Editing Mii Gunner (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{disambig2|Mii Gunner's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Mii}}
{{DISPLAYTITLE:Meme Gunner (SSBU)}}
{{Infobox Character
{{Infobox Character
|name = Mii Gunner
|name = Meme Gunner
|image = [[File:Mii Gunner SSBU.png|250px]]
|image =
[[File:ABSOLUTEGARBAGE.jpg|300px|none|DEATH FODDER]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Character customization|Custom]]
|ssbgame2 = SSBU
|tier = C+
|availability = [[Unlockable]]
|ranking = 58
|tier = Z
|tierPAL = Y
|ranking = 89
|rankingPAL = -89
}}
}}
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
The '''Mii Gunner''' ({{ja|Mii射撃タイプ|Mii Shageki Taipu}}, ''Mii Shooting Type'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as a playable character on June 12th, 2018, along with the other {{SSBU|Mii Fighter}} types, [[Mii Brawler (SSBU)|Brawler]] and [[Mii Swordfighter (SSBU)|Swordfighter]]. Mii Gunner is classified as [[Fighter number|Fighter #53]].


As with the other Mii Fighters, the Miis have 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
The Meme Gunner ({{ja|ミーム射撃タイプ|Mīmu Shageki Taipu}}, ''Meme 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 Meme Fighter types, Bruhler and Sad fighter. Meme Gunner is classified as Fighter #53.


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.
Currently, the Meme Gunner is ranked 89th in the Z and Y tier PAL respectively (which stands for '''Z'''erouse, '''Y''' are you using this again?), as the absolute worst character in all of Ultimate's fighting history. Players have known that their projectiles hit as hard as a beach ball, they move even slower than a glacier, and can get sent to the blast zone as quickly as a Magikarp does. They are, without a shred of doubt, absolutely terrible in competitive play! The player sitting next to you can get up and drink their cup of tea before promptly sending Meme Gunner to the blast zone. Okay, fine, maybe neutral B can sort of being annoying once every thousand sets, but even a cretin can see this attack coming by a mile away. It has unquestionably the lowest range in the game, the absolute slowest attacks, and being utterly slow in the air and ground ensures Meme Gunner will never get themselves going, causing them to automatically lose games to even the lowest of Elite Smash players such as low GSP King Dedede scrubs on Ultimate’s superb online system.


==Attributes==
Meme Gunner is so abysmal that it loses to every character in the game. Little Mac can stomp on them with his overwhelmingly fast and skull-crushing aerials, Brawl Ganondorf can turn it to minced meat with a single down tilt, and the mere sight (God forbid!) of another Mii Gunner will automatically cause Meme Gunner to flimsily fall in a frail fashion, floundering fabulously in a fractured state for five hundred years.
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.
Unsurprisingly, Meme Gunner has the absolute worst matchups in the game, with -8 matchups against Pikachu, Palutena, and, worst of all, -3,000,000 matchups against players with basic competence. Its only matchups where it does well against is against players who don’t know what you’re doing, those being against smashers like GSPROOKIE, I M DUM, and STEW PID. This cements Mii Gunner a place as the best death fodder in the game, with even Brawl Zelda mains wondering how Mii Gunner does not try to trick poor smashers into thinking they could possibly win games.


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}}.
==Attributes==
The Meme Gunner was supposed to be a tank, the strongest among Mii Fighters. However, Sakurai at launch made some "little" tweaks that were a bit too much if i were to say. 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). However, they all come out at absurdly slow rates, with Gunner Missle (being the fastest one) coming out on frame 513 while Cannon Jump comes out frame 999.


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.
Although it has "diverse" specials, its hitboxes are so small and laggy that it fails to faze even fragile opponents like [[Goldeen]]. As the long range and projectile-heavy Meme Fighter, many of their specials excel at inviting approaches, wasting your time, edge-inviting, and other detriments from a distance. Charge Blast is a laughably weak option which is extremely inconsistent, sluggish, and underwhelming when fully charged. Gunner Missile is both good at inciting confused reactions, since ninety-eight times out of ten the hitbox just doesn't come out. The Super variant deals very unsuper amounts of damage, while the Homing variant can easily be reflected back and has glaring accuracy issues. Laser Blaze racks up unexciting amounts of damage while also giving opponents ample amounts of time to punish, making it a difficul to justify tool similar to Falco and Fox's [[Blaster]]. Finally, Flame Pillar and Bomb Drop are suboptimal tools for ledgetrapping and setting up kill confirms. A bomb drop at mid-high percentages can unreliably confirm into back aerial while an opponent is listening to Netflix in Flame Pillar.
Accompanying the Meme Gunner's shallow 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 low KO'ing power or miniscule range. Forward smash and up aerial are both among the shortest-ranged moves in the game (the latter which cannot KO Pichu at 999%), forward tilt and neutral air are overused tools to push pressuring opponents off of them, and forward aerial is a very narrow move, which only can edgeguard opponents that float right near <eme Gunner at ledge. Alongside the aforementioned moves are a slew of moves that have irrespectable KO'ing power such as jab and edge attack.


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.
Lastly, the Meme Gunner has not many choices for recovery. With the exception of Cannon Jump Kick, most don't cover Meme Gunner's hurtboxes and gain very little distance. THere is a high possibility that upon using an up special, Gunner's cannons will explode and cause Mii Gunner to sustain damage, while also leaving it helpless.  


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 Meme Gunner is excellent if one want to throw away their matches and waste time. The ability to incite a laugh at the opponent will make one consider how could one possibly function with such low-powered and slow specials.
==Changes from ''[[Super Smash Bros. 4]]''==
Like the other {{SSBU|Mii Fighter}}s, the Meme 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 simply humungous nerfs.


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]].
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. This means Mii Gunner will be combo food towards ferocious threats like [[Eevee]] and ''Melee'' {{SSBM|Bowser}}.


==Changes from ''[[Super Smash Bros. 4]]''==
The Gunner's standard moveset has been nerfed in various ways. Their inconsistent [[jab]] and [[up aerial]] now connect worse by their slower animations, and some of the Gunner's moves have been given less utility due to an increase of lag ([[forward tilt]]), greatly decreased 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 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.


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.
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.


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.
The Gunner's special moves have been a mix of changes, though the majority of their specials have been significantly nerfed. Many of their projectiles (such as [[Charge Blast]], super missiles from [[Gunner Missile]], and [[Stealth Burst]]) do vastly decreased 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 downgraded abilities (multi-hit combo initiation, no damage falloff, and stage control, respectively). The Gunner's [[recovery]] moves have also been decreased, as [[Lunar Launch]] travels significantly slower, [[Cannon Jump Kick]] has distasteful [[out of shield]] KO power, and [[Arm Rocket]]'s trajectory cannot be altered during travel.


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.
However, the Meme 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.


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.
All 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 Meme Gunner's combo potential is still limited despite the useless buffs they received, as their combo initiators act as "hit-and-run" spacing attacks with few followups (such as their tilt attacks and neutral aerial).


Overall, the Mii Gunner'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.
Overall, the Meme Gunner has been repurposed into a punching bag that falls on the first punch, who has to rely on their special moveset's zoning abilities to think about doing anything and encourage opponents to mercilessly laugh at them, similar to [[Goldeen]]. While a more effective fighter at being laughed at 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 nonexistent playerbase and results. Nevertheless, it has seen success, with players such as {{Sm|FREEDAMEES}} placing in the top 2048 of {{Trn|Scrubs Unite}}.


{{SSB4 to SSBU changelist|char=Mii Gunner}}
{{SSB4 to SSBU changelist|char=Mii Gunner}}


==Update history==
==Update history==
Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall buffed. While their forward aerial auto-cancels earlier and their up smash connects more reliably, the nerfs to the shield damage of various projectiles in update 3.0.0 affect Mii Gunner more negatively than most other characters.
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.
 
