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{{ | {{DISPLAYTITLE:Meme Gunner (SSBU)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = | |name = Meme Gunner | ||
|image = [[File: | |image = | ||
[[File:ABSOLUTEGARBAGE.jpg|300px|none|DEATH FODDER]] | |||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[ | |ssbgame2 = SSBU | ||
|tier = | |availability = [[Unlockable]] | ||
|ranking = | |tier = Z | ||
|tierPAL = Y | |||
|ranking = 89 | |||
|rankingPAL = -89 | |||
}} | }} | ||
<!--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. | |||
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. | |||
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. | |||
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. | |||
==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. | |||
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. | |||
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. | |||
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. | |||
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}}. | |||
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 universal frame 3 jumpsquat and reduction to landing lag benefit the Gunner as well, as they now have faster access to their powerful air game and are less vulnerable against shield. The Gunner's [[throw]]s, previously notorious for all dealing 5%, have been buffed, with [[up throw]] now being the second most damaging in the game behind {{SSBU|King K. Rool}}, and [[down throw]] being much more reliable for starting combos till mid percents. | |||
The Gunner's special moves have been a mix of changes, though the majority of their specials have been significantly 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 | 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. | ||
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 | 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 | 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}}''' | ||
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'''{{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}} | ||
==Moveset== | ==Moveset== | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|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= | |utiltname= | ||
|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= | |dtiltname= | ||
|dtiltdmg=14% | |dtiltdmg=14% | ||
|dtiltdesc=Fires a burst of flame onto the ground in front of | |dtiltdesc=Fires a burst of flame onto the ground in front of themself, similarly to {{SSBU|Samus}}'s down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%. | ||
|dashname= | |dashname= | ||
|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= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7) | |fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7) | ||
|fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is | |fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is safe on shield at max distance due to its decently low ending lag. For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. However, it is the Gunner's slowest smash attack (frame 17). | ||
|usmashname= | |usmashname= | ||
|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= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind) | |dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind) | ||
|dsmashdesc=Fires two bursts of flame | |dsmashdesc=Fires two bursts of flame onto the ground, first in front then behind of themself. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Both hits have deceptively high range, especially the second hit. The second hit uses the combined damage of the Gunner's previous down smash, which connected into each other; as a result, it has very high KO power, KOing Mario from the edge of Final Destination at 66%. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|10}} | |nairdmg={{ShortHopDmgSSBU|10}} | ||
|nairdesc=Sweeps their arm cannon downward in an arc around | |nairdesc=Sweeps their arm cannon downward in an arc around themself similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get-off-me" option, and is useful for landing since it has 11 frames of landing lag. | ||
|fairname= | |fairname= | ||
|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= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late) | |bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late) | ||
|bairdesc=Releases a burst of flames from the arm cannon behind | |bairdesc=Releases a burst of flames from the arm cannon behind themself. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop. | ||
|uairname= | |uairname= | ||
|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= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late) | |dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late) | ||
|dairdesc=The Gunner pauses, then fires a single burst of flame below | |dairdesc=The Gunner pauses, then fires a single burst of flame below themself. The burst itself deals more damage and is a very strong, aerial-only [[meteor smash]]. However, the meteor hitbox only lasts for two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is usually outclassed for edgeguarding by neutral and back aerial. | ||
|grabname= | |grabname= | ||
|grabdesc=The Gunner reaches in front of | |grabdesc=The Gunner reaches in front of themself with their left hand. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|bthrowdmg=7% (throw), 3% (energy pellet) | |bthrowdmg=7% (throw), 3% (energy pellet) | ||
|bthrowdesc=Tosses the opponent behind | |bthrowdesc=Tosses the opponent behind themself, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided with [[DI]]. | ||
|uthrowname= | |uthrowname= | ||
|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 | |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= | |dthrowname= | ||
|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. | ||
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|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Shoots a blast of fire in front then behind | |floortdesc=Shoots a blast of fire in front then behind themself. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
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|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 | |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) | ||
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|ssdefname=Flame Pillar | |ssdefname=Flame Pillar | ||
