Matchup Summary (Win Condition and Game Plan)
Joker slips through Mii Gunner’s zoning with run speed, Gun, Eiha, and low-profile movement, then keeps advantage with neutral air, back air, and up air once the fight becomes close. Rebel’s Guard also means predictable projectiles can be converted into Arsene time, so Mii Gunner loses control if the answer becomes either “stop shooting entirely” or “keep firing the same height over and over.”
The key in this matchup is not just the projectile itself, but what the projectile forces next. Use shots to lock Joker’s jump height and movement lane, then place Up Smash, forward air, or a retreating reposition for the second layer. The table also shows clear shield punishes on jab 1-3, up tilt, down tilt, more committal dash attack pressure, every smash attack, forward air, up air, down air, and the first hit of side special. Up B (6f) is the main answer, with grab (10f), OOS Nair (11f), and Up Smash (11f) reaching when spacing allows. Once Joker’s pressure is stopped, that is the moment to end the close-range turn.
Neutral air and back air at -5 are effectively safe, so forcing a punish there usually gives Joker the close-range reset back. If the hit is not immediately punishable, do not chase it on the spot. Cover the landing, the air dodge, or the next dash line and push the matchup back outward.
When Arsene is active, direct projectile trades lose value because of the reflect threat and the sudden kill power. It is more reliable to drain time while holding center or corner, then clean up jump, ledge options, normal-state tether recovery, or the landing after Arsene up special with forward air, Up Smash, and Up B. That is a better win condition than expanding the offstage guesswork yourself.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
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| Jab 2 | 3 | -17 |
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| Jab 3 | 3 | -26 |
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| Forward Tilt | 8/13 | /-15(/-11) |
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| Up Tilt | 8/11/14/17/20 | -27 |
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| Down Tilt | 8 | -22(-19) |
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| Dash Attack | 6/15 | **/-23 |
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| Forward Smash | 16 | -21 |
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| Up Smash | 10 | -32(-30) |
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| Down Smash | 12/16 | -24/-20(—/-18) |
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| Neutral Air | 12 | -5 |
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| Forward Air | 7/12 | -10/-9 |
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| Back Air | 7 | -5 |
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| Up Air | 5… | -12 |
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| Down Air | 13 | -7 |
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| Neutral B (1) | 12/37/65 | ** | ||
| Neutral B (2) | 12/18/24 | ** | ||
| Side B (1) | 16 | -27 |
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| Side B (2) | 16 (1/6/11/16) | ** | ||
| Up B (1) | 20 | ** | ||
| Up B (2) | ** | — | ||
| Down B (1) | 3 (Start of Block) | — | ||
| Down B (2) | 4 (Start of Counter) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Do not fully stop zoning when you see Rebel’s Guard. Vary shot height, charge timing, and retreat timing so Joker’s jump and dash routes become predictable.
- After blocking jab 1-3, up tilt, down tilt, more committal dash attack pressure, smash attacks, forward air, up air, down air, or the first hit of side special, answer immediately with Up B (6f), and extend to grab (10f), OOS Nair (11f), or Up Smash (11f) when they will reach.
- Do not assume neutral air and back air are automatic shield punishes. Instead, pre-cover the landing, defensive option, or next dash start point with forward air, Up Smash, or a projectile layer.
- During Arsene, do not feed the down special with large, obvious shots. Prioritize center control and corner pressure while draining the timer.
- Finish stocks at the ledge by covering jump, ledge getup, normal-state tether recovery, and the landing after Arsene up special with forward air, Up Smash, and Up B.
Actions to Avoid
- Completely shutting down your projectiles because of Rebel’s Guard or Arsene down special and giving Joker free access to his fastest dash-ins and neutral air starts.
- Treating every blocked neutral air or back air as guaranteed and whiffing Up B or Up Smash into Joker’s close-range reset.
- Hesitating after you finally block grounded pressure or the first hit of side special and letting Joker’s mobility escape before you take the turn.
- Throwing large projectiles straight into Arsene down special and giving Joker free momentum instead of forcing him to spend time.
- Overchasing offstage and turning Joker’s changing recovery states into a bigger read war than the stage position is worth.