Starting with update 3.1.0, Mii Gunner would be given nothing but buffs. Said update and update 4.0.0 would buff their up smash, to help it connect better and stop opponents from launching out before the move was finished. Update 10.1.0 buffed their up throw to connect better. Update 11.0.0 gave their forward smash more range, removing a crippling blind spot. Update 12.0.0 provided small buffs to some of their special moves. The time to fire an additional laser from Laser Blaze was widened, Lunar Launch starts 2 frames faster, Cannon Jump Kick now has more intangibility frames after leaving the ground, and Absorbing Vortex now has 3 frames less of ending lag.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
Line 72: Line 75:
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Mii Gunner}}
{{UpdateList (SSBU)/11.0.0|char=Mii Gunner}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Mii Gunner}}


==Moveset==
==Moveset==
Line 84: Line 84:
|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''. Sets up tech situations at low percents.
|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 true followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside them, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%.
|dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}})
|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 true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
|dashname=Fire Knuckle ({{ja|ファイアナックル|Faia Nakkuru}})
|dashname=&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 and cross up shields up close. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag.
|fsmashname=Gatling Shot ({{ja|ガトリングショット|Gatoringu Shotto}})
|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. 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 their head, similarly to Samus's up smash. Starts on frame 11 and deals good damage. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. Like in ''Smash 4'', opponents may fall out of the looping hits if they are at an extremely high percent, are hit by the sides of the explosion's hitboxes, or while they are standing on a platform above the Gunner. KOs Mario on Final Destination at 122%.
|dsmashname=Combination Low Shot ({{ja|コンビネーションローショット|Konbunēshon Rō Shotto}})
|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 similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get-off-me" option, and is useful for landing since it has 11 frames of landing lag.
|fairname=Aerial Shot ({{ja|エアリアルショット|Eariru Shotto}})
|fairname=&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, and its vertical reach is so high it can [[shark]] through certain stages.<ref>https://twitter.com/MAY0P0N/status/1207635122008117248?s=20</ref> Unlike in ''Smash 4'', it now deals less hits but more damage, and can complete in a short hop, making it less awkward to use. However, the attack still cuts off abruptly if the Gunner lands before the final shot is used. A good juggling tool and KO move if the final hit connects at height, and can limit the aerial options of opponents or force them to air dodge. Up aerial's looping hits can also combo into other moves when landing, such as into up tilt as a KO combo.
|dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}})
|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 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 usually outclassed for edgeguarding by neutral and back aerial.
|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%, making it among the most damaging throws in the game. It is thus useful for racking up damage and refreshing the [[stale]]ness of the Gunner's other moves, and starting juggles.
|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.
Line 150: Line 150:
|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 159:
|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 165:
|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. Can confirm into a charge blast, reliably KOing opponents at 80 percent on the ledge.
|ssc1name=[[Stealth Burst]]
|ssc1name=[[Stealth Burst]]
|ssc1dmg=12.1 - 18%
|ssc1dmg=12.1 - 18%
Line 171: Line 171:
|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. Homing missles can lock floored opponents.
|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 186:
|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). 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]]. 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 histun of this move invalidates the combo potential. Additionally, Absorbing Vortex reduces falling speed, allowing Gunner to stall in mid air, allowing it to be used as a potential landing mixup.
|fsname=Full Blast
|fsname=Full Blast
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)
|fsdmg= 1.2% (mini laser loop), 1.7% (big laser loop), 3% (big & mini laser loop), 10% (final hit)
|fsdesc=The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. Can be angled during the move. The middle of the laser does slightly more damage than the mini lasers. It will deal more damage (3.1%) when the mini lasers are lined up with the big lasers as both hitboxes will hit at the same time. Similarly, the final hit will deal 10% if both the mini and big laser's final hit land.
|fsdesc=The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. Can be angled during the move. The middle of the laser does slightly more damage than the 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>
<gallery>
GunnerOnScreenAppearanceSSBU.gif|Mii Gunner's on-screen appearance
GunnerOnScreenAppearanceSSBU.gif|Meme Gunner's on-screen appearance
</gallery>
</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''': The Meme Gunner displays its supreme posture.
*'''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''': Prepares the cannons.
*'''Down taunt''': While kneeling, they thrust their arm cannon onto the ground and proceed to release small bursts of fire.
*'''Down taunt''': Unleash magical bits of fiyah.
<gallery>
<gallery>
SSBUMiiGunnerTaunt1.gif|Mii Gunner's up taunt.
SSBUMiiGunnerTaunt1.gif|Meme Gunner's up taunt.
SSBUMiiGunnerTaunt2.gif|Mii Gunner's side taunt.
SSBUMiiGunnerTaunt2.gif|Meme Gunner's side taunt.
SSBUMiiGunnerTaunt3.gif|Mii Gunner's down taunt.
SSBUMiiGunnerTaunt3.gif|Meme Gunner's down taunt.
</gallery>
</gallery>


