Matchup Summary (Win Condition and Game Plan)
Pit can work around Min Min’s arms with air drift, Forward Air, Neutral Air, Up Air, and arrows, then force the close-range pace with multi-hit aerials and landing traps once he gets inside. If Min Min keeps placing arms at one height and one rhythm, Pit eventually gets to rebuild the approach from above or from the side.
The upside is that Pit’s grounded entry options are clearly punishable. The jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, Side B (1), and Side B (2) all lose to Min Min’s shield answers like Up Smash (8f), Grab (10f), OOS Uair (10f), OOS Nair (11f), and Up B (12f). When Min Min stops Pit’s ground approach with arm spacing and only punishes the grounded buttons that are truly unsafe, the long horizontal control comes back in her favor.
By contrast, Back Air is basically unpunishable on shield, and Forward Air plus Down Air are realistically Up Smash (8f) checks at best. Neutral Air and Up Air also stop around Up Smash (8f) or Grab (10f), so mashing every time after the first block is the wrong trade. It is more important to read Pit’s landing and drift-back route, then win on the second touch. When arrows show up, it is also more stable to shift body position and only mix in Up Smash reflection when needed instead of trying to arm-swing through every setup.
For kills, it is much more repeatable to trap Pit’s ledge with low-angle Ramram, Dragon laser, and ledge coverage than to overchase deep offstage. Pit’s multiple jumps and long Up B let him survive extended edgeguard scrambles, while Min Min exposes her own weak recovery if she follows too far.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Min Min OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 5 | -21 |
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| Jab 3 | 3 | -23 |
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| Rapid Jab | 6/8/10… | — | ||
| Rapid Jab Finisher | 4 | -40 |
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| Forward Tilt | 10 | -22/-19 |
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| Up Tilt | 6/15 | -23/-13 |
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| Down Tilt | 6 | -13 |
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| Dash Attack | 7 | -17 |
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| Forward Smash | 10/21 | -26 |
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| Up Smash | 6/7/10/18 | -27 |
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| Down Smash | 5/18 | -27/-28/-14/-15 |
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| Neutral Air | 4/7/10/13/16/19/22/25 | -12/-11 |
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| Forward Air | 11/14/18 | -10/-9 |
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| Back Air | 10 | -4/-3 |
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| Up Air | 10/13/16/19/22 | -12/-11 |
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| Down Air | 10 | -8 |
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| Neutral B | 16—76 | -23 to -20 |
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| Side B (1) | 18 | -37 |
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| Side B (2) | 21 | -40 |
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| Up B | — | — | ||
| Down B | 7 (Start of Reflect) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not leave the arms at one height for too long. Shift Min Min’s body position with walking and retreats while using arm tilts, Fair or Bair, and low-angle Ramram to stop Pit’s grounded advance and early jumps.
- After blocking the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, Side B (1), or Side B (2), punish immediately with the reachable option from Up Smash (8f), Grab (10f), OOS Uair (10f), OOS Nair (11f), and Up B (12f) so Pit’s grounded turn ends there.
- After blocking Neutral Air, Forward Air, Back Air, Up Air, or Down Air, cut down on mashing in place and track the landing and horizontal drift first so the second landing trap belongs to Min Min.
- At kill percent, do not overchase offstage. Cover the ledge grab and ledge options with low-angle Ramram, Dragon laser, Up Smash, and Bair instead.
Actions to Avoid
- Repeating the same arm height and timing until Pit gets to rebuild neutral from outside with Forward Air, Neutral Air, Up Air, or arrows.
- Blocking the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, or Side B but still giving Pit another grounded entry for free.
- Swinging immediately after every blocked Neutral Air, Forward Air, Back Air, Up Air, or Down Air and getting clipped by drift-back landings or lingering multi-hit coverage.
- Chasing the edgeguard too deep and letting Pit’s multiple jumps and long Up B turn Min Min’s weaker recovery into the bigger risk.