|ssdefdmg=2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6) | |ssdefdmg=2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6) | ||
|ssdefdesc=Fires an energy shot diagonally down that erupts into a pillar of [[flame]] that lingers for a few moments. The pillar, similar to {{SSBU|Robin}}'s [[Arcfire]], hits multiple times, with the last hit launching opponents away. If used in midair, the projectile's angle is more diagonal and travels further. The pillar will slowly drift downwards if it hits an aerial opponent, allowing it to function as an edgeguard if it hits an enemy near a ledge. It is otherwise a useful deterring tool, and can start combos from careless approaches | |ssdefdesc=Fires an energy shot diagonally down that erupts into a pillar of [[flame]] that lingers for a few moments. The pillar, similar to {{SSBU|Robin}}'s [[Arcfire]], hits multiple times, with the last hit launching opponents away. If used in midair, the projectile's angle is more diagonal and travels further. The pillar will slowly drift downwards if it hits an aerial opponent, allowing it to function as an edgeguard if it hits an enemy near a ledge. It is otherwise a useful deterring tool, and can start combos from careless approaches. Can confirm into a charge blast, reliably KOing opponents at 80 percent on the ledge. | ||
|ssc1name=[[Stealth Burst]] | |ssc1name=[[Stealth Burst]] | ||
|ssc1dmg=12.1 - 18% | |ssc1dmg=12.1 - 18% | ||
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|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 | |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 | |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 | |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 | |usc2desc=Propels themself with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version of [[Rocketbarrel Boost]] but without any damaging hitboxes, and grants the most distance and maneuverability out of all the Gunner's up specials. | ||
|dsdefname=Echo Reflector | |dsdefname=Echo Reflector | ||
|dsdefdmg=2% (activation), 1.5× damage (reflected projectiles) | |dsdefdmg=2% (activation), 1.5× damage (reflected projectiles) | ||
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|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 | |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 | |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. | |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 | |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). | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Emerges from | *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| | GunnerOnScreenAppearanceSSBU.gif|Meme Gunner's on-screen appearance | ||
</gallery> | </gallery> | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': | *'''Up taunt''': The Meme Gunner displays its supreme posture. | ||
*'''Side taunt''': | *'''Side taunt''': Prepares the cannons. | ||
*'''Down taunt''': | *'''Down taunt''': Unleash magical bits of fiyah. | ||
<gallery> | <gallery> | ||
SSBUMiiGunnerTaunt1.gif| | SSBUMiiGunnerTaunt1.gif|Meme Gunner's up taunt. | ||
SSBUMiiGunnerTaunt2.gif| | SSBUMiiGunnerTaunt2.gif|Meme Gunner's side taunt. | ||
SSBUMiiGunnerTaunt3.gif| | SSBUMiiGunnerTaunt3.gif|Meme Gunner's down taunt. | ||
</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| | SSBUMiiGunnerIdle1.gif|Meme Gunner's first idle pose | ||
SSBUMiiGunnerIdle2.gif| | SSBUMiiGunnerIdle2.gif|Meme Gunner's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Wait, there's victory poses for Meme Gunner? | |||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
''See also: [[:Category:Mii Gunner professionals (SSBU)]]'' | |||
===Active=== | |||
''See also: [[:Category:Mii Gunner | *{{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| | 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. | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-53MiiGunner.jpg|thumb|Finding | [[File:WoL-53MiiGunner.jpg|thumb|Finding Meme Gunner in World of Light|left]] | ||
Although the | 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 | In the mode itself, the default Meme Gunner can be found on the island that leads to the [[Forest Hill]]. | ||
Defeating | 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}} | ||
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|''{{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}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Mii Gunner's fighter spirit is available periodically for purchase in the shop for | 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 | ==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=== | ||
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|{{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 | |•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 | ||
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|{{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]] | |•{{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 | ||
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|{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}} | |{{SSBUMusicLink|Final Fantasy|Those Who Fight (AC Version)}} | ||
|Elena and Tseng | |Elena and Tseng | ||
|} | |} | ||
<references group="SB"> | <references group="SB"> | ||
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<gallery> | <gallery> | ||
SSBU Mii Fighter Number.png|Mii Gunner in Mii Fighters' fighter card. | SSBU Mii Fighter Number.png|Mii Gunner in Mii Fighters' fighter card. | ||
Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice | Mii Gunner unlock notice SSBU.jpg|Mii Gunner's unlock notice. | ||
SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]]. | SSBUWebsiteMiiFighter1.jpg|Mii Gunner [[taunting]] on [[Battlefield]]. | ||
SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]]. | SSBUWebsiteMiiFighter3.jpg|Mii Gunner striking {{SSBU|Luigi}} with her jab on [[Wrecking Crew]]. | ||
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SSBUWebsiteMiiFighter6.jpg|Mii Gunner [[shielding]] on {{SSB4|Mario Circuit}}. | SSBUWebsiteMiiFighter6.jpg|Mii Gunner [[shielding]] on {{SSB4|Mario Circuit}}. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=qdSKO-mc2n8}} | {{#widget:YouTube|id=qdSKO-mc2n8}} | ||
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*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 | *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. |