Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Sonic can avoid entering straight into the horizontal lanes that Mii Gunner builds with charge projectiles, missiles, and traps. Once Mii Gunner gets room, they can quickly restack those firing lines, but their movement and close-range scramble speed are still worse than Sonic’s, so the answer is not a direct spin through the front door but changing where the projectile wants to sit before committing.
The stable flow for Sonic is to use pullback steps, brief stops, and re-acceleration to force the shot or anti-air first, then get one touch with down tilt, dash attack, fair, or grab and carry Mii Gunner to ledge. Jumping in from above gets clipped too often by up smash and up air, and even after Sonic gets in, careless mashing gives Mii Gunner room to escape with up B, so low-line grounded entries and continued pressure on landing are more reliable than rushing the interaction.
The frame table also shows that jab, every tilt, dash attack, every smash attack, up air, and down air can all be punished on block by Sonic’s up B (4f), then often by fair/uair, nair, grab, or up smash as well. Neutral air and back air still lose to up B, but forward air does not give a guaranteed punish, and simply shielding through the projectile phase lets Mii Gunner rebuild space, so Sonic has to take the guaranteed openings without turning every exchange into a passive block.
For kills, it is cleaner to cover ledge roll and ledge jump with back air, up smash, and forward smash than to force a desperate chase in center. If Sonic gives Mii Gunner the middle of the stage back, the matchup resets into another round of firing-line setup, so holding stage and closing escape routes one by one is the real win condition here.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sonic OOS Candidate Moves | Barely Missed Moves |
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| 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
- Do not spin straight into charge projectiles, missiles, or traps. Shift the lane with pullback movement and re-acceleration first, then get in with down tilt, dash attack, fair, or grab.
- Do not rush from above. Stay out of the height where up smash and up air overlap, bait the anti-air with grounded feints, and then enter.
- After blocking jab, tilts, dash attack, smash attacks, up air, or down air, take the listed punish with up B (4f) and the follow-ups the table gives you. Neutral air and back air should also be checked with up B.
- Once Sonic gets in, prioritize carrying Mii Gunner to ledge over forcing raw damage, and keep the corner sequence going by reading escape jumps and ledge movement.
- At kill percent, value ledge control over deep edgeguards, and close stocks by catching ledge jump with back air and roll with up smash or forward smash.
Actions to Avoid
- Do not spin directly into the firing lane, get stopped, and hand Mii Gunner enough time to build distance again.
- Do not keep approaching from above and feed repeated anti-airs from up smash or up air.
- Do not try to overpower close range with big swings or panic buttons and let Mii Gunner reset to center through up B or shield punishes.
- Do not overcommit to edgeguards, abandon ledge, and give a cornered Mii Gunner the middle of the stage back.