Line 242: Line 215:
*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|Meme Gunner's first idle pose
SSBUMiiGunnerIdle2.gif|Mii Gunner's second idle pose.
SSBUMiiGunnerIdle2.gif|Meme 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 SSB4 SSBU.ogg|center]]||[[File:Mii Cheer Japanese SSB4 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.
Wait, there's victory poses for Meme Gunner?
*'''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''.
[[File:MiiFighterVictoryThemeUltimate.ogg|thumb|A portion of [[Lifelight]], the main theme of ''[[Super Smash Bros. Ultimate]]''.]]
<gallery>
MiiGunnerVictory1SSBU.gif
MiiGunnerVictory2SSBU.gif
MiiGunnerVictory3SSBU.gif
</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 -->
''See also: [[:Category:Mii Gunner professionals (SSBU)]]''
 
===Active===
''See also: [[:Category:Mii Gunner players (SSBU)]]''
*{{Sm|FREEDAMEES|USA}} - One of the primary innovators of Meme Gunner's metagame. Was able to take a set off a drunk {{Sm|VoiD}} at {{Trn|Under the Tale}}. Has switched to {{SSBU|King Dedede}} following the tournament.
 
==Tier placement and history==
*{{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]].
With low longevity, laughable offensive prescence, it's not surprising to see how Meme Gunner is completely unviable since the beginning of the competitive scene. "This has a gimmick, I swear!" {{Sm|GSPROOKIE}} had told on Twitter after losing a match to FREEDAMEES on Elite Smash. When the latter tried facing scrubs outside of that noob, he subsequently ended up losing every other game he played. After one week and a bottle of Coke, FREEDAMEES announced on Twitter his switching to mains, which rendered the character's metagame to be highly stagnant. Since then, other players have been unable to reach his success, with players recognizing how poor Meme Gunner's matchups were, especially against {{SSBU|Pikachu}} with scrubby pancaking stuff. Pikachu could chain grab Gunner at any percent with down throw until 999%, finishing with [[Thunder]]. Even Little Mac could use up throw to multiple up aerials, which would send Gunner to the blast zone within thirty seconds. This made it hapless against most of the cast, meaning it was great at granting free wins towards opponents and being a kind way to gift them happiness if they're down in the dumps.
*{{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 Meme 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 Meme Gunner is absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


In the mode itself, the default Mii Gunner can be found on the island that leads to the [[Forest Hill]].
In the mode itself, the default Meme 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 Meme Gunner automatically adds the default Meme Gunner under the name Meme with a default 1111 moveset to the list of Meme Fighters for all modes where Meme Fighters are usable. This Meme cannot be restored if deleted.
{{clrl}}
{{clrl}}


Line 337: Line 259:
|''{{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]]==
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'''
SSBU spirit Mii Gunner.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.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
Line 408: Line 330:
|{{SpiritTableName|Chibi-Robo|link=y|size=64}}
|{{SpiritTableName|Chibi-Robo|link=y|size=64}}
|''Chibi-Robo!'' Series
|''Chibi-Robo!'' Series
|•Tiny {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Cannon Jump Kick|2]][[Echo Reflector|1]], Chibi-Robo Hat, Chibi-Robo Outfit)
|•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)
|{{SpiritType|Grab}}
|{{SpiritType|Grab}}
|3,500
|3,500
Line 520: Line 442:
|{{SpiritTableName|Poppi α|size=64}}
|{{SpiritTableName|Poppi α|size=64}}
|''Xenoblade Chronicles'' Series
|''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)
|•{{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]])
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|3,800
|3,800
Line 636: Line 558:
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}}
|Elena and Tseng
|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">
<references group="SB">
Line 683: Line 569:
<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]].
Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice.
SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]].
SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]].
SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]].
SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]].
Line 689: Line 575:
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}}


Line 696: Line 582:
*Out of all the Mii Fighters' special moves, [[Arm Rocket]] is the only one that does not deal 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.
*The Mii Gunner is the only Mii that does not possess a counterattack, instead having a reflector.
*The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial.
*The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: