Editing Mii Gunner (SSBU)

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{{Future release}}
{{disambig2|Mii Gunner's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mii}}
{{disambig2|Mii Gunner's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mii}}
{{Infobox Character
{{Infobox Character
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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]
|tier = C+
|ranking = 58
}}
}}
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
'''Mii Gunner''' ({{ja|Mii射撃タイプ}}, ''Mii Shooting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as playable characters on June 12th, 2018, along with the other {{SSBU|Mii Fighter}} types, [[Mii Brawler (SSBU)|Brawler]] and [[Mii Swordfighter (SSBU)|Swordfighter]].
The '''Mii Gunner''' ({{ja|Mii射撃タイプ|Mii Shageki Taipu}}, ''Mii Shooting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as a playable character on June 12th, 2018, along with the other {{SSBU|Mii Fighter}} types, [[Mii Brawler (SSBU)|Brawler]] and [[Mii Swordfighter (SSBU)|Swordfighter]]. Mii Gunner is classified as [[Fighter number|Fighter #53]].
 
As with the other Mii Fighters, the Miis have 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.
 
The Mii Gunner is ranked 58th out of 82 on the current [[tier list]], placing them in the C+ tier. This is a major improvement from their ''[[Super Smash Bros. 4]]'' iteration, which was 53rd out of 57 on that game's third tier list before ultimately going unranked on the fourth.
 
==Attributes==
The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. They are tied with Link, Yoshi, Captain Falcon, and Min Min in terms of weight, possess an average walking speed, the 5th slowest dashing speed, and 14th slowest air speed in the game. As with the other two Mii Fighter types, the Gunner has access to 12 different special moves: [[Charge Blast]], [[Laser Blaze]], and [[Grenade Launch]] (Neutral Special), [[Flame Pillar]], [[Stealth Burst]], and [[Gunner Missile]] (Side Special), [[Lunar Launch]], [[Cannon Jump Kick]], and [[Arm Rocket]] (Up Special), and [[Echo Reflector]], [[Bomb Drop]], and [[Absorbing Vortex]] (Down Special).
 
Like the other Mii Fighters, one of the primary strengths of the Mii Gunner is their diverse set of versatile specials. As the long range and projectile-heavy Mii Fighter, many of their specials excel at neutralizing approaches, racking up damage, [[edgeguarding]], and shield pressure from a distance. Charge Blast is a very good KO'ing option which is extremely consistent, quick, and powerful when fully charged. Gunner Missile is good at both spacing and keeping enemies out. The Super variant deals a solid bit of damage and knockback while the Homing variant can wall out approaches and also help the Gunner initiate approaches of their own. Laser Blaze racks up decent damage while also causing flinching, making it a valuable tool similar to {{SSBU|Falco}}'s [[Blaster]]. Finally, Flame Pillar and Bomb Drop are both good tools for ledgetrapping and setting up kill confirms. A bomb drop at mid-high percentages can reliably confirm into back aerial while an opponent trapped in Flame Pillar can be combo'd into a fully charged Charge Blast. Additionally, the Mii Gunner can also further solidify their defensive playstyle with the usage of Echo Reflector and Absorbing Vortex, both of which aid in countering other campy or projectile-based characters.
 
Accompanying the Mii Gunner's vast collection of zoning specials is a very interesting and varying set of normals. While many of the Gunner's normals suffer from mild ending lag, they either possess high KO'ing power or range. {{mvsub|Mii Gunner|SSBU|Forward smash}} and {{mvsub|Mii Gunner|SSBU|up aerial}} are both among the longest-ranged moves in the game (the latter of which can secure very early KO's at the top of the blast line and the former being an excellent way of reading rolls and covering landing options). {{mvsub|Mii Gunner|SSBU|Forward tilt}} and {{mvsub|Mii Gunner|SSBU|neutral aerial}} are good tools to push pressuring opponents off of them. {{mvsub|Mii Gunner|SSBU|Forward aerial}} is a very useful move, which not only can edgeguard and space opponents from a distance due to it being a projectile, but it also pushes Mii Gunner (referred to as "gundashing"), which helps mitigate the Mii Gunner's lacking mobility and recovery. Alongside the aforementioned moves are a slew of moves that have respectable KO'ing power such as {{mvsub|Mii Gunner|SSBU|up smash}}, {{mvsub|Mii Gunner|SSBU|up tilt}}, {{mvsub|Mii Gunner|SSBU|down tilt}}, {{mvsub|Mii Gunner|SSBU|down smash}}, and {{mvsub|Mii Gunner|SSBU|back aerial}}.
 
Lastly, the Mii Gunner has adequate choices for recovery. With the exception of Cannon Jump Kick, Lunar Launch and Arm Rocket both provide a fantastic amount of distance, especially Arm Rocket, which has far more control both horizontally and vertically. This combined with their heavy weight gives the Mii Gunner a decent ability to survive at higher percents.
 
Mii Gunner does not come without their flaws. While many of their moves have tremendous range or KO'ing power, most of them are very laggy. This is especially prominent with their up and down tilts, which both have decent start up but significant ending lag while moves that are fast such as forward tilt and neutral air have poor range and KO potential. As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast. Laser Blaze is a fairly slow and easily interceptable projectile; Grenade Launch travels in a very slow and short-ranged arc that no longer can be charged or controlled; Flame Pillar has relatively substantial lag on both ends and doesn't last as long as other flame-arc moves; and Bomb Drop can be hit back to the Gunner, making it a poor choice to use against opponents with disjoints.
 
As mentioned before, the Mii Gunner has terrible mobility. Their air speed, dashing speed, and initial dashing speed are among the slowest in the game, making them a very sluggish fighter both on the ground and in the air outside of gundashing. Additionally, their status as a heavyweight makes them very easy to combo despite their decent survivability, and while their recoveries are good, they do not come without their weaknesses. Arm Rocket, despite its fantastic mobility and distance, possesses no damaging hitbox and allows the Mii Gunner to be easily gimped by opponents with attacks that can [[reverse]] the Mii Gunner such as {{SSBU|Mario}} and the {{SSBU|Mii Swordfighter}}; Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance; and Cannon Jump Kick trades recovery potential for offensive power, providing very little distance both horizontally and vertically while also being slow and easily intercepted.
 
