Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Charizard can identify Mii Swordfighter’s projectile and Up B loadout quickly, then push the sword layer toward ledge before the safer midrange options take over. Mii Swordfighter can shift the angle of neutral a lot depending on the build, but Charizard’s ground speed and offstage power give strong reward once the fight is moved out of center.
The frame table shows that Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, all smashes, and Up B (1)-(3) are all punishable by Up Smash (6f), Up B (9f), Grab (10f), OOS Nair (11f), or OOS Fair (11f). Charizard should use those grounded punish points to stop the sequence once, reclaim space, and move the match into ledge pressure rather than scrapping in place.
At the same time, Down Tilt, Neutral Air, Back Air, and Up Air are hard to answer directly, and overchasing upward before the loadout is known can flip the situation into a juggle or edgeguard against Charizard’s large body. Against those safer touches, it is more stable to retreat, use Flamethrower, and hold tip-range Fair so the next landing and escape path are already smaller.
The win condition is not landing a huge raw hit in center, but carrying Mii Swordfighter to ledge and covering jump, evasive getup, and the Up B endpoint together. Once the recovery build is identified, Fair, Bair, Uair, Up Smash, and Flamethrower can remove the high and ledge routes in sequence, so the matchup improves as long as Charizard keeps the stage line first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -9 |
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| Jab 2 | 6 | -12 |
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| Jab 3 | 6 | -26 |
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| Forward Tilt | 10 | -16 |
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| Up Tilt | 8 | -17 |
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| Down Tilt | 5 | -6 |
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| Dash Attack | 9 | -18 |
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| Forward Smash | 15 | -34/-34/-33 |
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| Up Smash | 11/14/21 | -32 |
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| Down Smash | 7/15 | -38/-28 |
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| Neutral Air | 10 | -5 |
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| Forward Air | 12/16/21 | -10/-9 |
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| Back Air | 10 | -4 |
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| Up Air | 11 | -4/-6 |
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| Down Air | 14… | -11 |
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| Up B (1) | 13/42 | -37 |
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| Up B (2) | 15/19/22/25/28/31/34 | -38 |
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| Up B (3) | 8 | -57 to -53 |
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| Up B (4) | 8/16/22/26/31/38/47 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- In the opening phase, identify the projectile and Up B loadout first, and until that is clear, prioritize stage line and ledge direction over deep offstage chases.
- After blocking Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, any smash attack, or Up B (1)-(3), punish immediately with Up Smash (6f), Up B (9f), Grab (10f), OOS Nair (11f), or OOS Fair (11f).
- Against Down Tilt, Neutral Air, Back Air, and Up Air, do not always retaliate in place. Use retreating movement, Flamethrower, and tip-range Fair to take the next landing instead.
- Once Mii Swordfighter is pushed out, value the ledge sequence over extra center-stage damage, and line up Fair, Bair, Uair, and Up Smash around jump and the Up B endpoint.
- Keep Flare Blitz as a limited callout after the loadout is known. The default stock plan should still be ledge control, not repeated hard commits.
Actions to Avoid
- Diving too deep offstage before the loadout is confirmed and losing position to an unexpected Up B or Side B route.
- Swinging out of shield after every Down Tilt, Neutral Air, Back Air, or Up Air and getting pulled into the swordfighter’s safer pressure layer.
- Missing punish windows on Jab 2, Dash Attack, or Up B (1)-(3) and letting Mii Swordfighter’s weaker grounded defense go unchallenged.
- Overforcing Flare Blitz for kills and giving up huge punishes on shield or evasive movement.
- Reducing ledge pressure to one Fair read and letting standard getup sequences escape for free.