Editing Mii Gunner (SSBU)

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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|availability = [[Character customization|Custom]]
|tier = C+
|ranking = 58
}}
}}
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:{{cquote|An expert in long-range projectile combat.|cite=The Gunner's ''Ultimate'' description}}
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]].
<!--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.-->


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.
sans in smash


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.
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 #53.


==Attributes==
As with the other Mii Fighters, the Miis have 12 voice options, provided by Yuji Kishi, Takashi Ohara, Ryotaro Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shoji, Ayumi Fujimura, Makiko Ohmoto, Minami Takayama, and Kimiko Saito respectively.
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.
==Changes from ''[[Super Smash Bros. 4]]''==
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.


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}}.
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.


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.
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.  


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.
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).


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 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 low representation and results.


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]].
Much like the Mii Swordfighter, Mii Gunner's opinion has fared worse for the most part. Gunner shares similar weaknesses, such as very poor movement speed and a struggle against rushdown and disjoints. Additionally, while a great deal of their normals are fairly powerful, they are very laggy (i.e. up/down tilt, all smash attacks). Overall, Mii Gunner is considered to be a generally inferior zoner compared to characters such as Samus, the Belmonts and {{SSBU|Snake}}, though they have received a small amount of representation in the form of [[Chia]] (though she has dropped the character in favor of {{SSBU|R.O.B.}}, {{SSBU|King Dedede}} and {{SSBU|Joker}}).


==Changes from ''[[Super Smash Bros. 4]]''==
===Aesthetics===
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.
*{{change|Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Mii Gunners have had their body proportions adjusted.}}
*{{change|While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.}}
*{{change|The default Mii Gunner's color is now yellow instead of orange.}}
*{{change|The default outfits for the Mii Gunner has significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.}}
*{{change|The Mii Gunner has a new [[idle animation]] involving them standing with their arms spread, with their cannonless arm clenched in a fist.}}


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.
===Attributes===
*{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}}
**{{change|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''.}}
**{{nerf|The Mii Gunner [[walk]]s slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in ''Smash 4'').}}
**{{buff|The Mii Gunner [[dash]]es slightly faster (1.3 → 1.37).}}
***{{buff|The Mii Gunner's initial dash is slightly faster (1.6 → 1.613), although it is now the third-slowest initial dash speed, only beating {{SSBU|Olimar}} and {{SSBU|Dr. Mario}}.}}
**{{nerf|The Mii Gunner has significantly lower [[air acceleration]] (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.}}
**{{nerf|The Mii Gunner has a lower [[air speed]] (1.05 → 0.93), giving them the 67th highest air speed in the game (compared to 25th in ''Smash 4'').}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{change|Neutral attack's hits are now a jab with the left hand, followed by a kick, then an explosion from their arm cannon for the final hit.}}
**{{buff|The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.}}
**{{buff|Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can now [[lock]].}}
**{{change|Neutral attack's final hit deals slightly more damage (4% → 4.5%). However, the first two hits deal less damage (2% → 1.7%), making its total damage the same.}}
*[[Forward tilt]]:
**{{buff|All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).}}
**{{buff|Forward tilt has reduced startup (frame 10/11 → 7) and ending lag (frame 39 → 33).}}
**{{change|It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.}}
*[[Dash attack]]
**{{buff|Dash attack deals more damage (10 → 11) with knockback scaling not fully compensated (70 → 65), dealing more knockback.}}
**{{buff|Dash attack sends at a more horizontal angle (60 → 45) which combined with the above change enables it to KO at useful percentages.}}
**{{buff|The inner hitboxes were moved closer towards Mii Gunner, which combined with the new [[Jostle]] mechanics removes its blindspot.}}
**{{buff|It has an increased shieldstun multiplier (none → 1.5), making it safer on shield.}}
*[[Forward smash]]:
**{{buff|Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback, now KOing Mario from the center of Final Destination at 142% → 122%. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.}}
**{{buff|Forward smash is much harder to escape from.}}
*[[Up smash]]:
**{{buff|Up smash deals more total damage (16.5% → 17.5%).}}
**{{buff|Up smash KOs slightly earlier (KOs Mario on Final Destination at 124% → 122%).}}
*[[Down smash]]:
**{{change|The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).}}
***{{buff|However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.}}
**{{buff|Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).}}
**{{buff|Down smash's first hit KOs earlier (KOs Mario from the edge of Final Destination at 94% → 89%).}}
**{{buff|Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).}}
**{{nerf|Down smash has had its range slightly reduced on the first hit, though it still has high range.}}


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.
===Aerial attacks===
*{{buff|All aerials except forward aerial have reduced [[landing lag]] (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).}}
*[[Neutral aerial]]:
**{{buff|Due to Neutral aerial's reduced landing lag, it can now lead into followups upon landing.}}
**{{buff|Neutral aerial does more damage (6% → 10%).}}
**{{change|Neutral aerial has altered knockback (45 (base)/80 (scaling) → 65/40).}}
*[[Forward aerial]]:
**{{buff|Forward aerial does more damage (6/4% (close/far) → 8/6%).}}
**{{nerf|Forward aerial starts later (frame 10 → 12).}}
**{{nerf|Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This makes it worse for spacing.}}
*[[Back aerial]]:
**{{change|Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% → 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).}}
**{{buff|Back aerial's main hitbox has increased knockback (30 (base)/88 (scaling) → 29/96), which combined with its increased damage improves its KO potential.}}
*[[Up aerial]]:
**{{change|Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.}}
**{{change|The move's duration has been shortened, and the final hitbox ends earlier (frame 39 → 34, total frames: 61 → 59). This now allows the move to complete in a short hop, but makes it less effective at trapping air dodges.}}
***{{change|Up aerial now hits 7 times instead of 9 due to its shorter length.}}
**{{buff|Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).}}
**{{buff|Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.}}
**{{buff|Up aerial's final hit deals more knockback (40 (base)/170 (scaling) → 50/175) improving its KO potential.}}


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.
===Throws/other attacks===
*{{change|The Mii Gunner's [[pummel]] is now a knee strike, rather than an arm cannon bash.}}
*{{change|Pummel is much faster, but weaker (2% → 1.2%).}}
*{{nerf|The Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).}}
*{{nerf|Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).}}
*{{buff|All of the Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.}}
*[[Forward throw]]:
**{{buff|Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).}}
*[[Back throw]]:
**{{buff|Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).}}
**{{buff|The first hit now deals set knockback, allowing it to reliably connect into the second hit.}}
*[[Up throw]]:
**{{buff|Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the second most damaging up throw in the game, behind {{SSBU|King K. Rool}}. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.}}
**{{change|Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.}}
**{{buff|Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.}}
*[[Down throw]]:
**{{buff|Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).}}
**{{buff|Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.}}
**{{buff|Down throw has reduced ending lag (frame 42 → 40).}}
**{{nerf|Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced endlag.}}
*{{buff|[[Edge attack]] deals more damage (7% → 9%).}}


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.
===Special moves===
====Neutral specials====
*[[Charge Blast]]:
**{{change|The Mii Gunner no longer spins around before charging or firing a Charge Blast.}}
**{{buff|Like {{SSBU|Samus}}'s [[Charge Shot]], Charge Blast can be now charged and canceled with other actions while in mid-air.}}
**{{buff|Charge Blast deals more damage (no charge: 3.15% → 4%, full charge: 22% → 26%) with knockback compensated.}}
**{{buff|Charge Blast charges faster (frame 144 → 132).}}
*[[Laser Blaze]]:
**{{buff|Like {{SSBU|Falco}}'s lasers, Laser Blaze now makes opponents flinch, and can now [[lock]].}}
**{{buff|Laser Blaze now has a consistent hitbox that does not lose power, and deals increased damage (3-4% → 5%).}}
**{{buff|Laser Blaze fires faster (frame 12 → 10) and has less ending lag (frame 48 → 42).}}
**{{nerf|Consecutive shots take longer (frame 17 → 22).}}
*[[Grenade Launch]]:
**{{change|The Mii Gunner's arm cannon now glows with a orange-tinted "fuse" while preparing a grenade.}}
**{{buff|Grenade Launch deals much more damage (hits 1-5: 0.5% → 1.3%, hit 6: 6% → 6.5%; total damage: 8.5% → 12.2%).}}
**{{buff|Grenade Launch's final hit KOs slightly earlier (KOs Mario from the edge of Final Destination at 140% → 138%.)}}
**{{change|Grenade Launch can no longer be charged, and now launches a fixed distance. It travels further than an uncharged ''Smash 4'' Grenade Launch, but less than a fully-charged one.}}
**{{nerf|Grenade Launch has significantly higher startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.}}
**{{buff|Grenade Launch has lower ending lag (frame 56 → 53), making it safer after firing.}}
**{{nerf|The Mii Gunner can no longer change direction while charging the grenade, although they can still maneuver in midair.}}


{{SSB4 to SSBU changelist|char=Mii Gunner}}
====Side specials====
*[[Flame Pillar]]:
**{{buff|Flame Pillar now hits multiple times with a stronger final hit, similar to {{SSBU|Robin}}'s [[Arcfire]], making it better for pressuring shields and allowing it to set up for actual follow-ups, instead of only acting as a spacing tool.}}
**{{buff|As it is now a multi-hit move, Flame Pillar's total damage has increased (total damage: 10% → 11.6%) despite its hits dealing less damage (projectile: 4% → 2%, flame pillar: 6% → 2.2/2.6% (hits 2-5/6)).}}
**{{buff|Flame Pillar no longer cancels if the Mii Gunner lands before the projectile can fire.}}
**{{nerf|Flame Pillar has slightly more ending lag (frame 59 → 63).}}
*[[Gunner Missile]]
**{{change|Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).}}
**{{buff|All missiles do much more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).}}
**{{buff|The move starts faster (frame 29 → 27) and ends much quicker (frame 62 → 46).}}
**{{nerf|The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.}}
**{{buff|Super Missiles have vastly improved KO potential, now KOing as early as 120% from the edge of Final Destination (compared to ''Smash 4'''s, which couldn't KO at any reasonable percent).}}
*[[Stealth Burst]]:
**{{change|The Mii Gunner no longer spins around before firing a Stealth Burst.}}
**{{buff|Stealth Burst travels faster and further.}}
**{{buff|Like [[Din's Fire]], Stealth Burst no longer leaves the Mii Gunner [[helpless]].}}
**{{buff|Stealth Burst deals much more damage (10.8 - 15.4% → 12.1 - 18%). All charge levels have higher KO potential, and no-charge/fully-charged Stealth Bursts can now KO at around 133%/110%.}}
**{{buff|Stealth Burst's earliest explosion starts earlier (frames 42-75 → 36-66).}}
**{{nerf|Stealth Burst no longer turns invisible after some travel distance.}}


==Update history==
====Up specials====
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.
*[[Lunar Launch]]:
**{{change|Lunar Launch's projectile now launches opponents opposite to where the Mii Gunner is facing. This allows it to [[stage spike]], but makes it more difficult to [[edgeguard]] conventionally.}}
**{{buff|Lunar Launch's projectile deals much more knockback, allowing it to KO at the edge of Final Destination at 175% → 130%.}}
**{{buff|Lunar Launch grants much more vertical distance, making it better for recovering from below.}}
**{{nerf|Lunar Launch has 1 more frame of landing lag (frame 18 → 19).}}
*[[Cannon Jump Kick]]:
**{{change|[[Cannon Uppercut]] has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.}}
**{{buff|Cannon Jump Kick's hits have faster startup (hits 1/2: frame 11/15 → 6/10), making it much more effective as an [[out of shield]] option.}}
**{{buff|Cannon Jump Kick grants [[intangibility]] on frame 6.}}
**{{buff|Cannon Jump Kick's late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often. This significantly improves the move's KO power.}}
**{{buff|Cannon Jump Kick travels slightly more vertical distance.}}
**{{nerf|Cannon Jump Kick has even worse horizontal recovery range than Cannon Uppercut.}}
*[[Arm Rocket]]:
**{{buff|Arm Rocket can now be angled during the flight, similar to {{SSBU|Diddy Kong}}'s [[Rocketbarrel Boost]].}}
**{{buff|Arm Rocket's landing lag has been significantly reduced (frame 34  → 14).}}
====Down specials====
*[[Echo Reflector]]:
**{{change|Echo Reflector has been redesigned. The Mii Gunner now plants their arm cannon downwards into the ground to generate a transparent green barrier with two yellow hexagons rotating around it. This does not change the effects of the move. The Mii Gunner can still turn around during the move, but this is aesthetic.}}
**{{buff|Echo Reflector has less ending lag (frame 40 → 38).}}
**{{nerf|Echo Reflector now stalls the Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.}}
*[[Bomb Drop]]:
**{{change|Bomb Drop's bombs are more detailed, now having a slight octagonal exterior made of metal and a glowing blue interior, instead of being a simple circular shape with four metal outer reinforcements.}}
**{{buff|Bomb Drop can now be triggered manually by using the move again; this detonates the bomb currently in play and drops another. This allows a bomb to act as a deterrent while launching a second bomb.}}
**{{buff|The bombs have a much longer fuse (frame 72 → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.}}
**{{buff|Bomb Drop has significantly lower ending lag (frame 63 → 53).}}
**{{nerf|Bombs can now be knocked away by attacks, making it harm the Mii Gunner instead.}}
*[[Absorbing Vortex]]:
**{{change|The vortex now appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.}}
**{{buff|Much like Ness' PSI Magnet, Absorbing Vortex now produces a weak hitbox upon startup, allowing for safer use of the move in general.}}
***{{buff|The move's weak hitbox is also produced upon absorbing projectiles.}}
**{{buff|Absorbing Vortex's healing multiplier is higher (1.2x  → 1.4x).}}
**{{buff|Absorbing Vortex has less ending lag (frame 29 → 27).}}
*[[Final Smash]]
**{{change|[[Full Blast]]'s main laser now is now green in color, and the background turns blue during the Final Smash.}}
**{{buff|It deals more damage (1.5 (loop)/4 (last) → 1.8/5)}}
**{{nerf|The final hit has reduced knockback values (65 base/180 scaling → 55/155), dealing slightly less knockback overall despite the aforementioned damage increase.}}


