Zelda vs Min Min

Min Min Matchup (Zelda)

Zelda vs Min Min

Zelda vs Min Min turns on using Phantom to narrow Min Min's arm timing, then cashing out with Up B or up smash once a heavier swing is actually blocked.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets much harder whenever Min Min is allowed to keep swinging from tipper range without interruption. Zelda does not have the ground speed to simply walk in on reaction, so if she approaches without a setup, she gets pushed backward by forward tilts and forward smashes until the whole game shifts to ledge defense.
Min Min still becomes much more fragile once Zelda gets inside. Her close-range scramble game and landing are less stable, so if Phantom forces a predictable arm timing first, Zelda can convert one win into fair, bair, grab, or up smash pressure much more reliably. Instead of throwing out Din’s Fire by default, it is usually stronger to let Phantom force a jump or a planted arm, then jump in with an aerial or Farore’s Wind through the gap.
The frame table also shows that jab 1-3, the forward tilt series, up tilt, down tilt, dash attack, the forward smash series, up smash, down smash, neutral air (3), down air, and up B (2) are all punishable by Up B (6f), up smash (9f), or Zelda’s 9f shield aerials when they are blocked close enough. Even if tipper spacing often keeps early swings safe, guarding the arm on the way back or catching a nearer landing lets Zelda swing the exchange back immediately.
For kills, it is more stable to hold center, use Phantom to squeeze jumps and evasive options, and then finish ledge returns with bair, up smash, or Farore’s Wind than to fish for Lightning Kicks directly into the arms. Min Min’s ledge pressure is extremely strong, so once Zelda is cornered, the priority is escaping back to center rather than forcing a risky reversal from the corner.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldZelda OOS Candidate MovesBarely Missed Moves
Jab 15-15
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (+2)
  • OOS Uair (+2)
Jab 28-20
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Jab 36-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Rapid Jab6/8/10…
Rapid Jab Finisher7-28
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Tilt (1)14-31
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Tilt (2)14-29
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Tilt (3)14-31
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Tilt (4)14-30 — -34
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Up Tilt5-31/-30/-29
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Down Tilt10-18/-17
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Dash Attack7-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Smash (1)16 (40)-32/-29/-30 (-35)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Smash (2)16 (40)-31/-31/-29 (-34)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Smash (3)16 (26)-32/-31
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Forward Smash (4)16-28 — -34
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Up Smash8-35/-34
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Down Smash6-33/-32
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Neutral Air (1)10-8
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
Neutral Air (2)10-6
  • Up B (6f)
  • OOS Bair (+3)
  • OOS Fair (+3)
  • OOS Nair (+3)
  • Up Smash (+3)
Neutral Air (3)8-9
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
Neutral Air (4)14-7
  • Up B (6f)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
Up Air7-5
  • None
  • Up B (+1)
Down Air15//-20
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Up B (1)****
Up B (2)12-31
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Uair (17f)
Down B1**
Grab18
Dash Grab18
Pivot Grab18

Win Condition Checklist

  • Do not try to walk straight in. Set Phantom first so Min Min has to commit to an arm or a jump, then punish that timing with fair, bair, or Farore’s Wind.
  • After blocking jab 1-3, the forward tilt series, up tilt, down tilt, dash attack, the forward smash series, up smash, down smash, neutral air (3), down air, or up B (2) at close enough range, default to Up B (6f) or up smash (9f).
  • Do not spam Din’s Fire in direct midrange. Save it for support behind Phantom or for recovery routing so Min Min cannot keep interrupting Zelda during setup.
  • Once you get inside, do not back off immediately. Chase the next landing with grab or nair and stop Min Min from rebuilding tipper spacing for free.
  • At kill percent, favor ledge control over deep chases and let Phantom, bair, and up smash cover jump getup and neutral getup together.

Actions to Avoid

  • Do not approach head-on without Phantom and keep taking forward tilt and forward smash tips until you are stuck at the ledge.
  • Do not force the fastest punish after every blocked arm, because tipper spacing often makes those whiff and hands Min Min the next wall for free.
  • Do not lean too hard on Din’s Fire and give up your own setup time before the projectile sequence is actually established.
  • Do not stay cornered while relying on Nayru’s Love or Farore’s Wind as panic buttons, because once those are read the stock often ends right there.

Reference Links

Related Pages