King Dedede vs Mii Gunner

Mii Gunner Matchup (King Dedede)

King Dedede vs Mii Gunner

King Dedede vs Mii Gunner is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

King Dedede is strongest at explosive close-range punish sequences and huge reward on hit, while Mii Gunner is strongest at speedy movement, whiff punishing, and landing pressure.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Down Smash, Forward Smash, Up Tilt, Up Smash, and Jab 3, with Grab, OOS Nair, OOS Uair, and OOS Fair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Back Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKing Dedede OOS Candidate MovesBarely Missed Moves
Jab 15-17
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+3)
Jab 24-18
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+2)
Jab 36/12-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
Forward Tilt7-14
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (+2)
  • Up Smash (+3)
Up Tilt5-22
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
  • OOS Dair (+3)
Down Tilt8-19
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+1)
Dash Attack10-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
Forward Smash17…-31
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
  • OOS Dair (25f)
Up Smash11/15/19/23/27-22
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
  • OOS Dair (+3)
Down Smash9/23-35/-19
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+1)
Neutral Air8-7
  • None
  • Grab (+3)
  • OOS Nair (+3)
Forward Air12-1
  • None
Back Air9-6
  • None
Up Air17…-11/-10
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Down Air20-12/-13/-12
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Up B (1)10
Up B (2)6/10**
Up B (3)**
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Down Smash, Forward Smash, Up Tilt, Up Smash, and Jab 3, answer immediately with Grab, OOS Nair, OOS Uair, and OOS Fair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Back Air; take the landing route, escape route, or ledge direction first.
  • Finish stocks through repeated landing traps and ledge pressure instead of overcommitting to single hard reads in center stage.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Back Air and feeding the whiff punish or reset the opponent wants.
  • Overchasing for the kill and giving up the positional lead you already earned.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages