Matchup Summary (Win Condition and Game Plan)
Min Min can stop Roy’s dashes and jumps from far away and turns any push to the edge into direct pressure on Roy’s vulnerable horizontal recovery, so the matchup gets worse the longer Roy stays outside.
Even so, Min Min’s close-range defense and landing stability are still weak, and a large part of the arm kit becomes heavily punishable once Roy gets a shield or dash-through read at close range.
The win condition is to stop relying on repeated full-hop callouts, advance in layers with walking, shield, and burst nair, and punish jab, tilts, dash attack, arm smashes, and Up B endlag before converting into landing traps and ledge carry.
For kills, it is more reliable to keep Min Min cornered and squeeze jump, reset arms, and ledge escape with fair, bair, up smash, and Up B than to fish for center-stage Side B or overchase offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -15 |
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| Jab 2 | 8 | -20 |
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| Jab 3 | 6 | -23 |
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| Rapid Jab | 6/8/10… | — | ||
| Rapid Jab Finisher | 7 | -28 |
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| Forward Tilt (1) | 14 | -31 |
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| Forward Tilt (2) | 14 | -29 |
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| Forward Tilt (3) | 14 | -31 |
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| Forward Tilt (4) | 14 | -30 — -34 |
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| Up Tilt | 5 | -31/-30/-29 |
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| Down Tilt | 10 | -18/-17 |
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| Dash Attack | 7 | -23 |
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| Forward Smash (1) | 16 (40) | -32/-29/-30 (-35) |
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| Forward Smash (2) | 16 (40) | -31/-31/-29 (-34) |
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| Forward Smash (3) | 16 (26) | -32/-31 |
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| Forward Smash (4) | 16 | -28 — -34 |
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| Up Smash | 8 | -35/-34 |
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| Down Smash | 6 | -33/-32 |
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| Neutral Air (1) | 10 | -8 |
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| Neutral Air (2) | 10 | -6 |
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| Neutral Air (3) | 8 | -9 |
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| Neutral Air (4) | 14 | -7 |
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| Up Air | 7 | -5 |
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| Down Air | 15 | //-20 |
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| Up B (1) | ** | ** | ||
| Up B (2) | 12 | -31 |
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| Down B | 1 | ** | ||
| Grab | 18 | — | ||
| Dash Grab | 18 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Do not make the matchup only about jumping over the arms; walk and shield forward first, then use nair and uair to touch Min Min’s body at close range.
- When jab, forward tilt strings, up tilt, down tilt, dash attack, arm smashes, or Up B endlag hit shield, punish with uair, nair, Up B, or grab and keep the sequence going into landing traps.
- After getting in, do not reset space immediately; keep pushing to the ledge and rotate fair, bair, and up smash so jump escape and arm reset are threatened at the same time.
Actions to Avoid
- Repeating the same full-hop entry over Min Min’s arms and letting anti-air timing or corner carry become automatic.
- Going straight to Side B or big hard reads after finally getting in instead of taking the guaranteed close-range pressure Roy is strongest at.
- Chasing too far offstage for the stock and exposing Roy’s own short recovery to Min Min’s horizontal ledge coverage.