Overall, the Mii Gunner is a jack-of-all-trades amalgamation of various projectile-based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic character, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have fatal flaws to prevent them from being overpowered and/or are inferior versions of similar moves other fighters possess. Their strengths do marginally outweigh their weaknesses, and as a result, Mii Gunner is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provides them with countless options to keep opponents away, rack up damage, and edgeguard. However, they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. They are a relatively simple character to pick up with a playstyle similar to {{SSBU|Samus}} and can be a potent zoner, but due to their aforementioned weaknesses, they are considered to be worse at zoning than characters such as Samus, {{SSBU|Snake}}, and the [[Belmonts]].


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
The Mii Gunner has received a mix of buffs and nerfs in their transition from ''SSB4'' to ''Ultimate'', but was buffed overall. Despite the faster pace of ''Ultimate'', many of their moves have seen several improvements that counteract this, and some of their weaknesses have been lowered to some degree.
{{notice|[[SmashWiki is not speculative]]. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.}}
 
===Aesthetics===
Like the other {{SSBU|Mii Fighter}}s, the Mii Gunner now has set attributes, including high [[weight]] (now weighing as much as {{SSBU|Captain Falcon}}, surpassing the largest possible Mii Fighter in ''SSB4'') that significantly increases their survivability in general, especially since the Gunner's below average [[falling speed]] has been unaltered. The Gunner retains their general moveset, though with various buffs that noticeably improves their performance. Their inconsistent [[neutral attack]] and [[up aerial]] now connect better due to faster transition speed, and some of the Gunner's moves have been given more utility due to a reduction of lag (most notable with [[forward tilt]]), greatly increased damage, or KO potential. The second hit of [[down smash]] now acts individually for each hit instead of leading into one another, making it more useful as a traditional smash attack. Their [[grab]] game was also improved; standing grab has vastly more range, all of their [[throw]]s deal more damage (especially [[up throw]]), and [[down throw]] is now much more reliable for starting combos until mid percentages. As well, a few of the universal changes are benefitial for the Gunner, with the universal frame 3 jumpsquat and reductions to [[landing lag]] giving them faster access to their air game and leaving them less vulnerable against shielded attacks, and the latter change isn't as detrimental due to their decent [[out of shield]] game.
*{{change|Players can customize the Mii Fighter's voice clips. Up to 12 voices are selectable.}}
 
*{{change|Mii Gunners have had their body proportions adjusted.}}
Most of the Gunner's zoning-based special moves have been significantly buffed. Many of their strongest projectiles (such as [[Charge Blast]], grenades from [[Grenade Launch]], super missiles from [[Gunner Missile]], and [[Stealth Burst]]) deal vastly increased damage or knockback, alleviating some of the Gunner's difficulty to land KOs. Special moves that haven't gained power buffs instead have improved utility: [[Flame Pillar]] is now a multi-hit move that can initiate follow-ups; [[Laser Blaze]] has no damage falloff, improving its usage in long-distanced camping; [[Echo Reflector]] reflects projectiles with more power and far higher speed; [[Bomb Drop]] has less ending lag, a longer fuse, and can be manually detonated, improving its use in stage control; and [[Absorbing Vortex]] heals for more damage in addition to having an actual hitbox, giving it situational use for combos and disrupting. The Gunner's [[recovery]] moves have also been buffed, as [[Lunar Launch]] and [[Cannon Jump Kick]] travel a longer distance, the latter now has excellent [[out of shield]] KO power, and [[Arm Rocket]]'s trajectory can be altered during travel.
*{{change|While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance.}}
 
*{{change|The default outfits for the Mii Gunners have significantly more detail, now being a bodysuit with a character-colored jacket and boots. They no longer wear an ammo backpack.}}
However, the Mii Gunner has received notable nerfs. Their powerful tilts have been slightly toned down, limiting their fastest grounded KO options. [[Forward aerial]], previously a pinnacle of the Gunner's [[neutral game]], had its distance reduced without compensation for landing lag. Albeit vastly buffed, some of the Gunner's specials have also seen downgrades; Grenade Launch's startup was heavily increased and it can now only fire in one direction and trajectory, while its lowered ending lag does not compensate for its loss in utility, and Gunner Missile's homing missiles now sacrifice homing ability for speed, making them less effective.
*{{change|The Mii Gunner has a different idle animation.}}
 
Despite their numerous buffs, universal gameplay changes have been detrimental to the Gunner overall. The weakening of [[rage]] slightly tones down their KO power at low percentages (though in a few cases, this is compensated by their moves' standalone KO power being increased). The biggest hindrance comes from the universal increase in mobility, which hurts the Gunner more than any other character; unlike the rest of the cast, the Gunner's mobility has been reduced itself, as many of their stats are now significantly below average or even among the worst (notably their [[dash|run]] and initial dash speeds, and their [[air speed]]), and the roster's generally faster speed favors faster-paced, more aggressive gameplay, allowing the cast to get past the Gunner's zoning tools with varying degrees of ease. This is further pronounced by the nerfs to projectiles' shield damage, as the Gunner's playstyle highly revolves around them, thus hindering the Gunner more than most other characters. The two lattermost changes thus force them to rely on more precise spacing to compensate for their significantly lowered movement speed and their projectiles' lower threat level.
 
Overall, the Mii Gunner's changes have further pronounced their caveats and flaws. Their playstyle has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, relying on their above average staying power and their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to {{SSBU|Samus}} and {{SSBU|Simon}}; changes to their special moves also allow many more of their combinations to shine through. However, the Gunner's slower attributes further enforces their zoner-centric playstyle, which doesn't tend to fare as favorably as in ''SSB4'' due to the quicker pace of ''Ultimate''. The Gunner must also still contend with weaknesses from the previous game, predominantly a poor melee [[approach]] and their moveset's heavy ending lag, and slight difficulty in landing some of their powerful KO options. Besides, it's important to note that game updates have given other returning veterans various buffs, whereas the Gunner has received comparatively less significant changes, as well as the nerfs to projectiles' shield damage adversely affecting them. In the end, the Gunner is a better character than they were in ''SSB4'', they are considered the second most viable of the three Miis, and perform better relative to the cast, though not at the same level of various other returning characters.
 
{{SSB4 to SSBU changelist|char=Mii Gunner}}
 
==Update history==
Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall buffed. While their forward aerial auto-cancels earlier and their up smash connects more reliably, the nerfs to the shield damage of various projectiles in update 3.0.0 affect Mii Gunner more negatively than most other characters.
 
