Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Terry gets Mii Swordfighter into point-blank scrambles where his damage routes and GO specials take over, or whether Mii Swordfighter keeps first contact with sword range and retreating space control.
Terry can force close-range exchanges quickly through his run speed, auto-turnaround, and low-profile down tilt pressure, but his normal range is still short against a sword, and his recovery path is committal both horizontally and near the ledge. Mii Swordfighter’s projectile choices change with the special loadout, yet the stable game plan in this matchup stays the same: stop Terry first with Forward Tilt, Fair, and spaced Bair, then punish his landing and his attempts to reclaim stage.
The frame table shows that Jab 2, Jab 3, Up Tilt, Dash Attack, all smash attacks, Down Air, Neutral B, and Down B all lose to Up B (8f), Grab (10f), or Up Smash (11f), so Terry’s hard-commit entries and big swings should always be taken back on shield. By contrast, Jab 1, Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, and Up Air are mostly safe, so trying to swing immediately after those usually hands the matchup back to Terry. It is better to reset the space and place your sword on the next dash-in or landing instead.
For kills, cornering Terry and narrowing his ledge options is more repeatable than trading in center. Forward Tilt, Back Air, Up Smash, and edgeguard touches on recovery close stocks earlier, and once GO is active, preserving tipper spacing and ledge pressure matters more than forcing extra guesses in center.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Swordfighter OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Refuse point-blank brawls and stop Terry’s run-ins first with the tip of Forward Tilt, Fair, and Back Air.
- After blocking Jab 2, Jab 3, Up Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Down Air, Neutral B, or Down B, answer with Up B (8f), Grab (10f), or Up Smash (11f) every time.
- Do not force immediate punishes on Jab 1, Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, or Up Air; step back and cover the next dash-in lane instead.
- Once Terry is cornered, stay disciplined at ledge and split Forward Tilt, Back Air, and Up Smash across jump, neutral getup, and higher recovery routes instead of overchasing.
- After GO activates, reduce center-stage scramble count, keep tip spacing, and look to convert one clean ledge sequence into the stock.
Actions to Avoid
- Do not stand in Terry’s close-range band and let Down Tilt starters or jab strings begin for free.
- Do not auto-swing after safe moves like Jab 1, Forward Tilt, Down Tilt, or Neutral Air and walk yourself back into Terry’s auto-turnaround range.
- Do not take larger center-stage risks against GO Terry and hand him a single opening that flips the stock.
- Do not chase so deep offstage that Terry reverses the position and turns your own recovery into the real problem.