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.
==Update History==
Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall nerfed. 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.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Mii Gunner}}
*{{change|[[Palutena's Guidance]] no longer references their ammo backpacks from ''Smash 4''.}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Mii Gunner}}
*{{bugfix|Fixed a rare glitch where the Mii Gunner using Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent's vertical movement and animation.}}
*{{buff|Forward aerial auto-cancels earlier (frame 49 → 43).}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Mii Gunner}}
*{{nerf|Charge Blast deals less shield damage.}}
*{{nerf|Grenade Launch deals less shield damage.}}
*{{nerf|Flame Pillar deals less shield damage.}}
*{{nerf|Gunner Missile deals less shield damage.}}
*{{nerf|Bomb Drop deals less shield damage.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Mii Gunner}}
*{{buff|Up smash's hits connect more reliably.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Mii Gunner}}
*{{buff|Up smash's hits connect more reliably, due to new autolink angle (368°), with knockback on multihits adjusted to prevent opponents being at unusually high speed.}}
 
'''{{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==
==Moveset==
*Mii Gunner can [[wall jump]].
*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]].''
''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''
Line 84: Line 235:
|game=SSB4
|game=SSB4
|neutralcount=3
|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}})
|neutralname=&nbsp;
|neutral1dmg=1.7%
|neutral1dmg=1.7%
|neutral2dmg=1.7%
|neutral2dmg=1.7%
|neutral3dmg=1% (cannon), 4.5% (explosion)
|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.
|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''.
|ftiltname=Spear Shot ({{ja|スピアショット|Supia Shotto}})
|ftiltname=&nbsp;
|ftiltdmg=13%(close), 10.5% (middle), 8% (far)
|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.
|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}})
|utiltname=&nbsp;
|utiltdmg=10% (clean), 8% (late)
|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%.
|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 followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside her, 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}})
|dtiltname=&nbsp;
|dtiltdmg=14%
|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%.
|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 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=&nbsp;
|dashdmg=11%
|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.
|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. 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}})
|fsmashname=&nbsp;
|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 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).
|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 (surpassed only by the [[Belmont]]s and {{SSBU|Corrin}}). 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=&nbsp;
|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)
|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%.
|usmashdesc=Releases five bursts of fire in an arc above her 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}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind)
|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.  
|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=&nbsp;
|nairdmg={{ShortHopDmgSSBU|10}}
|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.
|nairdesc=Sweeps their arm cannon downward in an arc around themself. 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=&nbsp;
|fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far)
|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.
|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}})
|bairname=&nbsp;
|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 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.
|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=&nbsp;
|uairdmg={{ShortHopDmgSSBU|1.7}} (hits 1 - 6), {{ShortHopDmgSSBU|4}} (hit 7)
|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.
|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. 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}})
|dairname=&nbsp;
|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 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.
|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 one frame, and turns into a weaker non-meteor smashing hitbox one frame later. As a result, it is difficult to land.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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.  
|grabdesc=The Gunner reaches in front of themself with their left hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.2%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike.
|fthrowname=Gunner Knuckle ({{ja|ガンナーナックル|Gunnā Nakkuru}})
|fthrowname=&nbsp;
|fthrowdmg=4% (punch), 3% (throw)
|fthrowdmg=4% (punch), 3% (throw)
|fthrowdesc=Punches the enemy away with the arm cannon.
|fthrowdesc=Punches the enemy away with the arm cannon.
|bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}})
|bthrowname=&nbsp;
|bthrowdmg=7% (throw), 3% (energy pellet)
|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]].
|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=&nbsp;
|uthrowdmg=7% (throw), 3% (both energy pellets)
|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.  
|uthrowdesc=Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%; it is the second most damaging up throw if both hits connect, surpassed only by {{SSBU|King K. Rool}}. It is thus useful for racking up damage and refreshing the [[stale]]ness of the Gunner's other moves.
|dthrowname=Gunner Drop ({{ja|ガンナードロップ|Gannā Doroppu}})
|dthrowname=&nbsp;
|dthrowdmg=7%
|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.
|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;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=The Gunner quickly fires a flame burst on either side as they stand up.
|floorfdesc=Thr Gunner quickly fires a flame burst on either side as they stand up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 150: Line 301:
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Shoots a blast of fire in front then behind themselves.
|floortdesc=Shoots a blast of fire in front then behind themself.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
Line 159: Line 310:
|nsc1name=[[Laser Blaze]]
|nsc1name=[[Laser Blaze]]
|nsc1dmg=5%
|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.
|nsc1desc=Fires spammable green energy pellets that cause flinching. Similar to {{SSBU|Falco}}'s [[Blaster]], but fires at a slightly slower rate while inflicting slightly 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]]
|nsc2name=[[Grenade Launch]]
|nsc2dmg=1.3% (hits 1 -5), 6.5% (hit 6)
|nsc2dmg=1.3% (hits 1 -5), 6.5% (hit 6)
Line 165: Line 316:
|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, 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.
|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.
|ssc1name=[[Stealth Burst]]
|ssc1name=[[Stealth Burst]]
|ssc1dmg=12.1 - 18%
|ssc1dmg=12.1 - 18%
Line 171: Line 322:
|ssc2name=[[Gunner Missile]]
|ssc2name=[[Gunner Missile]]
|ssc2dmg=7.5% (homing missile), 14.5% (super 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.
|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.
|usdefname=Lunar Launch
|usdefname=Lunar Launch
|usdefdmg=7%
|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%.
|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)
|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.
|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 the same frame, 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]]
|usc2name=[[Arm Rocket]]
|usc2dmg=0%
|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.
|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)
Line 186: Line 337:
|dsc1name=[[Bomb Drop]]
|dsc1name=[[Bomb Drop]]
|dsc1dmg=2% (bomb), 9% (explosion)
|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.
|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 1.6 seconds). Functions similarly to Samus's {{b|Bomb|Samus}}s, but with more damage and knockback. 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]]
|dsc2name=[[Absorbing Vortex]]
|dsc2dmg=4%
|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.
|dsc2desc=Covers themself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's [[PSI Magnet]]. 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.
|fsname=Full Blast
|fsname=Full Blast
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)
|fsdmg= 67.1% (maximum damage)
|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 beginning. The Final Smash also does more damage if angled (as the opponent will be hit by both the big and small lasers).
}}
}}
===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]]===
===[[On-screen appearance]]===
*Emerges from a burst of electricity, then points their arm cannon to the left side of the screen.
*Emerges from an energy field, which resembles [[Absorbing Vortex]], then points their arm cannon to the left side of the screen.
<gallery>
GunnerOnScreenAppearanceSSBU.gif|Mii Gunner's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[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.
*'''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 at the same directions. 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.
*'''Side taunt''': They raise their arm cannons in an upward position and cock them 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.
*'''Down taunt''': While kneeling, they thrust their arm cannon onto the ground and proceed to release small bursts of fire.
<gallery>
<gallery>
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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>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Mii Cheer English SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSBU.ogg|center]]||[[File:Mii Cheer Italian SSB4 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 SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mii Cheer Spanish PAL SSBU.ogg|center]]||<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===
===[[Victory pose]]s===
*'''Left:''' Rolls in from offscreen, then fires their arm cannon left and right before spinning and firing one final shot.
*'''Left:''' Rolls in from offscreen, then fires their arm cannon left and right before spinning and firing one final shot.
*'''Up:''' Performs their up smash, a cannon shot in front, then a barrage of shots similar to their forward smash.
*'''Up:''' Performs their up smash, a cannon shot in front, then a barrage of shots similar to their forward smash.
*'''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''.
*'''Right:''' Swings arm cannon around twice before firing it while pointing it ahead. Appears similar to the Mii Gunner's neutral attack in ''Smash 4''.
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
<gallery>
<gallery>
Line 294: Line 378:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable 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 -->
*{{Sm|Aikota|USA}} - Co-mains with {{SSBU|Zelda}} and {{SSBU|Ness}}; Placed 25th at {{Trn|Super Smash Con 2019}} and 33rd at {{Trn|MomoCon 2019}}. Have wins over players such as {{Sm|Mr E}} and {{Sm|Fatality}}.
 
