Mii Gunner (SSBU): Difference between revisions
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**{{change|The laser now has a more greenish hue.}} | **{{change|The laser now has a more greenish hue.}} | ||
**{{buff|The laser beam is now noticeably larger in width, making it easier to hit opponents.}} | **{{buff|The laser beam is now noticeably larger in width, making it easier to hit opponents.}} | ||
==Moveset== | |||
*Mii Gunner can [[wall jump]]. | |||
{{clr}} | |||
''The following damage values were calculated '''without''' the 1.2× damage multiplier that is active during one-on-one fights.'' | |||
''For [[aerial attack]]s, full hop damage values are shown. Hovering over them shows the [[short hop]] damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).'' | |||
{{MovesetTable | |||
|game=SSBU | |||
|neutralcount=3 | |||
|neutralname= | |||
|neutral1dmg=1.7% | |||
|neutral2dmg=1.7% | |||
|neutral3dmg=1% (cannon), 4.5% (explosion) | |||
|neutraldesc=A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. There is a hitbox at the cannon before the explosion; if timed correctly, both the hit and the explosion will both land. Holding the attack button will have the Gunner repeat the jab. | |||
|ftiltname= | |||
|ftiltdmg=13%(close), 10.5% (middle), 8% (far) | |||
|ftiltdesc=Fires a short range energy burst. | |||
|utiltname= | |||
|utiltdmg=10% (clean), 8% (late) | |||
|utiltdesc=Uppercuts with their arm cannon, releasing a discharge of flames. A powerful move with very fast startup. It's vertical range covers space right above the Mii Gunner's head, making it an effective anti-air attack. | |||
|dtiltname= | |||
|dtiltdmg=14% | |||
|dtiltdesc=Fires a burst of flame onto the ground in front of themselves, similarly to {{SSBU|Samus}}'s down tilt. | |||
|dashname= | |||
|dashdmg=11% | |||
|dashdesc=Performs a swinging punch with the arm cannon, blasting the enemy with flames. Good knockback. | |||
|fsmashname= | |||
|fsmashdmg=1.7% (hits 1 - 6), 7.5% (hit 7) | |||
|fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents multiple times and has quite a bit of range, along with a very long hitbox duration that makes it difficult to challenge as well as great for pressuring shields and edgeguarding and possesses decently low ending lag. However, its knockback is weak and lacks reliable KO potential on-stage. | |||
|usmashname= | |||
|usmashdmg=3% (hit 1), 2.5% (hits 2 - 4), 7% (hit 5) | |||
|usmashdesc=Releases 5 bursts of fire in an arc above their head, similarly to the up smashes of Samus and Dark Samus. | |||
|dsmashname= | |||
|dsmashdmg=11.5% (front), 14% (behind) | |||
|dsmashdesc=Fires two bursts of flame onto the ground, first in front then behind of themselves. Each flame burst launches opponents away, though the second one has more knockback than the first. | |||
|nairname= | |||
|nairdmg=10% | |||
|nairdesc=Sweeps its arm cannon downward in an arc around themselves. 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. | |||
|fairname= | |||
|fairdmg=8% (close), 6% (far) | |||
|fairdesc=Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backwards. Though it's range was shortened from ''Smash 4'', it has reduced ending lag, with makes it better at 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. The recoil of the forward aerial can be used by the Mii Gunner 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). | |||
|bairname= | |||
|bairdmg=13% | |||
|bairdesc=Releases a burst of flames from the arm cannon behind themselves. A reliable aerial finisher. | |||
|uairname= | |||
|uairdmg=1.7% (hits 1 - 6), 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. Somewhat awkward to use as the attack cuts off abruptly if the Gunner lands before the final shot is used, but is a good juggling tool and KO move if the final hit connects at height. | |||
|dairname= | |||
|dairdmg=10% (base), 15% (burst) | |||
|dairdesc=The Gunner pauses, then fires a single burst of below themselves. The burst itself deals more damage and is a very strong, aerial-only [[meteor smash]]. | |||
|grabname= | |||
|grabdesc=The Gunner reaches in front of themselves with their left hand. | |||
|pummelname= | |||
|pummeldmg=1.2% | |||
|pummeldesc=A knee strike. | |||
|fthrowname= | |||
|fthrowdmg=4% (punch), 3% (throw) | |||
|fthrowdesc=Punches the enemy away with the arm cannon. | |||
|bthrowname= | |||
|bthrowdmg=7% (throw), 3% (energy pellet) | |||
|bthrowdesc=Tosses the opponent behind themselves, then fires a single energy pellet at the foe. | |||
|uthrowname= | |||
|uthrowdmg=7% (throw), 3% (both energy pellets) | |||
|uthrowdesc=Tosses the enemy above themselves, then fires 2 energy pellets at the foe. | |||
|dthrowname= | |||
|dthrowdmg=7% | |||
|dthrowdesc=Slams the enemy onto the ground, launching them upward. | |||
|floorfname= | |||
|floorfdmg=7% | |||
|floorfdesc=Quickly fires a flame burst on either side as it stands up. | |||
|floorbname= | |||
|floorbdmg=7% | |||
|floorbdesc=Similar to the frontal floor attack. | |||
|floortname= | |||
|floortdmg=5% | |||
|floortdesc=Shoots a blast of fire in front then behind themselves. | |||