Starting with update 3.1.0, Mii Gunner would be given nothing but buffs. Said update and update 4.0.0 would buff their up smash, to help it connect better and stop opponents from launching out before the move was finished. Update 10.1.0 buffed their up throw to connect better. Update 11.0.0 gave their forward smash more range, removing a crippling blind spot. Update 12.0.0 provided small buffs to some of their special moves. The time to fire an additional laser from Laser Blaze was widened, Lunar Launch starts 2 frames faster, Cannon Jump Kick now has more intangibility frames after leaving the ground, and Absorbing Vortex now has 3 frames less of ending lag.
 
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Gunner}}
 
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Gunner}}
 
==Moveset==
*Mii Gunner can [[wall jump]].
''For a gallery of Mii Gunner's hitboxes, see [[Mii Gunner (SSBU)/Hitboxes|here]].''
 
''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
{{MovesetTable
|game=SSB4
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Spin Kick ({{ja|スピンキック|Supin Kikku}}) / Short Fire ({{ja|ショートファイア|Shōto Faia}})
|neutral1dmg=1.7%
|neutral2dmg=1.7%
|neutral3dmg=1% (cannon), 4.5% (explosion)
|neutraldesc=A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. Holding the attack button will have the Gunner repeat the jab. The first two hits can [[lock]] floored opponents. The third hit consists of two hits, one from the cannon and one from the explosion; both hits easily lead into each other, unlike the version in ''Smash 4''. Sets up tech situations at low percents.
|ftiltname=Spear Shot ({{ja|スピアショット|Supia Shotto}})
|ftiltdmg=13%(close), 10.5% (middle), 8% (far)
|ftiltdesc=Fires a short range energy burst. The burst deals more damage up close. The Mii Gunner's fastest ground move, and is much faster in comparison to the version in ''Smash 4''. However, it is also weak, as it KOs {{SSBU|Mario}} on the edge of [[Final Destination]] at around 143%. As such, it is more effective as a spacing or "get-off-me" option.
|utiltname=Explosive Uppercut ({{ja|エクスプローシブアッパーカット|Ekusupurōshibu Appākatto}})
|utiltdmg=10% (clean), 8% (late)
|utiltdesc=Uppercuts with their arm cannon, releasing a discharge of flames. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no true followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside them, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%.
|dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}})
|dtiltdmg=14%
|dtiltdesc=Fires a burst of flame onto the ground in front of themselves, similarly to {{SSBU|Samus}}'s down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
|dashname=Fire Knuckle ({{ja|ファイアナックル|Faia Nakkuru}})
|dashdmg=11%
|dashdesc=Performs a swinging punch with the arm cannon, blasting the enemy with flames. Grants a lot of forward momentum overall, allowing it to punish distant foes and cross up shields up close. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag.
|fsmashname=Gatling Shot ({{ja|ガトリングショット|Gatoringu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7)
|fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is relatively safe on shield at max distance due to its decently low ending lag. However, it is the Gunner's slowest smash attack (frame 17).
|usmashname=Barrage Shot ({{ja|バラージュショット|Barāju Shotto}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2.5}} (hits 2 - 4), {{ChargedSmashDmgSSBU|7}} (hit 5)
|usmashdesc=Releases five bursts of fire in an arc above their head, similarly to Samus's up smash. Starts on frame 11 and deals good damage. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. Like in ''Smash 4'', opponents may fall out of the looping hits if they are at an extremely high percent, are hit by the sides of the explosion's hitboxes, or while they are standing on a platform above the Gunner. KOs Mario on Final Destination at 122%.
|dsmashname=Combination Low Shot ({{ja|コンビネーションローショット|Konbunēshon Rō Shotto}})
|dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind)
|dsmashdesc=Fires two bursts of flame toward the ground, first in front then behind of themselves. Each flame burst has deceptively high range, though the second one has more knockback and range than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack.
|nairname=Cannon Swing ({{ja|キャノンスイング|Kyanon Suingu}})
|nairdmg={{ShortHopDmgSSBU|10}}
|nairdesc=Sweeps their arm cannon downward in an arc around themselves similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get off me" option, and is useful for landing since it has 11 frames of landing lag.
|fairname=Aerial Shot ({{ja|エアリアルショット|Eariru Shotto}})
|fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far)
|fairdesc=Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. The recoil of the forward aerial can be used by the Mii Gunner to do a gundash to aid in recovery or for evasion (tilting the stick backwards while shifting back from recoil allows Mii Gunner to effectively keep distance from opponents more than air dodging). Though its range was shortened from ''Smash 4'' (it now travels 1/4 of Final Destination instead of 1/3), it has reduced ending lag, which makes it better for performing combos. If used while close to the ground (the energy projectile hitting the opponent just before the Gunner lands), the Gunner will be able to act almost immediately upon landing.
|bairname=Back Fire ({{ja|バックファイア|Bakku Faia}})
|bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late)
|bairdesc=Releases a burst of flames from the arm cannon behind themselves. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop.
|uairname=Vertical Gatling Shot ({{ja|バーティカルガトリングショット|Bātikaru Gatoringu Shotto}})
|uairdmg={{ShortHopDmgSSBU|1.7}} (hits 1 - 6), {{ShortHopDmgSSBU|4}} (hit 7)
|uairdesc=Unleashes a series of energy bursts upwards in quick succession, followed by a stronger burst. Acts like the Gunner's forward smash aimed vertically upwards, and its vertical reach is so high it can [[shark]] through certain stages.<ref>https://twitter.com/MAY0P0N/status/1207635122008117248?s=20</ref> Unlike in ''Smash 4'', it now deals less hits but more damage, and can complete in a short hop, making it less awkward to use. However, the attack still cuts off abruptly if the Gunner lands before the final shot is used. A good juggling tool and KO move if the final hit connects at height, and can limit the aerial options of opponents or force them to air dodge. Up aerial's looping hits can also combo into other moves when landing, such as into up tilt as a KO combo.
|dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}})
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=The Gunner pauses, then fires a single burst of flame below themselves. The burst itself deals more damage and is a very strong, aerial-only [[meteor smash]]. However, the meteor hitbox only lasts for two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is often outclassed by neutral and back aerial in terms of edgeguarding potential.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=The Gunner reaches in front of themselves with their left hand. Although Gunner's dash and pivot grabs are average, their standing grab has great range.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|fthrowname=Gunner Knuckle ({{ja|ガンナーナックル|Gunnā Nakkuru}})
|fthrowdmg=4% (punch), 3% (throw)
|fthrowdesc=Punches the enemy away with the arm cannon.
|bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}})
|bthrowdmg=7% (throw), 3% (energy pellet)
|bthrowdesc=Tosses the opponent behind themselves, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided with [[DI]].
|uthrowname=Throw & Upper Shot ({{ja|スルー&アッパーショット|Surū ando Appā Shotto}})
|uthrowdmg=7% (throw), 3% (both energy pellets)
|uthrowdesc=Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%, making it among the most damaging throws in the game. It is thus useful for racking up damage, refreshing the [[stale]]ness of the Gunner's other moves, and comboing at low percents.
|dthrowname=Gunner Drop ({{ja|ガンナードロップ|Gannā Doroppu}})
|dthrowdmg=7%
|dthrowdesc=Slams the enemy onto the ground, launching them upward. Can start combos into aerials till mid percents, though it quickly loses effectiveness. Unlike in ''SSB4'', down throw is no longer completely identical in function to {{SSBU|Marth}}'s equivalent move.
