touch that sends Sonic back to the ledge.
For kills, it is more stable to collect shield punishes on Down B, whiff punishes on Up B landings, and ledge traps with Back Air or Up Smash than to force a raw dash race in center. Deep offstage chases usually turn into Sonic’s recovery-distance and edgeguard game, which exposes Mii Brawler’s weaker recovery first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Brawler OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 2 | -16 |
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| Jab 3 | 4 | -26 |
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| Forward Tilt | 6/8 | -20 |
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| Up Tilt | 6(7)/13 | -20 |
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| Down Tilt | 6 | -15 |
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| Dash Attack | 5 | -38 |
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| Forward Smash | 18 | -19 |
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| Up Smash | 14… | -29 |
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| Down Smash | 12 | -34 |
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| Neutral Air | 6 | -5/-6/-7 |
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| Forward Air | 5/7/9/11/13/15 | -14/-14 |
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| Back Air | 13 | -10/-11 |
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| Up Air | 5/14 | -11/-9 |
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| Down Air | 17 | -17/-18 |
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| Neutral B | 17—82 | -22 to -16 |
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| Side B | 17 | +6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any) |
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| Up B | 4 | -7 |
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| Down B | 15/17/19/21 | -33 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not spend neutral trying to outrun Sonic. Mix shield into midrange so Side B, Down B, Jab, and Dash Attack hit your block first before the close-range fight starts.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Air, or Down B, choose the reachable punish immediately from Up B (3f), OOS Nair (6f), Up Smash (8f), and OOS Uair (9f) so Sonic’s sequence ends there.
- After blocking Side B, do not mash. Watch the hop follow-up and landing position first, and treat blocked Neutral Air and Up B mostly as checks for whether Up B (3f) reaches.
- At kill percent, do not overchase offstage. Close the stock on ledge getups, Forward Air landings, Up B landings, and blocked Down B with Back Air, Up Smash, or Up B.
Actions to Avoid
- Trying to match Sonic’s run speed on open ground first and letting Side B, Forward Air, or Up Air start the exchange on his terms.
- Assuming blocked Side B is punishable and swinging immediately into the hop follow-up or landing drift reset.
- Reaching for Up Smash or Back Air after every blocked Neutral Air or Up B even when only Up B actually reaches.
- Overchasing offstage for the kill and giving Sonic’s recovery distance, edgeguards, and Back Air a chance to flip the stock.