Matchup Summary (Win Condition and Game Plan)
Little Mac is overwhelming if the match stays on the ground in front of him, because his dash speed, startup, and smash pressure punish Mii Gunner’s weak point directly. The matchup shifts hard once Gunner keeps him from playing that game at all with charge shot, missiles, setplay shots, and anti-airs that stop the run lane, force jumps, and push him upward or offstage.
The table shows that jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smash attacks, bair, dair, Neutral B, and Side B are all punishable by Up B (6f) or stronger options after shield. Mac is fast, but his shield disadvantage is still meaningful on the buttons he relies on, so Gunner should punish the guaranteed spots and simply reset space whenever the answer is less clean.
Kills are more reliable once Mac is offstage, not from trying to outbrawl him in center. During KO Punch threat, Gunner should avoid freezing in place behind shield, shift position first, make Mac chase through projectiles, and then turn the blocked approach into ledge pressure or an Up B reversal before the threat ever gets started.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 1 | -12 |
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| Jab 2 | 1 | -12 |
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| Jab 3 | 4 | -19 |
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| Rapid Jab | 4/6/8… | — | ||
| Rapid Jab Finisher | 5 | -25 |
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| Forward Tilt | 4/12 | -17 |
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| Up Tilt | 4 | -18 |
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| Down Tilt | 3 | -14 |
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| Dash Attack | 7 | -16 |
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| Forward Smash | 14/14/15 | -16/-16/-13 |
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| Up Smash | 10 | -23 |
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| Down Smash | 10/17 | -23/-16 |
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| Neutral Air | 2 | -8 |
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| Forward Air | 10 | -10 |
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| Back Air | 11 | -13 |
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| Up Air | 5 | -10 |
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| Down Air | 7 | -15/-15 |
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| Neutral B (1) | 4(+32) | -34 to -19 |
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| Neutral B (2) | 123 | -82 |
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| Side B (1) | 8/25 | -39 to -36 |
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| Side B (2) | 8/25 | -32 to -31 |
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| Up B | 3… | ** | ||
| Down B | 5 (Start of Counter) | — | ||
| Grab | 9 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Split the ground path with charge shot, missiles, setplay shots, and anti-airs so Little Mac cannot reach Gunner through one clean dash.
- After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, bair, dair, Neutral B, or Side B, punish with Up B (6f) first and add grab (10f), OOS nair (11f), or up smash (11f) when spacing allows.
- Do not overplay the grounded footsie. Force jumps, then keep the anti-air and landing trap going until Mac is above or offstage.
- Once Mac is offstage, do not overchase. Cover the Up B head rise and post-Side-B position from ledge with fair, up smash, and Up B so the stock closes without giving center back.
- Against KO Punch, avoid static shield waiting. Move first, place the projectile wall, and make Mac start the kill sequence from farther away.
Actions to Avoid
- Standing in front of Little Mac and accepting the grounded speed contest where his startup and burst movement are strongest.
- Treating every blocked move like a scramble and extending close-range guesses instead of taking the guaranteed punish or resetting space.
- Diving too deep offstage after forcing Mac out and giving up the ledge control that should have finished the stock safely.
- Respecting KO Punch by turtling in place and letting Mac hold the exact spacing he needs to threaten the kill.