Matchup Summary (Win Condition and Game Plan)
Corrin can clip Min Min’s jumps and retreat timings with Fair, Up Air, and Pin, then convert those catches into juggling and upward kills, so a rhythm built only around repeating max-range arm swings eventually lets Corrin get inside. The tradeoff is that Corrin’s grounded advance and recovery route are both much more straightforward, which means Min Min can still control the match by holding just outside sword tip range with walking and backsteps while mixing arm tilts, low-angle Ramram, and Fair or Bair. As the table shows, the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smashes, and Down Air all give Min Min real shield punishes, but Neutral Air, Fair, Up Air, and Side B (1) are mostly too safe to force, so the priority should be narrowing the landing and ledge routes instead of swinging every time. The win condition is to push Corrin outward off those grounded punishes, then trap the low recovery and ledge grab with Ramram and Dragon laser before Corrin can start the Up Air juggle game on Min Min.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Min Min OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
| |
| Jab 2 | 4 | -22 |
| |
| Jab 3 | 6 | -20/-19 |
| |
| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
| |
| Forward Tilt | 8 | -16 |
|
|
| Up Tilt | 7 | -19 |
| |
| Down Tilt | 5 | -17 |
|
|
| Dash Attack | 12/14/16/18/20/23 | -22 |
| |
| Forward Smash | 12/17 | -26/-26/-22 |
| |
| Up Smash | 13 | -31/-29/-28 |
| |
| Down Smash | 13 | -27/-28/-25 |
| |
| Neutral Air | 6 | -7/-7 |
|
|
| Forward Air | 9 | -4 |
| |
| Back Air | 13 | -8/-9 |
|
|
| Up Air | 7 | -5 |
|
|
| Down Air | 12… | -21 |
| |
| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
|
|
| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use walking and backsteps to shift where Fair and Pin tipper would land, then stop Corrin’s dash-ins and early jumps with arm tilts plus drifting Fair and Bair.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash, or Down Air, take the turn immediately with the option that reaches from Up Smash (8f), Grab (10f), and OOS Uair (10f).
- Do not force a scramble after Neutral Air, Fair, Up Air, or Side B (1); watch the landing and the Pin follow-up first, then answer with retreat or anti-air coverage.
- Once Corrin is offstage, skew the ledge timing with low-angle Ramram and force the return path into Dragon laser or Bair so the low Up B route stays predictable.
- At kill percent, keep prioritizing ledge traps over center-stage brawls and remove the sideways escape route before Corrin gets to swing for an upward kill.
Actions to Avoid
- Repeating arm swings at one height for too long and letting jump Fair or Pin punch through the pattern.
- Swinging immediately after every blocked Neutral Air, Fair, Up Air, or Side B (1) and handing Corrin the landing mix or Pin follow-up that resets position.
- Fishing for an early stock with raw Grab or a big smash in center stage and volunteering for Min Min’s weaker close-range scramble.
- Chasing too deep offstage into Corrin’s rising Up B or counter path and throwing away the stage control Min Min already earned.