*{{Sm|Protom|USA}} - Placed 7th at {{Trn|Smash at The Paramount}} and 33rd at {{Trn|Defend the North 2019}}. Has wins on {{Sm|Frozen}} and {{Sm|John Numbers}}.
''See also: [[:Category:Mii Gunner players (SSBU)]]''
 
*{{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]].
*{{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.
*{{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}}.
 
===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}}. Regardless, Mii Gunner is ranked 61st on the first tier list, before jumping onto the 58th place on the second and current tier list.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-53MiiGunner.jpg|thumb|Finding Mii Gunner in World of Light|left]]
[[File:WoL-53MiiGunner.jpg|thumb|Finding Mii Gunner in World of Light|left]]
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.
Although the Mii Gunner has been 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]].
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.
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. Cannot be restored if deleted.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|53
| 53
|[[File:Mii Gunner SSBU.png|center|64x64px]]
| [[File:Mii Gunner SSBU.png|center|108x108px]]
|Mii Gunner
| {{SSBU|Mii Gunner}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|7,500
| 7,500
|[[Tortimer Island]]
| [[Tortimer Island]]
|''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
| ''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. for 3DS / Wii U}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
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''.
Mii Gunner's Fighter Spirit is available periodically for purchase in the shop for 500 coins. 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>
<center>
<gallery>
<gallery>
SSBU spirit Mii Gunner.png|1,092. '''Mii Gunner'''
Mii Gunner SSBU.png|1,092. '''''Mii Gunner'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As a main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 367: Line 440:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|1,140
|1,140
|{{SpiritTableName|Sukapon|link=y|size=64}}
|{{anchor|Sukapon}}[[File:Sukapon 3.png|center|64x64px]]
|[[Sukapon]]
|''Joy Mech Fight''
|''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)
|•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]][[Echo Reflector|1]], Bear Hat, Bear Suit)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,700
|13,700
|[[Coliseum]]
|[[Coliseum]]
|•Attack Power ↑<br>•Assist Trophy Enemies (Sukapon)
|•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
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Other|Clu Clu Land}}
|{{SSBUMusicLink|Nintendo|Clu Clu Land}}
|Dr. Little Emon
|-
|-
|1,160
|1,160
|{{SpiritTableName|Ray Mk II|size=64}}
|[[File:Raymk3.png|center|64x64px]]
|''Custom Robo'' Series
|{{anchor|Ray MK II}}Ray Mk II
|•{{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)
|''Custom Robo series''
|{{SpiritType|Grab}}
|•{{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)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Pokémon Stadium 2]] (hazards off)
|[[Pokémon Stadium 2]]
|N/A
|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]]
|•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}}
|{{SSBUMusicLink|Nintendo|Marionation Gear}}
|Ray Mk III
|-
|-
|1,164
|1,164
|{{SpiritTableName|Saki Amamiya|link=y|size=64}}
|{{anchor|Saki Amamiya}}[[File:Saki Amamiya.png|center|64x64px]]
|''Sin & Punishment'' Series
|[[Saki Amamiya]]
|''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)
|•{{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}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,200
|9,200
|[[Moray Towers]] ([[Battlefield form]])
|[[Moray Towers]] ([[Battlefield form]])
Line 403: Line 476:
|•The enemy's ranged weapons have increased power
|•The enemy's ranged weapons have increased power
|{{SSBUMusicLink|Mega Man|Opening Stage}}
|{{SSBUMusicLink|Mega Man|Opening Stage}}
|
|-
|-
|1,206
|1,206
|{{SpiritTableName|Chibi-Robo|link=y|size=64}}
|{{anchor|Chibi-Robo}}[[File:Chibi Robo.png|center|64x64px]]
|''Chibi-Robo!'' Series
|[[Chibi-Robo]]
|•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)
|''Chibi-Robo! series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Shot|1]][[Gunner Missile|3]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Chibi-Robo Hat, Chibi-Robo Outfit)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Living Room]]
|[[Living Room]]
|•Sudden Damage<br>•Assist Trophy Enemies ([[Nintendog]])
|•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
|•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}}
