Matchup Summary (Win Condition and Game Plan)
In this loadout, Mii Swordfighter controls the front with forward tilt, up tilt, forward air, and down air, while up B gives them a real punish threat if Pit overextends in close quarters, so forcing repeated head-on fairs or rushed landing traps gets clipped more often than it should.
But Pit still has the better air mobility and can punish the slower reset on sword swings, so using nair, walk shield, drift back jumps, and arrows to move the spacing first lets him slip inside and start a juggle or ledge trap before Swordfighter can reestablish the blade wall.
As the table shows, jab 1 and down tilt are punishable by up smash (6f) or OOS nair (7f), and jab 2, forward tilt, up tilt, dash attack, every smash attack, and up B (1)(2)(3) can be punished by grab and the slower aerials as well. Neutral air, back air, and up air are much shallower on block, so chasing a tiny punish there is usually worse than tracking the landing.
The win condition is to make the sword tip or up B whiff once, pop Mii Swordfighter up, then keep covering drift and ledge options with up air, fair, and up smash until the stock ends. Even if another special loadout option appears, the stable plan is still to break the sword spacing first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -9 |
|
|
| Jab 2 | 6 | -12 |
|
|
| Jab 3 | 6 | -26 |
| |
| Forward Tilt | 10 | -16 |
| |
| Up Tilt | 8 | -17 |
| |
| Down Tilt | 5 | -6 |
|
|
| Dash Attack | 9 | -18 |
| |
| Forward Smash | 15 | -34/-34/-33 |
| |
| Up Smash | 11/14/21 | -32 |
| |
| Down Smash | 7/15 | -38/-28 |
| |
| Neutral Air | 10 | -5 |
|
|
| Forward Air | 12/16/21 | -10/-9 |
|
|
| Back Air | 10 | -4 |
|
|
| Up Air | 11 | -4/-6 |
|
|
| Down Air | 14… | -11 |
|
|
| Up B (1) | 13/42 | -37 |
| |
| Up B (2) | 15/19/22/25/28/31/34 | -38 |
| |
| Up B (3) | 8 | -57 to -53 |
| |
| Up B (4) | 8/16/22/26/31/38/47 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not run into the sword tip head-on. Use walk shield, drift back jumps, arrows, and burst nair to shift the spacing first, then enter from inside the swing.
- Punish jab 1 and down tilt with up smash (6f) or OOS nair (7f). Punish jab 2, forward tilt, up tilt, dash attack, every smash attack, and up B (1)(2)(3) with grab and the slower aerial confirms when spacing allows.
- Treat neutral air, back air, and up air as shallow spots where tracking the landing is usually stronger than forcing an immediate punish.
- Once Swordfighter is airborne, keep the juggle simple with up air, fair, and up smash instead of overchasing into a reversal. Ledge trapping is more stable than a deep commitment.
- If a special-loadout mix changes the neutral pattern, do not abandon the main plan. Keep prioritizing the inside angle against the sword before anything else.
Actions to Avoid
- Repeatedly jumping into the sword tip with fair and giving Mii Swordfighter easy up-B or anti-air checks.
- Forcing a punish after blocked neutral air, back air, or up air and getting clipped by the next sword swing.
- Overchasing the landing trap and letting a loadout-specific reversal or drift mixup flip the position.
- Playing only with arrows and never taking the space you created, which lets Swordfighter rebuild the exact spacing they wanted.