Matchup Summary (Win Condition and Game Plan)
The matchup is decided by whether Mii Gunner can lock the path before Mii Brawler’s speed and fast normals get all the way inside.
Gunner has the advantage of layered zoning plus Up B (6f) and Up Smash (11f) as real panic buttons, so Brawler’s grounded bursts and rough aerial entries are easier to stop than they are for many other zoners, but once point-blank pressure starts Gunner loses the longer scramble.
As the table shows, Jab 1-2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, and Up B (1) can all be punished by Up B (6f), Grab (10f), or Up Smash (11f). By contrast, nair is mostly untouchable on shield and rapid jab or later Up B sections tend to stay in mixup territory, so it is more stable to deny the entry before it begins than to block everything and guess later.
The win condition is to layer the next projectile or anti-air immediately after stopping the first dash-in, narrow Brawler’s jump routes, and then finish from ledge hold with Up Smash and Fair instead of agreeing to repeated close-range exchanges.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -10 |
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| Jab 2 | 2 | -14 |
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| Rapid Jab | 5/7/9… | — | ||
| Rapid Jab Finisher | 4 | -33 |
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| Forward Tilt | 6 | -13/-13/-13 |
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| Up Tilt | 5 | -17 |
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| Down Tilt | 7 | -12 |
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| Dash Attack | 6 | -18 |
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| Forward Smash | 17 | -38 |
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| Up Smash | 8 | -29 |
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| Down Smash | 9 | -25 |
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| Neutral Air | 3 | -2/-3 |
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| Forward Air | 8/15 | -8/-8 |
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| Back Air | 7 | -6 |
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| Up Air | 6 | -6 |
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| Down Air | 16 | -13 |
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| Up B (1) | 10/30 | -23 |
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| Up B (2) | 8… | — | ||
| Up B (3) | 3/6/9/12/15/20 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Mii Gunner should not stop at one projectile and should always follow the first interruption with another shot or an anti-air so Mii Brawler’s dash and low aerial lanes keep shrinking.
- After blocking Jab 1-2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Fair, Bair, Uair, Dair, or Up B (1), Mii Gunner should always take the punish with Up B (6f), Grab (10f), or Up Smash (11f) and use that moment to rebuild space.
- After blocking nair, Mii Gunner should avoid forced retaliation and instead cover the next dash-in or jump with the next projectile and Up Smash.
- At the ledge, Mii Gunner should prioritize stage hold over deep chasing, using Fair for jump from ledge, Up Smash for unsafe landings, and Up B when Brawler overcommits into close-range pressure.
Actions to Avoid
- Repeating projectiles at the same height and same tempo until Brawler gets a clean dash or jump timing into point-blank range.
- Swinging after every blocked nair and losing the turn to re-lands or pressure resets.
- Letting clearly punishable normals go unpunished and allowing Brawler to recycle low-risk entries.
- Chasing too deep offstage and giving up the spacing advantage Gunner needs to survive.