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|availability = [[Character customization|Custom]] | |availability = [[Character customization|Custom]] | ||
|tier = C+ | |tier = C+ | ||
|ranking = | |ranking = 61 | ||
}} | }} | ||
<!--NOTICE BEFORE EDITING: When using pronouns, | <!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | ||
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]]. | 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. | 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 | The Mii Gunner is ranked 61st 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== | ==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). | 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, | 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 are both good at 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 Falco and Fox'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. | 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. Forward smash and up aerial are both among the longest-ranged moves in the game (the latter 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), forward tilt and neutral air are good tools to push pressuring opponents off of them, and 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 can be used to perform a technique called gundashing, which is an excellent technique that significantly helps mitigate the Mii Gunner's lacking mobility and their recovery. Alongside the aforementioned moves are a slew of moves that have respectable KO'ing power such as up smash, up tilt, down tilt, down smash, and 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 | 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. | ||
Of course, the 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 tilt, 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. | |||
While the Mii Gunner's array of special moves are all very potent, there are some that do not come without their weaknesses. Laser Blaze is a fairly slow and easily interceptible 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 them a poor choice to use against opponents with disjoints. | |||
Overall, the Mii Gunner is a jack | 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 possesses no damaging hitbox despite its fantastic mobility and distance, Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance, and Cannon Jump Kick is a terrible recovery move, providing very little distance both horizontally and vertically while also being very slow and easily intercepted. | ||
Overall, the Mii Gunner is a jack of all trades amalgamation of all 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 fighter, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have a fatal flaw to prevent them from being overpowered and/or are an inferior version of a similar move other fighters possess. Their strengths do marginally outweight their weaknesses and as a result, is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provide 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 Samus and can be a potent zoner, though due to their aforementioned weaknesses, they are considered to be an inferior zoner to characters such as Samus, Snake, and the Belmonts. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
The Mii Gunner | Like the other {{SSBU|Mii Fighter}}s, the Mii Gunner retains their general moveset, with many direct changes to how their [[special move]]s function. The changes to the Gunner's specials were not as drastic as those of the {{SSBU|Mii Brawler}} (who gained four completely new special moves), but are rather alterations and improvements to the Gunner's moveset, much like the {{SSBU|Mii Swordfighter}}. However, the Gunner's changes are a mixed bag of buffs and nerfs overall. | ||
Like the other Mii Fighter types, the Mii Gunner now has set attributes, including high [[weight]] (the Gunner is now a heavyweight weighing as much as {{SSBU|Captain Falcon}}, even surpassing the largest possible Mii Fighter in ''Smash 4''), significantly increasing their survivability in general, especially since the Gunner's below average [[falling speed]] has been unaltered. However, the rest of the Gunner's attributes have been heavily worsened, with many of their stats being significantly below average or even bottom 10 (notably their [[run]] speed, initial dash speed, and [[air speed]]). As a result, the Gunner's staying power is now above average, but their overall mobility has become one of the slowest in the game, further enforcing the Gunner's camping-centric playstyle. | |||