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdesc=The Gunner quickly fires a flame burst on either side as they stand up.
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdesc=Similar to their frontal floor attack.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Shoots a blast of fire in front then behind themselves.
|edgename=&nbsp;
|edgedmg=9%
|edgedesc=Swings their arm cannon ahead.
|nsdefname=Charge Blast
|nsdefdmg=4% (uncharged), 26% (fully charged)
|nsdefdesc=Charges and fires a large energy sphere. The Mii Gunner can charge the blast in midair, and [[charge cancel]] by jumping or using an air dodge. Pressing any attack button while charging will fire the sphere. It is the Gunner's strongest [[projectile]] special move, with a fully-charged shot being capable of KOing from center-stage at 105%. Uncharged versions can lock floored opponents.
|nsc1name=[[Laser Blaze]]
|nsc1dmg=5%
|nsc1desc=Fires spammable green energy pellets that cause flinching. Similar to {{SSBU|Falco}}'s [[Blaster]], but fires at a slightly faster rate and inflicts 1.66x more damage. It does not lose strength while traveling, making it a useful damage racker. The lasers can also lock floored opponents.
|nsc2name=[[Grenade Launch]]
|nsc2dmg=1.3% (hits 1 -5), 6.5% (hit 6)
|nsc2desc=After a pause, the Mii Gunner fires a grenade from their arm cannon. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. The grenade will explode around one second after launch, or detonate on impact with enemies, dealing multiple hits with a final launching hit. The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. The Mii Gunner can maneuver in the air while preparing to fire the grenade. It is overall a useful move for covering and limiting movement options, or edgeguarding recovering opponents; coupled with its low ending lag, it can start low percent combos or constantly deter approaches.
|ssdefname=Flame Pillar
|ssdefdmg=2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6)
|ssdefdesc=Fires an energy shot diagonally down that erupts into a pillar of [[flame]] that lingers for a few moments. The pillar, similar to {{SSBU|Robin}}'s [[Arcfire]], hits multiple times, with the last hit launching opponents away. If used in midair, the projectile's angle is more diagonal and travels further. The pillar will slowly drift downwards if it hits an aerial opponent, allowing it to function as an edgeguard if it hits an enemy near a ledge. It is otherwise a useful deterring tool, and can start combos from careless approaches, although it is less reliable for such a purpose compared to similar moves (like {{SSBU|Ness}}' [[PK Fire]]) due to its high ending lag. Can confirm into a Charge Blast, reliably KOing opponents at 80 percent on the ledge.
|ssc1name=[[Stealth Burst]]
|ssc1dmg=12.1 - 18%
|ssc1desc=Fires a small shining energy shot that detonates when the button is released, similarly to {{SSBU|Zelda}}'s [[Din's Fire]] but only traveling straight. As the name suggests, Stealth Burst is very hard to telegraph due to how small its particle effect is, making it useful for mindgames and edgeguarding. Holding the button gives the shot more distance and power before detonating. Using it in the air will slow the Gunner's fall speed momentarily. All charge levels have KO potential, with no-charge/fully-charged Stealth Bursts KOing at around 133%/110%. However, its hitbox is rather small, especially if uncharged.
|ssc2name=[[Gunner Missile]]
|ssc2dmg=7.5% (homing missile), 14.5% (super missile)
|ssc2desc=Functions like {{SSBU|Samus}}'s [[Missile]]: holding the button will fire a homing missile, and inputting like a smash attack fires a super missile. Each missile travels a different distance, with the homing variant traveling more than half of Final Destination, and the super variant traveling almost the stage's full length. The homing missiles have decent homing capabilities, while the super missiles speed up after an initial pause and have good KO potential, able to KO Mario at the edge of Final Destination from 120%. The super missile can combo into Charge Blast if both are fired one after another against an opponent at medium distance. Homing missiles can lock floored opponents.
|usdefname=Lunar Launch
|usdefdmg=7%
|usdefdesc=The Gunner fires a flaming projectile beneath themselves, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%.
|usc1name=[[Cannon Jump Kick]]
|usc1dmg=9% (concussive blast), 8% (kick), 6% (late)
|usc1desc=Fires a concussive blast, then propels themselves with the arm cannon while kicking into the air. A sweetspotted concussive blast can meteor smash midair opponents. The kick itself is extremely powerful and the clean hit lasts for most of the move; coupled with it starting on frame 6 and granting [[intangibility]] on 5-7 while grounded, it is an excellent [[out of shield]] option. KOs as early as 115% onstage. However, it is extremely ineffective for recovery, as it covers the lowest vertical distance out of all the Mii Gunner's up specials.
|usc2name=[[Arm Rocket]]
|usc2dmg=0%
|usc2desc=Propels themselves with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version of [[Rocketbarrel Boost]] but without any damaging hitboxes. It grants a similar amount of distance as Lunar Launch, though its ability to be maneuvered in curves grants it better recovery angles and makes it the best up special move the Mii Gunner has for horizontal recovery.
|dsdefname=Echo Reflector
|dsdefdmg=2% (activation), 1.5× damage (reflected projectiles)
|dsdefdesc= Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. [[Reflection|Reflects]] projectiles at 1.5x their original strength. Despite its appearance, projectiles from above will also be reflected. It is similar to {{SSBU|Fox}}'s Reflector, however the hitbox at the beginning deals less knockback, and it does not provide brief intangibility, but in return the reflected projectiles deal an extra 0.1x damage.
|dsc1name=[[Bomb Drop]]
|dsc1dmg=2% (bomb), 9% (explosion)
|dsc1desc=Drops a small bomb that bounces off the ground and explodes either upon contact with an enemy, or after a set time (134 frames, or roughly 2.2 seconds). Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. It is overall a useful stage control move, as it can block opposing projectiles, trap opponents at ledges, and can even KO at around 170%. However, opponents can knock the bomb away with their own attacks, and the bomb will harm the Mii Gunner while it is knocked around.
|dsc2name=[[Absorbing Vortex]]
|dsc2dmg=4%
|dsc2desc=Covers themselves with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's [[PSI Magnet]]. However, unlike Ness, Absorbing Vortex does not have multiple hits, instead only having a single hit upon start-up (7 frames). Heals 1.4x the damage the Gunner would have taken. Upon activation, as well as when absorbing projectiles, any nearby opponents will take slight damage. This hitbox is capable of [[lock]]ing. However, the minimal hitstun of this move invalidates the combo potential. Additionally, Absorbing Vortex reduces falling speed, allowing Gunner to stall in mid air, allowing it to be used as a potential landing mixup.
|fsname=Full Blast
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)
|fsdesc=The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. Can be angled during the move. The middle of the laser does slightly more damage than the mini lasers. It will deal more damage (3.1%) when the mini lasers are lined up with the big lasers as both hitboxes will hit at the same time. Similarly, the final hit will deal 10% if both the mini and big laser's final hit land.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=104 | rweight=22-26
| dash=1.63 | rdash=86
| run=1.37 | rrun=85
| walk=1 | rwalk=57
| trac=0.076 | rtrac=88-89
| airfric=0.012 | rairfric=34-39
| air=0.93 | rair=75
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.043 | raddaccel=67-68
| gravity=0.098 | rgravity=34-36
| fall=1.45 | rfall=65
| ff=2.32 | rff=63
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.9 | rjumpheight=60
| shorthop=14.6 | rshorthop=65
| djump=32.3 | rdjump=57
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mii Gunner English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
*Emerges from a burst of electricity, then points their arm cannon to the left side of the screen.
<gallery>
GunnerOnScreenAppearanceSSBU.gif|Mii Gunner's on-screen appearance
</gallery>
 
