Matchup Summary (Win Condition and Game Plan)
This matchup gets messy if Mii Gunner treats it like a raw projectile count war, because Toon Link is happy to follow boomerang and bomb into the space they created. Gunner wants layered heights instead: one shot to stop the item path, another threat aimed at the place Toon Link wants to occupy after it comes back.
The frame table shows jab strings, ftilt, utilt, dash attack, every smash attack, dair, and the landing on up B are all punishable with Up B (6f), Grab (10f), OOS Nair (11f), or Up Smash (11f). By contrast, nair, bair, and zair are not in-place punish spots, and the safer ends of neutral B or side B often only give Up B. The stable version of the matchup is to take the real punishes, then rebuild range immediately.
Toon Link’s grab is slow and his close defense outside up-B shield punish is not overwhelming. If Gunner resets spacing after every good punish and layers the next projectile or anti-air quickly, Toon Link has to keep re-earning the same approach. That is where the matchup turns.
The win condition is not to erase every projectile. It is to predict where Toon Link stands behind them, stop that route, and keep forcing him back to ledge until up smash or fair finishes the stock.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -10 |
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| Jab 2 | 6 | -11 |
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| Jab 3 | 6 | -25 |
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| Forward Tilt | 9 | -11 |
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| Up Tilt | 8 | -11 |
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| Down Tilt | 9 | -6 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 16 | -22 |
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| Up Smash | 11 | -22 |
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| Down Smash | 9/17 | -29/-20 |
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| Neutral Air | 6/13 | -3/-4 |
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| Forward Air | 14 | -6 |
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| Back Air | 6 | -4 |
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| Up Air | 11 | -8/-9 |
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| Down Air | 17 | -17/-16 |
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| Z Air | 11 | -3 |
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| Neutral B | 18—60 | -12 to -6 |
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| Side B | 27 | -9 to -6 |
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| Up B (1) | 6… | -25 |
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| Up B (2) | 8… | — | ||
| Down B | — | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Use different projectile heights and anti-airs to cover both the item path and Toon Link’s follow-up route behind it.
- After blocking jab strings, ftilt, utilt, dash attack, any smash attack, dair, or up-B landing, punish with Up B (6f), Grab (10f), OOS Nair (11f), or Up Smash (11f).
- Do not force shield punishes on nair, bair, zair, or safer neutral-B and side-B spacing. Reset distance and layer the next shot instead.
- Respect up-B out of shield at all times and avoid staying point blank longer than necessary after winning the exchange.
- At the ledge, cover bomb drop and up-B panic together so up smash or fair closes the stock.
Actions to Avoid
- Treating the matchup as a pure projectile volume contest and letting Toon Link advance safely behind boomerang or bomb.
- Swinging after blocked nair, bair, or zair and handing him an up-B reversal or another landing trap.
- Winning one interaction and then failing to layer the next projectile or anti-air before Toon Link resets.
- Overchasing at the ledge and giving away the spacing advantage Gunner worked to build.