The Gunner's standard moveset has been buffed in various ways. Their inconsistent [[jab]] 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 ([[forward tilt]]), greatly increased damage ([[forward smash]]), or KO potential (forward smash and the second hit of [[down smash]], which now acts individually for each hit instead of leading into one another). | |||
The universal frame 3 jumpsquat and reduction to landing lag benefit the Gunner as well, as they now have faster access to their powerful air game and are less vulnerable against shield. The Gunner's [[throw]]s, previously notorious for all dealing 5%, have been buffed, with [[up throw]] now being the second most damaging in the game behind {{SSBU|King K. Rool}}, and [[down throw]] being much more reliable for starting combos till mid percents. | |||
The Gunner's special moves have been a mix of changes, though the majority of their specials have been significantly buffed. Many of their projectiles (such as [[Charge Blast]], super missiles from [[Gunner Missile]], and [[Stealth Burst]]) do vastly increased damage or knockback, fixing one of the Gunner's old problems of KO potential. Those that have not gained power buffs have instead been improved as utility projectiles, with [[Flame Pillar]], [[Laser Blaze]] and [[Bomb Drop]] each having heavily improved abilities (multi-hit combo initiation, no damage falloff, and stage control, respectively). The Gunner's [[recovery]] moves have also been buffed, as [[Lunar Launch]] travels significantly higher, [[Cannon Jump Kick]] has excellent [[out of shield]] KO power, and [[Arm Rocket]]'s trajectory can be altered during travel. | |||
However, the Mii Gunner has received notable nerfs. | However, the Mii Gunner has received notable nerfs. The Gunner's mobility changes are by far the most glaring weakness from their transition to ''Ultimate'', as they now have to rely on spacing to compensate for their significantly lowered movement speed, which is amplified due to the cast receiving many movement buffs in general. The Gunner's powerful tilts have been slightly toned down, limiting their fastest grounded KO options, while [[forward aerial]], previously a pinnacle of the Gunner's [[neutral game]], had its distance reduced without compensation for landing lag, though this has since been marginally rectified in the 2.0 update. | ||
Some of the Gunner's specials have been nerfed, most notably with [[Grenade Launch]] and Gunner Missile; Grenade Lauch's lowered ending lag does not compensate for the utility it had in ''Smash 4'' (since its startup was heavily increased and it can now only fire in one direction and trajectory), while homing missiles now sacrifice homing ability for speed, making them less effective. Finally, the Mii Gunner's combo potential is still limited despite the buffs they received, as their combo initiators act as "hit-and-run" spacing attacks with few followups (such as their tilt attacks and neutral aerial). | |||
Overall, the Mii Gunner | Overall, the Mii Gunner has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, who has to rely on 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 the [[Belmont]]s. While a more effective fighter compared to their iteration in ''Smash 4'', the Gunner's viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined due to their small playerbase and sparse results. Nevertheless, it has seen success, with players such as {{Sm|Katakiri}} placing in the top 8 of {{Trn|2GG: Run it Back}}. | ||
{{SSB4 to SSBU changelist|char=Mii Gunner}} | {{SSB4 to SSBU changelist|char=Mii Gunner}} | ||
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|dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}}) | |dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}}) | ||
|dtiltdmg=14% | |dtiltdmg=14% | ||
|dtiltdesc=Fires a burst of flame onto the ground in front of | |dtiltdesc=Fires a burst of flame onto the ground in front of themself, 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}}) | |dashname=Fire Knuckle ({{ja|ファイアナックル|Faia Nakkuru}}) | ||
|dashdmg=11% | |dashdmg=11% | ||
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|fsmashname=Gatling Shot ({{ja|ガトリングショット|Gatoringu Shotto}}) | |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) | |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 | |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 safe on shield at max distance due to its decently low ending lag. For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. 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}}) | |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) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2.5}} (hits 2 - 4), {{ChargedSmashDmgSSBU|7}} (hit 5) | ||
