Daisy vs Mii Gunner

Mii Gunner Matchup (Daisy)

Daisy vs Mii Gunner

Daisy vs Mii Gunner is about not entering the firing lane head-on, then using float height changes and turnips to force close-range scrambles and landing traps.

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Matchup Summary (Win Condition and Game Plan)

Mii Gunner has moveset variation, but the common structure is the same: stop the horizontal lane with projectiles and anti-airs, then let Up Smash or Up B catch the straightforward approach. The more Daisy tries to close distance with plain dashes or obvious full jumps, the more the firing line and anti-air coverage start doing exactly what Gunner wants.
Daisy does not need to challenge that lane on those terms. Float lets her stay at heights that normal jump timing cannot hold, and turnips work best here as path-fixing tools rather than single hits. If Gunner is forced to shield or swing anti-air first, Daisy can come in diagonally with nair, bair, or grab and start attacking the weaker close-range defense and heavier landing.
The frame table also gives clear punish windows. Jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, up air, and down air can all be punished by Up B (7f), OOS Nair (8f), OOS Bair (9f), or Grab (10f). By contrast, forward air is basically safe, back air has no real in-place punish, and even nair only leads to Up B. Instead of forcing a button after every block, Daisy gets more by covering the next retreat and landing with float pressure and turnips.
For kills, it is more stable to control the ledge and the landing above the stage than to overchase offstage. Even with different special loadouts, Gunner’s Up B recoveries often turn into a landing read near the stage, so float, Up Smash, uair, and bair can cover both the getup and the landing at once.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDaisy OOS Candidate MovesBarely Missed Moves
Jab 15-17
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+2)
Jab 24-18
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Jab 36/12-20
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Tilt7-14
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (+1)
Up Tilt5-22
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Tilt8-19
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Dash Attack10-20
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Smash17…-31
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Up Smash11/15/19/23/27-22
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Smash9/23-35/-19
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Neutral Air8-7
  • Up B (7f)
  • OOS Nair (+1)
  • OOS Bair (+2)
  • Grab (+3)
Forward Air12-1
  • None
Back Air9-6
  • None
  • Up B (+1)
  • OOS Nair (+2)
  • OOS Bair (+3)
Up Air17…-11/-10
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (+3)
Down Air20-12/-13/-12
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+2)
  • OOS Dair (+3)
Up B (1)10
Up B (2)6/10**
Up B (3)**
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not dash or full-jump straight into the firing lane. Use float height changes and turnips to make Gunner show shield or anti-air first.
  • After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, up air, or down air, punish immediately with Up B (7f), OOS Nair (8f), OOS Bair (9f), or Grab (10f) so Gunner’s grounded turn ends there.
  • Do not force in-place punishes on forward air, back air, or even nair every time. Cover the next drift and landing instead with float, turnips, and uair.
  • Once you get inside, keep pressing the weaker close-range defense with grab, nair, bair, and uair so Gunner does not get the space reset for free.
  • At KO percent, do not overcommit offstage. Manage ledge options and the post-Up-B landing together with float, Up Smash, uair, and bair.

Actions to Avoid

  • Re-entering the same firing lane with the same dash or high jump timing and letting projectiles plus Up Smash anti-air you for free.
  • Tossing turnips without using the freeze in movement to layer float pressure or grab afterward.
  • Treating forward air, back air, and nair as automatic shield punishes and whiffing Up B or an aerial while Gunner resets the wall.
  • Chasing too deep offstage and turning a manageable landing trap into a worse offstage scramble for yourself.

Reference Links

Related Pages