Matchup Summary (Win Condition and Game Plan)
This matchup is still played at midrange, but it gets worse for Mii Gunner if both characters are allowed to stand at the same height and trade projectiles forever. Robin becomes far more threatening once Thunder, Arcfire, and Levin Sword are all active at once, because one stopped movement option can quickly turn into grab pressure or a high-damage aerial string. Gunner does not need to win by pure volume. The real goal is to vary the lane and timing enough that Robin is forced to commit spells first.
Mii Gunner’s advantage is having several tools that control different spaces at the same time. Charged shots, missiles, traps, and anti-airs can all force Robin to choose between jumping, shielding, or giving up ground, and Robin does not retake space quickly after committing to Thunder or Arcfire. That means every forced spell use matters, especially because Robin’s defense gets thinner once the books or Levin Sword are temporarily gone. When those resources dip, Gunner should stop retreating and turn the position into ledge pressure immediately.
The frame table shows that jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, all smash attacks, down air, and neutral special are all broadly punishable by Up B (6f), with grab, OOS Nair, Up Smash, and OOS Bair often adding more. By contrast, neutral air, forward air, back air, and up air are usually only punishable by Up B, and side special is actually +13 on shield. Trying to solve Arcfire or side special from a stationary shield usually means Robin gets the second hit they wanted anyway, so preemptive movement and lane denial matter more than greedy shield punishes.
For kills, it is more repeatable to keep Robin at ledge and catch jump, neutral getup, or the landing after Elwind with Fair, Up Smash, or Up B than to force a center-stage slugfest into Levin Sword. Staying onstage and making the resource windows stack against Robin is usually stronger than deep-chasing offstage into the active recovery hitboxes.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -24 |
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| Jab 2 | 5 | -26 |
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| Jab 3 | 6 | -23 |
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| Rapid Jab | 4/6/8… | — | ||
| Rapid Jab Finisher | 5 | -39 |
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| Forward Tilt | 9 | -15 |
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| Up Tilt | 6 | -20 |
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| Down Tilt | 7 | -8 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 16 | -30/-34 |
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| Up Smash | 12 | -33/-30/-33 |
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| Down Smash | 16 | -28/-34 |
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| Neutral Air | 7/20 | -6/-8 |
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| Forward Air | 12 | -6/-8 |
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| Back Air | 9 | -6/-8/-7 |
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| Up Air | 10 | -6/-8/-7 |
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| Down Air | 13 | -12/-13 |
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| Neutral B | 8/8/8 | -12/-13 |
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| Side B | 17 | +13 |
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| Up B | 8/28 | — | ||
| Down B | 15 | ** | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not keep trading on the same firing line. Use charged shots, missiles, and traps to shift Robin’s jump path and retreat path until Thunder or Arcfire has to come out first.
- When you block jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, any smash attack, down air, or neutral special, punish with Up B (6f) first and confirm whether grab, OOS Nair, Up Smash, or OOS Bair gives more.
- Treat neutral air, forward air, back air, and up air as mostly Up-B-only punish points. If the spacing is wrong, reset distance instead of overforcing a larger punish.
- Do not try to solve side special or Arcfire from a stationary shield. Preempt the startup, drift sideways, or make the second hit miss instead.
- When books or Levin Sword run out, push Robin to ledge and cash out on the Elwind landing, jump, or getup with Fair, Up Smash, and Up B.
Actions to Avoid
- Repeating the same projectile rhythm in place and giving Robin clean time to establish Thunder and Arcfire space.
- Blocking side special or Arcfire head-on and letting the trap convert into grab or Levin Sword pressure anyway.
- Swinging for big punishes on neutral air, forward air, back air, or up air when only Up B is actually stable there.
- Chasing too far offstage into Elwind’s active hitboxes and giving away the stronger onstage trap that should be winning the stock.