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|dsmashname=Combination Low Shot ({{ja|コンビネーションローショット|Konbunēshon Rō Shotto}}) | |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) | |dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind) | ||
|dsmashdesc=Fires two bursts of flame | |dsmashdesc=Fires two bursts of flame onto the ground, first in front then behind of themself. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Both hits have deceptively high range, especially the second hit. The second hit uses the combined damage of the Gunner's previous down smash, which connected into each other; as a result, it has very high KO power, KOing Mario from the edge of Final Destination at 66%. | ||
|nairname=Cannon Swing ({{ja|キャノンスイング|Kyanon Suingu}}) | |nairname=Cannon Swing ({{ja|キャノンスイング|Kyanon Suingu}}) | ||
|nairdmg={{ShortHopDmgSSBU|10}} | |nairdmg={{ShortHopDmgSSBU|10}} | ||
|nairdesc=Sweeps their arm cannon downward in an arc around | |nairdesc=Sweeps their arm cannon downward in an arc around themself 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}}) | |fairname=Aerial Shot ({{ja|エアリアルショット|Eariru Shotto}}) | ||
|fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far) | |fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far) | ||
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|bairname=Back Fire ({{ja|バックファイア|Bakku Faia}}) | |bairname=Back Fire ({{ja|バックファイア|Bakku Faia}}) | ||
|bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late) | |bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late) | ||
|bairdesc=Releases a burst of flames from the arm cannon behind | |bairdesc=Releases a burst of flames from the arm cannon behind themself. 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}}) | |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) | |uairdmg={{ShortHopDmgSSBU|1.7}} (hits 1 - 6), {{ShortHopDmgSSBU|4}} (hit 7) | ||
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|dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}}) | |dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}}) | ||
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late) | |dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late) | ||
|dairdesc=The Gunner pauses, then fires a single burst of flame below | |dairdesc=The Gunner pauses, then fires a single burst of flame below themself. 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}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=The Gunner reaches in front of | |grabdesc=The Gunner reaches in front of themself 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}}) | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname=Gunner Knuckle ({{ja|ガンナーナックル|Gunnā Nakkuru}}) | |fthrowname=Gunner Knuckle ({{ja|ガンナーナックル|Gunnā Nakkuru}}) | ||
|fthrowdmg=4% (punch), 3% (throw) | |fthrowdmg=4% (punch), 3% (throw) | ||
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|bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}}) | |bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}}) | ||
|bthrowdmg=7% (throw), 3% (energy pellet) | |bthrowdmg=7% (throw), 3% (energy pellet) | ||
|bthrowdesc=Tosses the opponent behind | |bthrowdesc=Tosses the opponent behind themself, 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}}) | |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) | |uthrowdmg=7% (throw), 3% (both energy pellets) | ||
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|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Shoots a blast of fire in front then behind | |floortdesc=Shoots a blast of fire in front then behind themself. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
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|ssdefname=Flame Pillar | |ssdefname=Flame Pillar | ||
|ssdefdmg=2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6) | |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 | |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. Can confirm into a charge blast, reliably KOing opponents at 80 percent on the ledge. | ||
|ssc1name=[[Stealth Burst]] | |ssc1name=[[Stealth Burst]] | ||
|ssc1dmg=12.1 - 18% | |ssc1dmg=12.1 - 18% | ||
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|usdefname=Lunar Launch | |usdefname=Lunar Launch | ||
|usdefdmg=7% | |usdefdmg=7% | ||
|usdefdesc=The Gunner fires a flaming projectile beneath | |usdefdesc=The Gunner fires a flaming projectile beneath themself, 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]] | |usc1name=[[Cannon Jump Kick]] | ||
|usc1dmg=9% (concussive blast), 8% (kick), 6% (late) | |usc1dmg=9% (concussive blast), 8% (kick), 6% (late) | ||
