Mii Swordfighter vs Ryu

Ryu Matchup (Mii Swordfighter)

Mii Swordfighter vs Ryu

Mii Swordfighter vs Ryu is won by holding sword-tip range through Hadoken pressure, then breaking Ryu's close-range strings with Up B punishes and ledge carry.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by whether Ryu gets to stabilize the game around Hadoken and close-range low confirms, or whether Mii Swordfighter keeps him outside that distance long enough for sword-tip pressure to take over. Ryu’s point-blank reward is huge, but his run speed and air mobility are still limited enough that he does not enjoy being checked repeatedly before he can plant his feet.
Mii Swordfighter should not jump straight through Hadoken lanes. The stable plan is to walk-shield, retreat, and then intercept Ryu’s advance or jump with tippered Fair, Forward Tilt, and Bair so the game keeps resetting at sword distance instead of fist distance. Ryu’s close-range defense and armor options are dangerous, but once Swordfighter pushes him toward the ledge, landing traps with Up Smash and Uair make it much harder for Ryu to start the next grounded string.
The frame table shows Jab 1-3, Jab (1)(2), Forward Tilt (1)(2)(3), Up Tilt (1)(2), Down Tilt (1)(2), Dash Attack, every smash attack, Up Air, Down Air, Neutral B, Side B (1)(2), and Down B are all punishable with Up B (8f) as the main answer. Jab 2 onward, Dash Attack, the smash attacks, Neutral B, Side B, and Down B also open up Grab (10f) and Up Smash (11f), with even larger aerial punishes available once Ryu is at kill percent. In contrast, Nair, Fair, and Bair do not offer direct shield punishes here, so turtling in place only lets Ryu re-enter.
The win condition is to force Ryu to overextend through sword range, carry him to the ledge, and finish with Fair, Bair, and Up Smash before he can reset Hadoken space. This matchup is far more repeatable when Swordfighter leans on spacing, guaranteed punishes, and ledge pressure instead of center-stage hard reads.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMii Swordfighter OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up B (8f)
  • Grab (10f)
  • Up Smash (+1)
  • OOS Bair (+3)
  • OOS Nair (+3)
Jab 23-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab 38-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab (1)7-19
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab (2)9-13
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (+1)
  • OOS Fair (+2)
Forward Tilt (1)3-20
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Tilt (2)8-8
  • Up B (8f)
  • Grab (+2)
  • Up Smash (+3)
Forward Tilt (3)15/17-13
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (+1)
  • OOS Fair (+2)
Up Tilt (1)3-8
  • Up B (8f)
  • Grab (+2)
  • Up Smash (+3)
Up Tilt (2)7-19
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Down Tilt (1)2-9
  • Up B (8f)
  • Grab (+1)
  • Up Smash (+2)
Down Tilt (2)6-15
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (+2)
Dash Attack7-22
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Smash15-19/-18
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up Smash9-24
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Down Smash5-25
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up B (+2)
Back Air8-4/-5
  • None
Up Air6/9-8/-8
  • Up B (8f)
  • Grab (+2)
  • Up Smash (+3)
Down Air8-10
  • Up B (8f)
  • Grab (10f)
  • Up Smash (+1)
  • OOS Bair (+3)
  • OOS Nair (+3)
Neutral B12-27/-28/-28, -26/-25/-25
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Side B (2)8-62 to -61, -61 to -60
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not leap through Hadoken on prediction alone. Walk-shield and retreat first, then tag Ryu’s next step with tippered Fair, Forward Tilt, and Bair.
  • After blocking Jab 1-3, Jab (1)(2), Forward Tilt (1)(2)(3), Up Tilt (1)(2), Down Tilt (1)(2), Dash Attack, any smash attack, Up Air, Down Air, Neutral B, Side B (1)(2), or Down B, punish immediately with Up B (8f).
  • Upgrade the punish to Grab (10f) or Up Smash (11f) on Jab 2 onward, Dash Attack, the smash attacks, Neutral B, Side B, and Down B once the spacing allows it.
  • Since Nair, Fair, and Bair are not direct shield-punish spots here, do not swing on autopilot. Back up and cover the landing or second approach instead.
  • Once Ryu reaches the ledge, deny Hadoken reset time and rotate Fair, Bair, and Up Smash over jump, neutral getup, and evasive ledge options.

Actions to Avoid

  • Jumping straight over Hadoken and volunteering for Ryu’s low-string and Shoryuken range.
  • Swinging after shielding Nair, Fair, or Bair when the punish never reaches, giving Ryu another chance to dash back in or armor through.
  • Dropping sword-tip spacing and agreeing to a tight scramble where Ryu’s chained normals become the highest-value option on screen.
  • Fishing for center-stage kill reads too early and getting blocked or armored into a corner carry.
  • Overchasing at the ledge and giving up your stage control before Ryu has actually escaped the trap.

Reference Links

Related Pages