Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Corrin can use long Fair, Dtilt, and Side B to keep inching forward before Mii Gunner’s zoning and anti-air rhythm fully settles in. Mii Gunner is excellent at building damage from distance and layering projectiles or setups, but close-range scramble speed and mobility are not the strong part of the kit. If Corrin only shields at long range, that is exactly the pace Mii Gunner wants, so walking and short-hop drift to change the firing lane matters more than hard forcing a direct approach.
Once Corrin reaches mid-range, Fair, Uair, and Side B line up well against Mii Gunner’s slow retreat and landing habits, which makes corner carry much easier than staying in place and trading with projectiles. As the table shows, Jab 1-3, tilts, dash attack, all smashes, Uair, and Dair are all punishable with OOS Nair, grab, OOS Uair, and OOS Fair, so Corrin can make Mii Gunner’s defensive reset much weaker just by taking the obvious punishes.
Nair, Fair, and Bair are a different story because they stay comparatively safe on shield. Forcing immediate punishes there usually lets Mii Gunner jump away or restart zoning, so it is more reliable to cover the landing with Uair, cut off retreat with Side B, and keep the corner pinned until the second interaction.
The win condition is to avoid becoming the player who only absorbs projectiles, force Mii Gunner airborne first, and convert that into landing traps and ledge pressure. Instead of jumping straight into Up Smash or Uair, Corrin should keep shifting horizontal position with long hitboxes and close stocks with tippered Fair, Up Smash, or Side B once the corner is locked down.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -17 |
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| Jab 2 | 4 | -18 |
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| Jab 3 | 6/12 | -20 |
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| Forward Tilt | 7 | -14 |
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| Up Tilt | 5 | -22 |
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| Down Tilt | 8 | -19 |
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| Dash Attack | 10 | -20 |
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| Forward Smash | 17… | -31 |
| |
| Up Smash | 11/15/19/23/27 | -22 |
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| Down Smash | 9/23 | -35/-19 |
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| Neutral Air | 8 | -7 |
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| Forward Air | 12 | -1 |
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| Back Air | 9 | -6 |
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| Up Air | 17… | -11/-10 |
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| Down Air | 20 | -12/-13/-12 |
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| Up B (1) | 10 | — | ||
| Up B (2) | 6/10 | ** | ||
| Up B (3) | ** | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not shield projectiles forever; use walking, short hops, and spaced
Fairto change the firing lane while taking space a step at a time. - Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smashes,
Uair, andDairon shield withOOS Nair, grab,OOS Uair, orOOS Fair. - Do not force direct shield punishes on
Nair,Fair, orBair; cover the landing withUair, cut off retreat withSide B, and win the second interaction instead. - Once Mii Gunner is cornered, keep the ledge sequence going with
Side BandUair, then finish with tipperedFair,Up Smash, orSide B.
Actions to Avoid
- Staying at long range with shield up and giving Mii Gunner all the time needed to stack projectiles and setup pressure.
- Jumping straight into waiting
Up SmashorUairand handing anti-air reversals back to the zoner. - Swinging after
Nair,Fair, orBairwhen the punish does not actually reach, letting Mii Gunner escape or restart zoning for free. - Overchasing once the corner is won and giving up your own ledge pressure by flipping positions.