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|usc2name=[[Arm Rocket]] | |usc2name=[[Arm Rocket]] | ||
|usc2dmg=0% | |usc2dmg=0% | ||
|usc2desc=Propels | |usc2desc=Propels themself 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, and grants the most distance and maneuverability out of all the Gunner's up specials. | ||
|dsdefname=Echo Reflector | |dsdefname=Echo Reflector | ||
|dsdefdmg=2% (activation), 1.5× damage (reflected projectiles) | |dsdefdmg=2% (activation), 1.5× damage (reflected projectiles) | ||
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|dsc2name=[[Absorbing Vortex]] | |dsc2name=[[Absorbing Vortex]] | ||
|dsc2dmg=4% | |dsc2dmg=4% | ||
|dsc2desc=Covers | |dsc2desc=Covers themself 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 | |fsname=Full Blast | ||
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit) | |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. | |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. | ||
}} | }} | ||
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*Points their arm cannon to their right, then glances to their left cautiously. | *Points their arm cannon to their right, then glances to their left cautiously. | ||
<gallery> | <gallery> | ||
SSBUMiiGunnerIdle1.gif|Mii Gunner's first idle pose | SSBUMiiGunnerIdle1.gif|Mii Gunner's first idle pose | ||
SSBUMiiGunnerIdle2.gif|Mii Gunner's second idle pose | SSBUMiiGunnerIdle2.gif|Mii Gunner's second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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. | |||
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}} and [[Simon (SSBU)|the]] [[Richter (SSBU)|Belmonts]]. Regardless, Mii Gunner is ranked 61st on the first and current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 --> | ||
''See also: [[:Category:Mii Gunner players (SSBU)]]'' | ''See also: [[:Category:Mii Gunner players (SSBU)]]'' | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
*{{Sm|Capitancito|Dominican Republic}} - | *{{Sm|Kota|USA}} - One of the best Mii Gunner players in the United States. Placed 25th at {{Trn|Super Smash Con 2019}} and 33rd at {{Trn|MomoCon 2019}} along with {{SSBU|Zelda}} and {{SSBU|Ness}} with wins over players such as {{Sm|Mr E}}, {{Sm|ScAtt}}, and {{Sm|Fatality}}. Previously ranked as high as 6th on the [[Georgia Power Rankings]]. | ||
*{{Sm|Deon|UK}} - The best Mii Gunner in Europe | *{{Sm|Capitancito|Dominican Republic}} - One of the best Mii Gunner players in the world. Placed 2nd at both {{Trn|First Attack 2021}} and {{Trn|Blink Respawn 2022}}, 7th at {{Trn|SWT: Central America Ultimate Regional Finals}}, 9th at {{Trn|LVL UP EXPO 2023}}, and 33rd at both {{Trn|Pound 2022}} and {{Trn|Let's Make Moves Miami}} with wins over players such as {{Sm|Chag}}, {{Sm|Larry Lurr}}, and {{Sm|Tilde}}. Online, placed 1st at {{Trn|SWT: Central America South Ultimate Online Qualifier}} and 2nd at {{Trn|Return to Subspace: ONLINE}}. Ranked 11th on the [[Wi-Fi Warrior Rank v7]]. | ||
*{{Sm| | *{{Sm|Deon|UK}} - The best Mii Gunner in Europe. Placed 13th at {{Trn|BIG LAB: Awakening}}, 25th at {{Trn|Syndicate 2019}} and 33rd at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Valhalla III}}. Has wins over players such as {{Sm|Mr.R}}, {{Sm|Ogey}} and {{Sm|Yetey}}. Currently ranked 50th on the [[European Smash Rankings]] | ||
*{{Sm|Protom|USA}} - One of the best Mii Gunner players in the United States. Placed 7th at {{Trn|Smash at The Paramount}}, 25th at {{Trn|Tri-state Showdown: Fall 2019}}, and 33rd at {{Trn|Defend the North 2019}} with wins over players such as {{Sm|Frozen}}, {{Sm|John Numbers}}, and {{Sm|SMB}}. | |||
*{{Sm|Tsumusuto|Japan}} - Uses Mii Gunner as a secondary alongside {{SSBU|Dr. Mario}} and is one of the best Mii Gunner players in the world. Placed 4th at {{Trn|Karisuma SP 6}}, 7th at {{Trn|Sumabato SP 9}}, 13th at both {{Trn|Sumabato SP 10}} and {{Trn|Sumabato SP 12}}, and 25th at {{Trn|Maesuma TOP 2}} using both characters, with wins over players such as {{Sm|Kome}}, {{Sm|Masashi}}, and {{Sm|Jogibu}} . | |||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
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<gallery> | <gallery> | ||
SSBU Mii Fighter Number.png|Mii Gunner in Mii Fighters' fighter card. | SSBU Mii Fighter Number.png|Mii Gunner in Mii Fighters' fighter card. | ||
Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice | Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice. | ||
SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]]. | SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]]. | ||
SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]]. | SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]]. |