Matchup Summary (Win Condition and Game Plan)
Mii Gunner cannot rely on one straight projectile lane here, because Inkling’s low-profile dash can slip under it too easily, so the matchup starts with varying speed and height until Inkling is forced to jump into anti-air space. The table shows that after blocking Inkling’s Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Neutral B, Side B, and Up B landing, Mii Gunner can answer with Up B (6f), Grab (10f), OOS Nair (11f), Up Smash (11f), and OOS Bair (12f), so grounded burst options and Roller need to be checked every time. At the same time, Inkling’s Neutral Air, Back Air, Up Air, and Down Air are difficult to punish immediately on block, and mashing there usually just extends an inked landing trap or ledge sequence. Mii Gunner should finish stocks by catching the forced jump with Up Smash or Fair, then using Up B, Up Smash, and Fair at the ledge so Inkling cannot rely on Roller alone to escape the corner.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
|
|
| Jab 2 | 2 | -16 |
| |
| Jab 3 | 4 | -21 |
|
|
| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 6 | -38 |
| |
| Forward Tilt | 8 | -17 |
|
|
| Up Tilt | 7 | -16 |
| |
| Down Tilt | 5/12 | -13 |
|
|
| Dash Attack | 8 | -16 |
| |
| Forward Smash | 16 | -25/-24 |
| |
| Up Smash | 9/18 | -44/-29/-32 |
| |
| Down Smash | 11/20 | -29/-21 |
|
|
| Neutral Air | 6 | -2 |
| |
| Forward Air | 10 | -8/-9 |
|
|
| Back Air | 7 | -2/-3 |
| |
| Up Air | 12/17 | -3/-3 |
|
|
| Down Air | 16 | -5/-6 |
|
|
| Neutral B | 12/16/20/24 | -6 |
| |
| Side B | 16 | -15 to -12 |
|
|
| Up B | 12 | **/-29/-30 |
| |
| Down B | 20—40 | ** | ||
| Grab | 8 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Mii Gunner should not stay on one straight lane; vary projectile timing, speed, and height so Inkling’s low dash and jump are both covered before the approach starts.
- After Mii Gunner blocks Inkling’s Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Neutral B, Side B, or Up B landing, immediately take the reachable punish from Up B (6f), Grab (10f), OOS Nair (11f), Up Smash (11f), and OOS Bair (12f).
- After blocking Inkling’s Neutral Air, Back Air, Up Air, or Down Air, Mii Gunner should not mash back and should instead reset space, keep center, and deny the next inked scramble.
- When Inkling backs off near the ledge or after disengaging to refill ink, Mii Gunner should not overchase and should hold the firing lane plus anti-air space for the next approach.
Actions to Avoid
- Repeating only one straight projectile height until Inkling can dash under it and get inside for free.
- Blocking Inkling’s Dash Attack, Neutral B, Side B, or Up B landing and still giving up the punish window instead of using Up B (6f) or Up Smash (11f).
- Mashing after a blocked Neutral Air or Back Air and letting Inkling turn the exchange into an inked landing trap or ledge sequence.
- Abandoning center stage to chase too far and walking into the exact Roller or dash whiff punish Inkling wants.