Matchup Summary (Win Condition and Game Plan)
Terry becomes explosive once he gets close enough for jab, down tilt, neutral air, and special confirms, but his outer spacing and recovery are much more straightforward, so Mii Gunner controls the matchup best by repeatedly delaying the first approach with charge shot, missiles, setplay shots, and anti-airs. The goal is not to win a single projectile exchange in front of him, but to overlap different threats so Terry never gets both the walk-in and the jump-in for free.
The table shows that jab 1, forward tilt, down tilt, and fair are all stopped by Up B (6f), while jab 2, jab 3, up tilt, dash attack, every smash attack, Neutral B, and Down B become punishable by grab (10f) or stronger follow-ups. By contrast, nair, bair, and uair do not give stable immediate punish windows, and forcing a scramble after shielding them usually feeds Terry the exact close-range mix he wants.
Once Terry reaches 100% and GO turns on, shield pressure becomes much more dangerous because Buster Wolf and Power Geyser can cash out hard reads. Gunner should still look to finish at ledge rather than hope for a random long-range kill, using fair, up smash, anti-air shots, and Up B reversals to keep Terry stuck offstage and deny the reset back to center.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Layer charge shot, missiles, setplay shots, and anti-airs so Terry cannot advance and jump on the same timing.
- After blocking jab 1, forward tilt, down tilt, or fair, use Up B (6f) immediately and stop Terry from continuing point-blank pressure.
- After blocking jab 2, jab 3, up tilt, dash attack, any smash attack, Neutral B, or Down B, punish hard with grab (10f), OOS nair (11f), up smash (11f), or OOS bair (12f).
- Do not force instant retaliation on nair, bair, or uair. Cover the landing, the re-entry route, or the next burst option instead.
- When GO is active, avoid freezing in shield at ledge. Push Terry back out and finish with fair, up smash, anti-air shots, and Up B rather than giving him stationary kill reads.
Actions to Avoid
- Firing only one obvious projectile at a time and letting Terry claim both the ground approach and the jump route.
- Dropping shield into scrambles every time after close contact and feeding jab or down tilt confirms into Terry’s high-damage strings.
- Trying to punish nair, bair, and uair on the spot even when the frame data says the answer is not stable, then losing the next close-range guess.
- Respecting GO so much that Gunner stays pinned at ledge and gives Buster Wolf or Power Geyser the exact spacing they need.