Mii Gunner vs Inkling

Inkling Matchup (Mii Gunner)

Mii Gunner vs Inkling

Mii Gunner vs Inkling is most stable when projectile lanes are varied so low-profile dashes cannot slip through, grounded burst options are punished on shield, and center stage is held to control the pace.

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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 MoveStartupOn ShieldMii Gunner OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (+2)
Jab 22-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
Jab 34-21
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (+2)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (23f)
Forward Tilt8-17
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (+3)
Up Tilt7-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
Down Tilt5/12-13
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (+2)
Dash Attack8-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
Forward Smash16-25/-24
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (23f)
Up Smash9/18-44/-29/-32
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (23f)
Down Smash11/20-29/-21
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (+2)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • Up B (6f)
  • Grab (+2)
  • OOS Nair (+3)
  • Up Smash (+3)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
  • Up B (+3)
Down Air16-5/-6
  • None
  • Up B (+1)
Neutral B12/16/20/24-6
  • Up B (6f)
Side B16-15 to -12
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (+3)
Up B12**/-29/-30
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Fair (15f)
  • OOS Uair (20f)
  • OOS Dair (23f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

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.

Reference Links

Related Pages