===[[Taunt]]s===
*'''Up taunt''': Using their free hand to hold the arm cannon, they aim it towards the left side of the screen, slightly kneeling down in a "readying" pose. They then proceed to aim to the right, with the arm cannon slightly angled higher. Each time the Gunner points their arm cannon, it makes a clicking noise while emitting a brief flash from the tip. No matter what direction the Gunner faces, they always aim in the same direction. Unlike in ''Smash 4'', the Mii Gunner now shows an angry expression instead of a neutral one.
*'''Side taunt''': They raise their arm cannon in an upward position and cock it while facing forward. A brief flash is emitted from the tip of the arm cannon.
*'''Down taunt''': While kneeling, they thrust their arm cannon onto the ground and proceed to release small bursts of fire.
<gallery>
SSBUMiiGunnerTaunt1.gif|Mii Gunner's up taunt.
SSBUMiiGunnerTaunt2.gif|Mii Gunner's side taunt.
SSBUMiiGunnerTaunt3.gif|Mii Gunner's down taunt.
</gallery>


===[[Idle pose]]s===
===Attributes===
*Briefly examines their arm cannon.
*{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation now takes three frames to complete.}}
*Points their arm cannon to their right, then glances to their left cautiously.
<gallery>
SSBUMiiGunnerIdle1.gif|Mii Gunner's first idle pose.
SSBUMiiGunnerIdle2.gif|Mii Gunner's second idle pose.
</gallery>


===[[Crowd cheer]]===
===Ground attacks===
<div class="tabber">
*{{change|[[Neutral attack]]'s hits are now a jab with the left hand, followed by a kick, then an explosion for the final hit.}}
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
*{{buff|[[Forward tilt]] has reduced startup and ending lag.}}
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
*{{buff|[[Down tilt]] has reduced startup and greatly reduced ending lag.}}
|-
*{{buff|[[Forward smash]] has had slightly reduced startup and ending lag.}}
!{{{name|}}}
*{{buff|[[Up smash]] has had its ending lag greatly reduced.}}
!Cheer (English)
*{{nerf|[[Down smash]] has had its range reduced on the first hit.}}
!Cheer (Japanese/Chinese)
*{{change|The first hit of its down smash no longer drags opponents in behind Mii Gunner.}}
!Cheer (Italian)
**{{nerf|This hinders the move's usability in situations it previously excelled in, such as a by the ledge.}}
!Cheer (Dutch)
**{{buff|To compensate, the first hit's damage has been increased to nearly match of the second hit's, making the damage output overall more consistent.}}
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Mii Cheer English SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSBU.ogg|center]]||[[File:Mii Cheer Italian SSBU.ogg|center]]||[[File:Mii Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii! || Mii! Mii! Mii Mii Mii! || Mi - i! Mi - i! *clap 4 times* || Mii Mii! Een twee drie! || Mii Mii Mii!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Mii Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mii Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg]]||<center>[[File:Mii Cheer Russian SSBU.ogg|center]]</center>||[[File:Mii Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Mii Mii Mii! || Mii! Mii! Rah - Rah - Rah! || Mii! -- Mii! -- Mii!|| Mii! Mii! Mii Mii Mii!
|}
</div>
</div>


===[[Victory pose]]s===
===Aerial attacks===
*'''Left:''' Rolls in from offscreen, then fires their arm cannon left and right before spinning and firing one final shot.
*{{buff|[[Neutral aerial]] has increased range and reduced landing lag. It can now lead into followups upon landing.}}
*'''Up:''' Performs their up smash, a cannon shot in front, then a barrage of shots similar to their forward smash.
*{{nerf|[[Forward aerial]] has decreased range and slightly more landing lag.}}
*'''Right:''' Swings arm cannon around twice before firing it while pointing it ahead, simultaneously emitting a burst of flame. Appears similar to the Mii Gunner's neutral attack in ''Smash 4''.
*{{buff|[[Back aerial]] has less landing lag.}}
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
*{{change|[[Up aerial]] has a new animation. Mii Gunner now "stands" upright while performing the move, rather than laying on her back.}}
<gallery>
**{{buff|The move itself has reduced startup and landing lag.}}
MiiGunnerVictory1SSBU.gif
**{{nerf|The move's duration has been shortened, making it less effective at trapping opponents air dodges.}}
MiiGunnerVictory2SSBU.gif
*{{buff|[[Down aerial]] has decreased startup and landing lag.}}
MiiGunnerVictory3SSBU.gif
</gallery>


