Matchup Summary (Win Condition and Game Plan)
This matchup revolves around stopping Mii Gunner’s close-range reversals after you block Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, the smash attacks, Neutral Air, Back Air, Up Air, or Down Air, where Charizard can answer with Up Smash (6f), Up B (9f), Grab (10f), OOS Nair (11f), and OOS Fair (11f).
Mii Gunner can pressure Charizard’s large hurtbox with layered projectiles, Up B, and Up Smash, but Charizard’s mobility and durable recovery give it the better payoff once it breaks through, so the goal is to vary angles instead of tanking shots until you finally get in.
The frame table shows several clear punish windows on Mii Gunner’s grounded pokes, smashes, and selected aerials, so Charizard should shift jump height with extra jumps and Flamethrower feints, force whiffs from preemptive Up B and Up Smash, and then convert with Fair, Nair, or Grab.
For kills, do not rely only on hard-callout Flare Blitz. It is more stable to lock Mii Gunner near the ledge with Flamethrower, Bair, Up Throw, and Up Smash, then close stocks with Fair or Bair once their recovery route is forced outward.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -17 |
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| Jab 2 | 4 | -18 |
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| Jab 3 | 6/12 | -20 |
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| Forward Tilt | 7 | -14 |
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| Up Tilt | 5 | -22 |
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| Down Tilt | 8 | -19 |
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| Dash Attack | 10 | -20 |
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| Forward Smash | 17… | -31 |
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| Up Smash | 11/15/19/23/27 | -22 |
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| Down Smash | 9/23 | -35/-19 |
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| Neutral Air | 8 | -7 |
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| Forward Air | 12 | -1 |
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| Back Air | 9 | -6 |
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| Up Air | 17… | -11/-10 |
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| Down Air | 20 | -12/-13/-12 |
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| Up B (1) | 10 | — | ||
| Up B (2) | 6/10 | ** | ||
| Up B (3) | ** | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- After blocking Mii Gunner’s Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Neutral Air, Back Air, Up Air, or Down Air, answer with Up Smash (6f), Up B (9f), Grab (10f), OOS Nair (11f), or OOS Fair (11f).
- Do not passively endure projectile loops. Use Charizard’s extra jumps and air drift to vary approach angles, and avoid entering at the same height into parked Up Smash and Up B.
- Once Charizard gets in, prioritize carrying Mii Gunner toward the ledge and narrow their getup and recovery routes early with Flamethrower and Bair.
- Remember how hard Charizard is punished when big swings are blocked, and keep Flare Blitz for projectile reads or confirmed kill spots instead of forcing it.
Actions to Avoid
- Letting Mii Gunner repeat projectile loops for free until Charizard loses stage before neutral is even contested.
- Approaching at the same jump height over and over and repeatedly running into Mii Gunner’s waiting Up B and Up Smash.
- Overcommitting to Flare Blitz or Dair and giving Mii Gunner a large shield punish.
- Forcing ledge chases too hard and allowing Mii Gunner to escape through Up B invincibility or a reversal landing.