|{{SSBUMusicLink|Nintendo|Noisy Notebook}}
|
|-
|-
|1,299
|1,299
|{{SpiritTableName|Partner Eevee|size=64}}
|[[File:Let's Go Eevee Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Partner Eevee}}Partner Eevee
|•{{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)
|''Pokémon series''
|{{SpiritType|Neutral}}
|•{{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)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,000
|8,000
|[[Pokémon Stadium]]
|[[Pokémon Stadium]]
Line 427: Line 500:
|•The enemy has increased defense<br>•The enemy has increased attack power<br>•Only certain Pokémon will emerge from Poké Balls ([[Eevee]])
|•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}}
|{{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===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 506: Line 523:
|-
|-
|43
|43
|{{SpiritTableName|Shy Guy|link=y|size=64}}
|[[File:Shyguy.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Shy Guy}}[[Shy Guy]]
|•{{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)
|''Super Mario series''
|{{SpiritType|Neutral}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Shy Guy Mask, Standard Outfit)<br>{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Shy Guy Mask, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Shy Guy Mask, Standard Outfit)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,500
|1,500
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|[[Mushroom Kingdom II]] ([[Battlefield form]])
Line 515: Line 533:
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|•The enemy favors neutral specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. 2}}
|{{S|mariowiki|Fly Guy}}
|Shy 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
|1,079
|{{SpiritTableName|Sebastian Tute|size=64}}
|{{anchor|Sebastian Tute}}[[File:Sebastian Tute.png|center|64x64px]]
|Sebastian Tute
|''Wii Music''
|''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)
|•{{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}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[Tomodachi Life]] ([[Battlefield form]])
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|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
|•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}}
|{{SSBUMusicLink|Nintendo|Final Results - Wii Party U}}
|Susie Tute
|Mii
|-
|-
|1,080
|1,080
|{{SpiritTableName|Party Phil|size=64}}
|{{anchor|Party Phil}}[[File:Charlie the Party Phil.png|center|64x64px]]
|''Wii Party'' Series
|Party Phil
|•{{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)
|''Wii Party series''
|{{SpiritType|Shield}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Top Hat, Standard Outfit)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Top Hat, Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Top Hat, Standard Outfit)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|8,800
|8,800
|[[WarioWare, Inc.]] ([[Battlefield form]])
|[[WarioWare, Inc.]] ([[Battlefield form]])
|•[[Bob-omb]] Festival
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|•Bob-ombs will rain from the sky<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Other|Final Results - Wii Party U}}
|{{SSBUMusicLink|Nintendo|Final Results - Wii Party U}}
|Mii
|Mii
|-
|-
|1,084
|1,084
|{{SpiritTableName|Coraline|size=64}}
|{{anchor|Coraline}}[[File:Coraline Spirit.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Coraline
|•{{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)
|''StreetPass Mii Plaza series''
|{{SpiritType|Grab}}
|•{{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)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Wuhu Island]] (Speedboat)
|[[Wuhu Island]] (Speedboat)
|N/A
|N/A
|•The enemy favors side specials
|•The enemy favors side specials
|{{SSBUMusicLink|Other|Mii Plaza}}
|{{SSBUMusicLink|Nintendo|Mii Plaza}}
|Mii
|Mii
|-
|-
|1,094
|1,094
|{{SpiritTableName|Smash Ball|link=y|size=64}}
|[[File:SSBUSmashBall.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Smash Ball}}[[Smash Ball]]
|•{{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)
|''Super Smash Bros. series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (SSB T-shirt)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (SSB T-shirt)<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (SSB T-shirt)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,600
|9,600
|{{SSBU|Final Destination}} ([[Battlefield form]])
|{{SSBU|Final Destination}} ([[Battlefield form]])
|•Sudden Final Smash<br>•Item: [[Food]]
|•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
|•Survive until the timer runs out<br>•The enemy will suddenly have a Final Smash<br>•You'll get a Final Smash