==In [[competitive play]]==
===Throws/other attacks===
===Most historically significant players===
*{{change|The Mii Gunner's [[pummel]] is now a knee strike, rather than an arm cannon bash.}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{buff|All of Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.}}


''See also: [[:Category:Mii Gunner players (SSBU)]]''
===Special Moves===
 
*{{buff|Like {{SSBU|Samus}}'s [[Charge Shot]], [[Charge Blast]] can be now charged while in mid-air.}}
*{{Sm|Capitancito|Dominican Republic}} - The best Mii Gunner player of all-time with results that no other Mii Gunner player has ever achieved, including 2nd at {{Trn|Low Tide City 2023}}. At majors, he has placed 9th at the {{Trn|LVL UP EXPO 2023}}, 17th at {{Trn|Luminosity Makes BIG Moves 2024}}, and 33rd at several supermajors, including {{Trn|MomoCon 2022}} and {{Trn|Get On My Level 2023}}. He is the only solo-Mii Gunner ranked in the top 100, ranking 70th on the [[LumiRank 2023]].
*{{buff|[[Flame Pillar]] has reduced startup and ending lag. The projectile itself now hits multiple times, similar to {{SSBU|Robin}}'s [[Arcfire]], making it better for pressuring shields and allowing for better follow-ups on-stage.}}
*{{Sm|Deon|UK}} - The best Mii Gunner in Europe in the early metagame, placing 25th at {{Trn|Syndicate 2019}} and 33rd at the major {{Trn|Ultimate Fighting Arena 2019}} while defeating {{Sm|Mr.R}} in the former, the best win for a Mii Gunner player during this period. His activity since 2019 has been limited.
*{{buff|[[Lunar Launch]] travels a much greater distance, making it better for recovering with.}}
*{{Sm|Tsumusuto|Japan}} - The best {{SSBU|Dr. Mario}} player in Japan who used Mii Gunner as a secondary at many tournaments such as his 2nd place at {{Trn|Sumabato SP 13}} with a win over {{Sm|Masashi}}, and others such as 9th at {{Trn|Toyota Grand Slum 13}} and 33rd at {{Trn|Umebura SP 6}}.
**{{nerf|Mii Gunner's aerial drift after using Lunar Launch has been reduced, making it worse for drifting back on stage after the move is over.}}
 
*{{change|[[Cannon Uppercut]] has been reworked into [[Cannon Jump Kick]], which still features a launch with Mii Gunner's arm cannon but uses a kick instead of a punch to deal damage while moving up.}}
===Tier placement and history===
*{{change|[[Echo Reflector]] has been redesigned; it is now two yellow hexagons that rotate around Mii Gunner.}}
Much like the other Mii Fighters, the Mii Gunner was perceived lukewarmly on release due to the improvements to their movesets. While the severe nerfs to their mobility were noted, along with the loss of their more infamous camping tools (most notably a shorter forward aerial, weaker [[Gunner Missile]]s, and the nerfs to [[Grenade Launch]]), the buffs to their other moves more than made up for it, as it improved a majority of attacks that were lackluster in ''Smash 4'' (such as forward smash, up aerial and their throws). Overall, they were considered a relatively average "zoner"-type character. Despite this, the Gunner was one of the most obscure characters in competitive play in the early metagame; both the Mii Gunner and {{SSBU|Mii Brawler}} were overshadowed by the extremely positive perception of the {{SSBU|Mii Swordfighter}}, who took in most of the Mii Fighter's representation overall.
*{{buff|[[Laser Blaze]] now makes opponents flinch, similar to Falco's lasers.}}
 
*{{buff|[[Arm Rocket]] can now be tilted left or right to adjust the Mii's flight angle.}}
As the metagame progressed, Mii Gunner started to see brief yet limited success from players such as {{Sm|Deon}} and {{Sm|Tsumusuto}}. The character received even more success following the end of the online era thanks to the efforts of {{Sm|Capitancito}}, who had taken sets from several top players and consistently placed highly at regional-level tournaments. Despite these results, professionals still agree that the Mii Gunner is significantly outclassed by other zoners with similar playstyles, such as {{SSBU|Samus}}. Regardless, Mii Gunner is ranked 61st on the first tier list, before jumping onto the 58th place on the second and current tier list.
*{{change|[[Bomb Drop]] can now be triggered manually.]]


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-53MiiGunner.jpg|thumb|Finding Mii Gunner in World of Light|left]]
The Mii Gunner was absent in the World of Light trailer, though it presumably became a [[Spirits (characters)|spirit]] alongside the rest of the galaxy (excluding {{SSBU|Kirby}}) when [[Galeem]] unleashed its beams of light.
Although the Mii Gunner is absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
 
In the mode itself, the default Mii Gunner can be found on the island that leads to the [[Forest Hill]].
 
Defeating Mii Gunner automatically adds the default Mii Gunner under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. This Mii cannot be restored if deleted.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|53
|[[File:Mii Gunner SSBU.png|center|64x64px]]
|Mii Gunner
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|7,500
|[[Tortimer Island]]
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
{{clr}}
 
==[[Spirit]]==
Mii Gunner's fighter spirit is available periodically for purchase in the shop for 300 Gold, but only if the player has a Mii Gunner. Unlocking Mii Gunner in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for the Mii Gunner only uses the default Gunner's artwork from ''Ultimate''.
 
<center>
<gallery>
SSBU spirit Mii Gunner.png|1,092. '''Mii Gunner'''
</gallery>
</center>
 
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|1,140
|{{SpiritTableName|Sukapon|link=y|size=64}}
|''Joy Mech Fight''
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (180 HP) (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Bear Hat, Bear Suit)
|{{SpiritType|Grab}}
|13,700
|[[Coliseum]]
|•Attack Power ↑<br>•Assist Trophy Enemies (Sukapon)
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Other|Clu Clu Land}}
|Dr. Little Emon
|-
|1,160
|{{SpiritTableName|Ray Mk II|size=64}}
|''Custom Robo'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Stealth Burst|2]][[Lunar Launch|1]][[Bomb Drop|2]], Ray Mk III Helmet, Ray Mk III Outfit, No Voice)
|{{SpiritType|Grab}}
|3,600
|[[Pokémon Stadium 2]] (hazards off)
|N/A
|•The enemy's ranged weapons have increased power<br>•The enemy favors special moves<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Other|Marionation Gear}}
|Ray Mk III
|-
|1,164
|{{SpiritTableName|Saki Amamiya|link=y|size=64}}
|''Sin & Punishment'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
|{{SpiritType|Attack}}
|9,200
|[[Moray Towers]] ([[Battlefield form]])
|N/A
|•The enemy's ranged weapons have increased power
|{{SSBUMusicLink|Mega Man|Opening Stage}}
|
|-
|1,206
|{{SpiritTableName|Chibi-Robo|link=y|size=64}}
|''Chibi-Robo!'' Series
|•Tiny {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Chibi-Robo Hat, Chibi-Robo Outfit)
|{{SpiritType|Grab}}
|3,500
|[[Living Room]]
|•Sudden Damage<br>•Assist Trophy Enemies ([[Nintendog]])
|•The enemy's energy attacks have increased power<br>•Hostile assist trophies will appear after a little while<br>•The enemy takes serious damage after a little while
|{{SSBUMusicLink|Other|Noisy Notebook}}
|
|-
|1,299
|{{SpiritTableName|Partner Eevee|size=64}}
|''Pokémon'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Echo Reflector|1]], SSB T-shirt, White Outfit Color, High Voice Type 4)
|{{SpiritType|Neutral}}
|8,000
|[[Pokémon Stadium]]
|•Attack Power ↑<br>•Defense ↑<br>•Item: [[Poké Ball]]
|•The enemy has increased defense<br>•The enemy has increased attack power<br>•Only certain Pokémon will emerge from Poké Balls ([[Eevee]])
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{s|bulbapedia|Elaine}}
|-
|1,347
|{{SpiritTableName|Radiant Gleam|size=64}}
|''DAEMON X MACHINA''
|•Giant {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (140 HP) (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Arm Rocket|3]][[Bomb Drop|2]],Bionic Helmet, Ray Mk III Outfit)
|{{SpiritType|Grab}}
|3,800
|[[Shadow Moses Island]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Moon]])<br>•Item: Exploding Types
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}
|
|-
|rowspan="2"|1,398
|{{SpiritTableName|Cuphead|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Cuphead''
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Red}} (140 HP)<br>•Giant {{SSBU|Peach}} Team {{Head|Peach|g=SSBU|s=20px|cl=White}}{{Head|Peach|g=SSBU|s=20px|cl=Red}}{{Head|Peach|g=SSBU|s=20px|cl=Green}} (70 HP)
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|9,400
|rowspan="2"|[[New Pork City]] ([[Ω form]])
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy's ranged weapons have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (140 HP) (Moveset Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit)<ref group="SB" name="DLC"/><br>•Giant {{SSBU|Peach}} Team {{Head|Peach|g=SSBU|s=20px|cl=White}}{{Head|Peach|g=SSBU|s=20px|cl=Red}}{{Head|Peach|g=SSBU|s=20px|cl=Green}} (70 HP)
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,399
|{{SpiritTableName|Mugman|size=64|dlcalt=y}}
|rowspan="2"|''Cuphead''
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}{{Head|Mega Man|g=SSBU|s=20px|cl=Red}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|9,400
|rowspan="2"|[[Garden of Hope]] (hazards off)
|rowspan="2"|•Sudden Final Smash<br>•Item: {{b|Screw Attack|item}}
|rowspan="2"|•The enemy will suddenly have a Final Smash after a little while<br>•The enemy favors neutral specials<br>•The enemy has increased attack power
|{{SSBUMusicLink|Other|Clu Clu Land}}
|rowspan="2"|Mugman and Cuphead
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit)<ref group="SB" name="DLC"/><br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit)
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|-
|rowspan="2"|1,441
|{{SpiritTableName|Barret|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Green Wild West outfit, Low Voice Type 3)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|3,500
|rowspan="2"|[[Midgar]] (hazards off)
|rowspan="2"|•Item: Exploding Types
|rowspan="2"|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•''The enemy starts the battle with a [[Bob-omb]]''
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Opening - Bombing Mission}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Barret's Outfit, Low Voice Type 3)<ref group="SB" name="DLC"/><br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×3 (80 HP) (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear)
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|43
|{{SpiritTableName|Shy Guy|link=y|size=64}}
|''Super Mario'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Suplex|3]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•Tail {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Hero's Spin|3]][[Reversal Slash|2]], Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
|{{SpiritType|Neutral}}
|1,500
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|•Item: Throwing Types
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|{{S|mariowiki|Fly Guy}}
|-
|971
|{{SpiritTableName|Poppi α|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset: [[Laser Blaze|2]][[Flame Pillar|1]][[Cannon Jump Kick|2]][[Absorbing Vortex|3]], Dixie Kong Wig, Special Forces Outfit)
|{{SpiritType|Shield}}
|3,800
|[[Midgar]] (hazards off)
|•Assist Trophy Enemies ([[Jeff]])
|•Hostile assist trophies will appear after a little while<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Still, Move Forward!}}
|Poppi α
|-
|1,079
|{{SpiritTableName|Sebastian Tute|size=64}}
|''Wii Music''
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Prince's Crown, Butler Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Saki Amamiya Wig, Steampunk Getup)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Feint Jump|2]], Isaac Wig, Toy-Con Outfit)
|{{SpiritType|Grab}}
|8,900
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Only certain Pokémon will emerge from Poké Balls ([[Meloetta]])<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|Susie Tute
|-
|1,080
|{{SpiritTableName|Party Phil|size=64}}
|''Wii Party'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Top Hat, Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Top Hat, Standard Outfit)
|{{SpiritType|Shield}}
|8,800
|[[WarioWare, Inc.]] ([[Battlefield form]])
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|Mii
|-
|1,084
|{{SpiritTableName|Coraline|size=64}}
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Pirate Hat, Splatoon 2 Outfit, No Voice)
|{{SpiritType|Grab}}
|1,800
|[[Wuhu Island]] (Speedboat)
|N/A
|•The enemy favors side specials
|{{SSBUMusicLink|Other|Mii Plaza}}
|Mii
|-
|1,094
|{{SpiritTableName|Smash Ball|link=y|size=64}}
|''Super Smash Bros.'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt, Low Voice 9)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Flame Pillar|1]][[Lunar Launch|1]][[Absorbing Vortex|3]], SSB T-shirt, High Voice 2)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|3]][[Hero's Spin|3]][[Reversal Slash|2]], SSB T-shirt, Normal Voice 5)
|{{SpiritType|Grab}}
|9,600
|{{SSBU|Final Destination}} ([[Battlefield form]])
|•Sudden Final Smash<br>•Item: [[Food]]
|•Survive until the timer runs out (1:30)<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|Mii Gunner
|-
|1,165
|{{SpiritTableName|Isa Jo|size=64}}
|''Sin & Punishment'' Series
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Bomb Drop|2]], Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
|{{SpiritType|Shield}}
|3,600
|[[Midgar]] (hazards off)
|N/A
|•The enemy starts the battle with a [[Ray Gun]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Mega Man|Opening Stage}}
|Saki Amamiya
|-
|1,260
|{{SpiritTableName|Nikki|link=y|size=64}}
|''Swapnote'' Series {{Flag|North America}}<br>''Nintendo Letter Box'' Series {{Flag|PAL}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Airborne Assault|1]][[Stone Scabbard|1]][[Blade Counter|1]], Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
|{{SpiritType|Grab}}
|8,900
|[[PictoChat 2]] ([[Ω form]])
|•Assist Trophy Enemies (Nikki)
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Mii Plaza}}
|Nikki (Gunner)
|-
|1,310
|{{SpiritTableName|Ryuji Sakamoto|link=y|size=64}}
|''Persona'' Series
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•Giant {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Stealth Burst|2]][[Lunar Launch|1]][[Echo Reflector|1]], Pirate Hat, Steampunk Getup, Black Outfit Color, No Voice)
|{{SpiritType|Shield}}
|4,800
|[[Luigi's Mansion]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Persona|Last Surprise}}
|[https://megamitensei.fandom.com/wiki/Captain_Kidd Captain Kidd]
|-
|1,320
|{{SpiritTableName|Toy-Con VR Goggles|size=64}}
|''Nintendo Labo'' Series
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Cannon Jump Kick|2]][[Bomb Drop|2]], Toy-Con Visor, Red Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Arm Rocket|3]][[Absorbing Vortex|3]], Toy-Con Visor, Blue Standard Outfit)
|{{SpiritType|Shield}}
|3,800
|[[Gamer]] (Single building layout)
|•Assist Trophy Enemies ([[Yuri Kozukata]])<br>•Item: [[Dragoon]] Parts
|•Hostile assist trophies will appear after a little while
|{{SSBUMusicLink|Other|Garage}}
|Neon Red & Blue Joy-Con controllers
|-
|1,448
|{{SpiritTableName|The Turks & Rufus Shinra|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}}×2 (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Absorbing Vortex|3]], Business Suit - White)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Business Suit - White)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Business Suit - White)
|{{SpiritType|Grab}}
|7,700
|[[Fourside]] ([[Battlefield form]])
|•Item: Exploding Types
|•Reinforcements will appear after an enemy is KO'd<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Elena and Tseng
|-
|1,479
|{{SpiritTableName|Kuma & Panda|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Helicopter Kick|2]][[Feint Jump|2]], Bear Hat, Cat Suit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Attack}}
|1,900
|[[Gaur Plain]] ([[Battlefield form]])
|•Uncontrollable Speed
|•The enemy is very fast and can't stop quickly after a little while<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Yodeling in Meadow Hill}}
|Panda
|-
|1,480
|{{SpiritTableName|Nina Williams|size=64}}
|''Tekken'' Series
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}}×2 (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Arm Rocket|3]][[Bomb Drop|2]], Special Forces Helmet, Special Forces Outfit)
|{{SpiritType|Shield}}
|3,700
|[[Shadow Moses Island]] (hazards off)
|N/A
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Karma}}
|Tekken Force
|-
|1,482
|{{SpiritTableName|Ling Xiaoyu|size=64}}
|''Tekken'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (130 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Ashley Wig, Orange Fighter Uniform)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (130 HP) (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Cat Hat, K.K. Slider Outfit)
|{{SpiritType|Shield}}
|3,800
|[[New Pork City]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Tekken|Moonsiders 1st}}
|Panda
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>
 
