Matchup Summary (Win Condition and Game Plan)
The matchup revolves around whether Min Min can keep Mythra’s top-tier dash speed and fast aerial entries from ever getting cleanly under the arms.
Min Min wins the long-range lane and the ledge phase, but she loses badly in close-range turn speed, so every time Mythra gets to start from Down Tilt, nair, or fair into landing pressure the matchup swings sharply.
As the table shows, jab strings, tilts, Dash Attack, smash attacks, nair, Neutral B, and Side B are all punishable by Up Smash (8f), Grab (10f), OOS Uair (10f), or slower followups. By contrast, fair, bair, uair, and dair mostly avoid same-spot punishment, so immediate retaliation after every block is more dangerous than resetting the wall.
The win condition is to keep freezing horizontal movement with arm placement and bair, push Mythra outward, and then cash out from ledge control instead of replaying close-range scrambles in center stage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Min Min OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -15 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -20 |
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| Rapid Jab | 8/12/16… | — | ||
| Rapid Jab Finisher | 6 | -27 |
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| Forward Tilt | 8 | -11 |
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| Up Tilt | 7 | -14 |
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| Down Tilt | 5 | -11/-10 |
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| Dash Attack | 9 | -22 |
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| Forward Smash | 14 | -26 |
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| Up Smash | 9/12/17/22/26 | -40/-21 |
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| Down Smash | 8/14 | -28/-30/-22/-24 |
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| Neutral Air | 8 | -10 |
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| Forward Air | 8 | -7 |
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| Back Air | 10 | -7 |
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| Up Air | 9 | -5 |
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| Down Air | 13 | -7 |
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| Neutral B | 9/20/30/40—69/80/90/99/109 | -21 — -8 |
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| Side B | 18/25/32/39/46/54 | -47 |
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| Up B | 10/40 | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Min Min should not repeat the same arm rhythm and should vary both arm timing and body position so Mythra cannot line up one clean dash route through the wall.
- After blocking jab strings, tilts, Dash Attack, any smash attack, nair, Neutral B, or Side B, Min Min should always reclaim the turn with Up Smash (8f), Grab (10f), or OOS Uair (10f) and rebuild spacing.
- After blocking fair, bair, uair, or dair, Min Min should avoid forced retaliation and instead place the next arm over the landing or re-dash path.
- At the ledge, Min Min should prioritize stage hold over deep chasing and use both arms to split jump and roll timings until a tipper kill finally lands.
Actions to Avoid
- Repeating the same arm timing often enough that Mythra can calibrate a dash burst through it.
- Swinging immediately after every blocked fair or bair and feeding Mythra another landing reset or Down Tilt start.
- Accepting repeated point-blank scrambles where Min Min’s frame disadvantage matters more than her range.
- Chasing too far offstage and turning a winning ledge phase into a reverse landing trap.