Matchup Summary (Win Condition and Game Plan)
Young Link can build a lot of tempo with arrow, boomerang, and bomb, but if you keep trading at the same height, he will usually take over, so Mii Gunner wants to push the projectile war back with different angles.
Jump-ins are best checked with up-B and up smash, then followed by a next shot placed on the landing spot, which avoids getting dragged into Young Link’s faster close-range cycle.
For KOs, it is more stable to prioritize landing traps at the ledge and push his light body upward rather than relying on central scrambles.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mii Gunner OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -10 |
|
|
| Jab 2 | 6 | -7 |
|
|
| Jab 3 | 6 | -25 |
| |
| Rapid Jab | 3/5/7 | — | ||
| Rapid Jab Finisher | 4 | -37 |
| |
| Forward Tilt | 10 | -12/-13 |
|
|
| Up Tilt | 9 | -14 |
|
|
| Down Tilt | 8 | -7/-8/-10 |
|
|
| Dash Attack | 8 | -16 |
| |
| Forward Smash (1) | 15 | -27 |
| |
| Forward Smash (2) | 11 | -30 |
| |
| Up Smash | 10/25/41 | -22 |
|
|
| Down Smash | 9/21 | -31/-33/-20/-21 |
|
|
| Neutral Air | 4 | -2/-3 |
| |
| Forward Air | 14/24 | -3/-2 |
| |
| Back Air | 6/18 | -3/-3 |
|
|
| Up Air | 5 | -9 |
|
|
| Down Air | 13 | Bounce: ** | Fast Fall: -11/-12 |
|
|
| Z Air | 9 | -3 |
|
|
| Neutral B | 14—47 | -16 to -10 |
|
|
| Side B | 27 | -8 to -4 |
|
|
| Up B (1) | 9… | -17 |
|
|
| Up B (2) | 8/12/16/19/22/26/31/39/47 | — | ||
| Down B | 17 | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Do not answer the projectile barrage with the same timing every time; vary your angle and spacing.
- Whenever he commits forward, cover it with a setup or an anti-air immediately.
- If he gets in close, do not default to panic mashing; reset the distance and return to an anti-air game plan.
Actions to Avoid
- Playing a pure projectile war in place and giving up your forward progress.
- Fixing your defense on one panic option when you are pressured up close.
- Overchasing offstage and taking extra damage while giving up position.