==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
{{main|Alternate costume (SSBU)/Mii Fighter}}
 
==Gallery==
<gallery>
SSBU Mii Fighter Number.png|Mii Gunner in Mii Fighters' fighter card.
Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice when obtaining them in [[World of Light]].
SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]].
SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]].
SSBUWebsiteMiiFighter4.jpg|[[Dash]]ing after [[Olimar (SSBU)|Pikmin]] on [[Find Mii]].
SSBUWebsiteMiiFighter6.jpg|Mii Gunner [[shielding]] on {{SSB4|Mario Circuit}}.
</gallery>
===Fighter Showcase Video===
{{#widget:YouTube|id=qdSKO-mc2n8}}
 
==Trivia==
*From September 1st to September 7th, 2019, Google search results for the Mii Gunner had risen to an all-time high, presumably because of the September 2019 Nintendo Direct and the accompanying announcement of the [[Sans]] costume for the Mii Gunner.<ref>https://twitter.com/asadfarooqui_/status/1212375633138982913?s=21</ref>
*Out of all the Mii Fighters' special moves, [[Arm Rocket]] is the only one that does not deal damage.
*Despite no longer wearing the ammo backpacks, the [[Palutena's Guidance]] conversation about Mii Gunner still referenced them prior to patch 1.2.0.
*Mii Gunner is one of five characters whose unlocking battle in World of Light is not on either {{SSBU|Final Destination}} or an Ω form stage. The other four are {{SSBU|Peach}}, {{SSBU|Daisy}}, {{SSBU|Toon Link}}, and {{SSBU|King K. Rool}}.
*The Mii Gunner is the only Mii that does not possess a counterattack, instead having a reflector.
*The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial.
*In [[World of Light]], Mii Gunner is one of the few fighters who is not affiliated with [[Dharkon]] in any way, as all of their encounters as themselves or as a puppet fighter are all associated with [[Galeem]]. Toon Link, {{SSBU|Ness}}, {{SSBU|Roy}}, {{SSBU|Olimar}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Little Mac}}, {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and {{SSBU|Pokémon Trainer}} all share this distinction as well.


==References==
===Character Showcase Video===
{{Reflist}}
<youtube>qdSKO-mc2n8</youtube>


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Smash universe}}
{{Smash universe}}
[[Category:Mii Fighter (SSBU)| ]]
[[Category:Mii Fighter (SSBU)]]
[[Category:Mii Gunner (SSBU)| ]]
[[Category:Mii Gunner (SSBU)]]
[[Category:Spirits]]
[[es:Tirador Mii (SSBU)]]

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