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|{{SSBUMusicLink|Super Smash Bros.|Final Destination}}
|Mii Gunner
|Mii Gunner
|-
|-
|1,165
|1,165
|{{SpiritTableName|Isa Jo|size=64}}
|{{anchor|Isa Jo}}[[File:Spirits isa jo.png|center|64x64px]]
|''Sin & Punishment'' Series
|Isa Jo
|''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)
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Midgar]] (hazards off)
|[[Midgar]] ([[Battlefield form]])
|N/A
|N/A
|•The enemy starts the battle with a [[Ray Gun]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|•The enemy starts the battle with a [[Ray Gun]]<br>•The enemy starts the battle with a [[Rocket Belt]]
Line 590: Line 601:
|-
|-
|1,260
|1,260
|{{SpiritTableName|Nikki|link=y|size=64}}
|[[File:Nikki.png|center|64x64px]]
|''Swapnote'' Series {{Flag|North America}}<br>''Nintendo Letter Box'' Series {{Flag|PAL}}
|[[Nikki]]
|•{{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)
|''Swapnote series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]]?[[Head-On Assault|1]], Standard Outfit, Green Outfit Color)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Flame Pillar|1]][[Lunar Launch|1]]?, Standard Outfit, Green Outfit Color)<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, Green Outfit Color)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[PictoChat 2]] ([[Ω form]])
|[[PictoChat 2]] ([[Ω form]])
|•Assist Trophy Enemies (Nikki)
|•[[Assist Trophy]] Enemies (Nikki)
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Mii Plaza}}
|{{SSBUMusicLink|Nintendo|Mii Plaza}}
|Nikki (Gunner)
|Nikki (Gunner)
|-
|-
|1,310
|1,310
|{{SpiritTableName|Ryuji Sakamoto|link=y|size=64}}
|[[File:Ryuji Persona 5.png|center|64x64px]]
|''Persona'' Series
|[[Ryuji Sakamoto]]
|•{{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)
|''Persona series''
|{{SpiritType|Shield}}
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Pirate Hat, Steampunk Getup)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,800
|4,800
|[[Luigi's Mansion]] ([[Battlefield form]])
|[[Luigi's Mansion]] ([[Battlefield form]])
|N/A
|•N/A
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Home-Run Bat]]
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Persona|Last Surprise}}
|{{SSBUMusicLink|Persona|Last Surprise}}
Line 614: Line 627:
|-
|-
|1,320
|1,320
|{{SpiritTableName|Toy-Con VR Goggles|size=64}}
|[[File:Toy-Con VR Goggles Spirit.png|center|64x64px]]
|''Nintendo Labo'' Series
|Toy-Con VR Goggles
|•{{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)
|''Nintendo Labo series''
|{{SpiritType|Shield}}
|•{{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}} (Toy-Con Visor, Red Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Toy-Con Visor, Blue Standard Outfit)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Gamer]] (Single building layout)
|[[Gamer]] (Single building layout)
|•Assist Trophy Enemies ([[Yuri Kozukata]])<br>•Item: [[Dragoon]] Parts
|•[[Assist Trophy]] Enemies (Yuri Kozukata)<br>[[Dragoon]] Parts
|•Hostile assist trophies will appear after a little while
|•Hostile assist trophies will appear after a little while
|{{SSBUMusicLink|Other|Garage}}
|{{SSBUMusicLink|Other|Garage}}
|Neon Red & Blue Joy-Con controllers
|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]]==
==[[Alternate costume (SSBU)#Mii Fighter|Alternate costumes]]==
Line 683: Line 646:
<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 when obtaining them in [[World of Light]].
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]].
Line 689: Line 651:
SSBUWebsiteMiiFighter6.jpg|Mii Gunner [[shielding]] on {{SSB4|Mario Circuit}}.
SSBUWebsiteMiiFighter6.jpg|Mii Gunner [[shielding]] on {{SSB4|Mario Circuit}}.
</gallery>
</gallery>
===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=qdSKO-mc2n8}}
{{#widget:YouTube|id=qdSKO-mc2n8}}


==Trivia==
==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 special moves that can be used by any Mii, [[Arm Rocket]] is the only one that doesn't give damage.
*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.
*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}}.
*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. 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.
**This makes them the only Mii Fighter whose unlocking battle is not in Final Destination.
*The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial.
*The Mii Gunner is the only Mii that does not possess a counterattack.
*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==
{{Reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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