Matchup Summary (Win Condition and Game Plan)
This matchup is volatile because once Ken reaches jab, down tilt, or close forward tilt range, he can convert into side special pressure or Shoryuken kills immediately. If Mii Gunner keeps placing shots at the same height and cadence, Ken gets clear entries through jump-ins, Focus, and mixed Hadoken timings. A single projectile is often not enough to count as real control here.
The win condition is to stop the first step, then cover the second one. Once a projectile halts Ken’s grounded advance, layer the next shot or anti-air so his jump path gets collected by Up Smash, forward air, or Up B before he reaches jab and down tilt range. The table also shows clear shield punishes on jab 2, jab 3, jab (1), forward tilt (1), forward tilt (3), up tilt (2), down tilt (2), dash attack, every smash attack, down air, neutral special, side special, and down special. Up B (6f) is the core answer, with grab (10f), OOS Nair (11f), and Up Smash (11f) reaching when spacing allows. Once you stop the close-range start, end the turn there.
By contrast, jab (2), forward tilt (2), up tilt (1), neutral air, and back air do not give stable on-the-spot punishes. Swinging anyway usually lets Ken reset pressure through drift, Focus armor, or another close-range start. After those safer hits, do not force the punish. Cover the landing, escape route, or next dash start point instead and stop the second approach.
Stocks are more reliable at the ledge than in center-stage brawls where invincible Shoryuken can flip the exchange. Keep Ken’s horizontal path cramped, then collect jump, normal getup, and panicked lateral movement with forward air, Up Smash, and Up B. That fits Mii Gunner’s strengths better than overextending offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
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| Jab 1 | 2 | -10 |
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| Jab 2 | 3 | -21 |
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| Jab 3 | 8 | -21 |
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| Jab (1) | 7 | -19 |
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| Jab (2) | 9/16 | -10/-6 |
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| Forward Tilt (1) | 3 | -20 |
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| Forward Tilt (2) | 8 | -8 |
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| Forward Tilt (3) | 10 | -18/-14 |
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| Up Tilt (1) | 3 | -8 |
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| Up Tilt (2) | 7 | -19 |
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| Down Tilt (1) | 2 | -9 |
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| Down Tilt (2) | 6 | -15 |
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| Dash Attack | 7 | -22 |
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| Forward Smash | 13 | -24/-21 |
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| Up Smash | 9 | -24 |
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| Down Smash | 5 | -25 |
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| Neutral Air | 6 | -2/-2, -1/-2 |
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| Forward Air | 8 | -7/-6, -7/-6 |
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| Back Air | 8 | -4/-5 |
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| Up Air | 5 | -8 |
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| Down Air | 8 | -10 |
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| Neutral B | 13 | -35/-34 |
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| Side B (1) | 8/13—38 | -25 to -30 |
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| Side B (2) | 8/13/18/23/28/33/38 | -36 |
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| Up B (1) | 6 | ** | ||
| Up B (2) | 5/6/9 | ** | ||
| Down B | 12 (+21), 12(+31), 12(+59) | -32, -33, unblockable |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Vary projectile height, cadence, and retreat timing so Ken cannot take the same jump-in, Focus, or grounded route into jab and down tilt range every time.
- After blocking jab 2, jab 3, jab (1), forward tilt (1), forward tilt (3), up tilt (2), down tilt (2), dash attack, smash attacks, down air, neutral special, side special, or down special, answer first with Up B (6f), then extend to grab (10f), OOS Nair (11f), and Up Smash (11f) when they will reach.
- Do not force immediate punishes on jab (2), forward tilt (2), up tilt (1), neutral air, or back air. Pre-cover the landing, escape option, or next dash start point instead.
- When Ken shows Focus, do not end the sequence with one projectile. Layer the next shot or anti-air onto the forward path or post-release landing so one armor use does not give him control back.
- At kill percent, prioritize ledge pressure over center-stage scrapping and assign forward air, Up Smash, and Up B to jump, normal getup, and panicked horizontal movement.
Actions to Avoid
- Repeating the same projectile height and timing until Ken gets a clean read on the jump-in, Focus approach, or Hadoken timing that starts his close-range game.
- Blocking jab 2, jab 3, down tilt, dash attack, side special, or down special and still giving Ken another chance to begin pressure.
- Treating jab (2), forward tilt (2), up tilt (1), neutral air, and back air as guaranteed shield punishes and whiffing Up B or Up Smash into Ken’s reset.
- Freezing completely when Focus appears and giving up the second layer that should punish the forward movement or the release.
- Overchasing offstage and giving away the stage position that lets Mii Gunner trap Ken’s jump and horizontal recovery path.