Mii Brawler vs Zelda

Zelda Matchup (Mii Brawler)

Mii Brawler vs Zelda

Mii Brawler vs Zelda is about not forcing straight entries into Phantom Slash and Nayru's Love, then turning shield punishes into close pressure and ledgetrap kills.

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Matchup Summary (Win Condition and Game Plan)

Zelda is built to slow the approach with Phantom Slash, Din’s Fire, and Nayru’s Love, then turn one defensive stop into kills with Fair, Bair, Up Smash, or Farore’s Wind. If Mii Brawler keeps trying to jump high or dash straight through the wall, Zelda gets to stack anti-airs and setup pressure before the fight ever reaches the close range Brawler wants.
The matchup shifts once Zelda is forced to swing first at close range. Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, Side B, Up B, and Down B are all punishable on shield, and even Neutral Air, Forward Air, and Back Air are easy to answer with Up B (3f), OOS Nair (6f), or Up Smash (8f). That makes walk-shield and patient forward movement more reliable than trying to win with raw burst speed alone.
At the same time, Up Air and Down Air usually narrow the punish to Up B (3f) or OOS Nair (6f), and overcommitting after every blocked aerial or Nayru’s Love lets Zelda reset with drift back or Farore’s Wind. Take the guaranteed hit first, then keep tracking the landing or teleport reappearance so the second touch is what really breaks the position.
For kills, stage control is worth more than a deep chase. Push Zelda to the ledge, deny the next Phantom setup, and cover ledge options or landing routes with Back Air, Up Smash, and Up B. Zelda is light, but her reversal tools are strong enough that forcing the stock offstage is often the wrong trade.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMii Brawler OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Jab4/7-13
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Forward Tilt12-13/-10
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Up Tilt7-15
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Down Tilt5-10
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Dash Attack6-18
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+1)
Forward Smash16/18/20/22/24-16
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+3)
Up Smash9/13/17/21/25/29/34-25
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down Smash5/13-24/-17
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (+2)
Neutral Air6/10/14/18/22-10/-9
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+2)
Forward Air6-8/-12
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+3)
Back Air6-8/-12
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+3)
Up Air14-6/-8
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (+2)
  • OOS Uair (+3)
Down Air14-6/-9
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (+2)
  • OOS Uair (+3)
Neutral B11…-25
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Side B44—70-18 to -10
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Up B6/35-29 (ground) // -19 (air)
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
  • OOS Dair (19f)
Down B26/32/38/46/59-127-19 to -15
  • Up B (3f)
  • OOS Nair (6f)
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (11f)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not hand over free Phantom Slash charge time. Walk-shield forward in short steps until Zelda is the one forced to press a button first, then start the close-range sequence.
  • After blocking Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, Side B, Up B, or Down B, punish immediately with Up B (3f), OOS Nair (6f), or Up Smash (8f) so Zelda cannot reset into Nayru’s Love or teleport scramble.
  • Neutral Air, Forward Air, and Back Air are also punishable after shield, so use shield stops to earn your openings instead of insisting on raw jump-ins through the wall.
  • After the first punish, do not stop at one hit. Follow the fade-back jump, air dodge, or Farore’s Wind reappearance and keep the sequence going into a juggle or ledgetrap.
  • At kill percent, stay above the ledge and close space with Back Air, Up Smash, and Up B so Nayru’s Love and Farore’s Wind have fewer escape lanes.

Actions to Avoid

  • Trying to leap over Din’s Fire or Phantom Slash from too far away and feeding directly into Fair, Back Air, or Up Smash anti-airs.
  • Blocking Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, Side B, Up B, or Down B but still letting Zelda rebuild the full defensive shell.
  • Throwing out a huge swing every time you expect Nayru’s Love or a tip-spaced aerial and getting repositioned by drift back or Farore’s Wind.
  • Chasing too far offstage for the kill and surrendering stage control to Farore’s Wind, Nayru’s Love, or Lightning Kick reversals.

Reference Links

Related Pages