|edgename= | |||
|edgedmg=9% | |||
|edgedesc=Swings their arm cannon ahead. | |||
|ns1name=Charge Blast | |||
|ns1dmg=4% (uncharged), 26% (fully charged) | |||
|ns1desc=Charges and fires a large energy sphere. In ''Ultimate'', although it is risky, Mii Gunner can charge the blast in midair. | |||
|ns2name=Laser Blaze | |||
|ns2dmg=5% | |||
|ns2desc=Fires spammable green energy pellets that causes flinching; similar to {{SSBU|Falco}}'s [[Blaster]] but fires at a slightly slower rate and does slightly more damage. | |||
|ns3name=Grenade Launch | |||
|ns3dmg=1.3% (hits 1 -5), 6.5% (hit 6) | |||
|ns3desc=Fires a grenade in an arc that will bounce along the ground a short distance and explode after a very short time after launch. The grenade will also detonate on impact with enemies. | |||
|ss1name=Flame Pillar | |||
|ss1dmg=2% (projectile), 2.2% (hits 2 - 5), 2.7% (hit 6) | |||
|ss1desc=Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a few moments. The pillar, similar to Robin's Arcfire, hits multiple times, with the last hit launching opponents away. | |||
|ss2name=Stealth Burst | |||
|ss2dmg=12.1 - 18% | |||
|ss2desc=Fires a small shining energy shot that detonates when the button is released, similarly to {{SSBU|Zelda}}'s [[Din's Fire]] but it only travels straight. Holding the button gives the shot more distance and power before detonating, as well as making it vanish before the button is released or it reaches maximum power. | |||
|ss3name=Gunner Missile | |||
|ss3dmg=7.5% (homing missile), 14.5% (super missile) | |||
|ss3desc=Functions like Samus's [[Missile]]s: holding the button will fire a homing missile, and inputting like a Smash attack fires a super missile. | |||
|us1name=Lunar Launch | |||
|us1dmg=7% | |||
|us1desc=The Gunner fires a flaming projectile beneath themselves, launching into the air from the recoil. The projectile itself explodes on contact with solid ground and other opponents. | |||
|us2name=Cannon Jump Kick | |||
|us2dmg=9% (concussive blast), 8% (kick) | |||
|us2desc=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. | |||
|us3name=Arm Rocket | |||
|us3dmg=0% | |||
|us3desc=Fires a small flame burst, then propels themselves with a stream of flames from the 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. | |||
|ds1name=Echo Reflector | |||
|ds1dmg=2% (activation), 1.5× damage (reflected projectiles) | |||
|ds1desc= Activates an energy shield composed of two yellow hexagons that rotate around Mii Gunner. Despite the appearance, projectiles from above will also be reflected. | |||
|ds2name=Bomb Drop | |||
|ds2dmg=2% (bomb), 9% (explosion) | |||
|ds2desc=Drops a small bomb that rolls along the ground and explodes either upon contact with an enemy, or after a set amount. Functions similarly to Samus's {{b|Bomb|Samus}}s, but with more damage and knockback. Inputting the move again causes the bomb to automatically detonate, while dropping another bomb. This makes it difficult for opponents to approach the Gunner. | |||
|ds3name=Absorbing Vortex | |||
|ds3dmg=4% | |||
|ds3desc=Covers themselves with a glowing energy shield that absorbs energy projectiles and converts that damage to healing, similarly to Ness's [[PSI Magnet]]. Heals 1.3 times the damage the Gunner would have taken. Upon activation, any nearby opponents will take slight damage. This move is capable of [[lock]]ing. | |||
|fsname=Full Blast | |||
|fsdmg= 67.1% (maximum damage) | |||
|fsdesc=The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers. Can be angled. 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]]=== | |||
*Emerges from an energy field, which resembles [[Absorbing Vortex]], then points their arm cannon to the left side of the screen. | |||
===[[Taunt]]s=== | |||
*'''Up Taunt''': Points the arm cannon in two directions. | |||
*'''Side Taunt''': Holds the arm cannon with their hand and cocks it down. | |||
*'''Down Taunt''': Thrusts with the arm cannon on the ground whilst releasing small bursts of fire. | |||
===[[Idle pose]]s=== | |||
*Rests their arm cannon and then examines it. | |||
*Points their arm cannon in several directions. | |||
===[[Victory pose]]s=== | |||
*Starts shooting in various directions, fires once more with a volley similar to their forward smash, then poses. | |||
*Rolls in from offscreen, then fires arm cannon. | |||
*Swings arm cannon around, then fires it while pointing it ahead. | |||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== |
Revision as of 13:19, January 10, 2019
Mii Gunner in Super Smash Bros. Ultimate | |
---|---|
Universe | Super Smash Bros. |
Other playable appearance | in SSB4 |
Availability | Custom (Unlockable in World of Light) |
Final Smash | Full Blast |
“ | An expert in long-range projectile combat. | ” |
—The Gunner's Ultimate description |
The Mii Gunner (Mii射撃タイプ, Mii Shooting Type) is a playable character in Super Smash Bros. Ultimate. They were confirmed as playable characters on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. Mii Gunner is classified as fighter #53.
Changes from Super Smash Bros. 4
With a set weight, Mii Gunner is now a middle-heavy weight zoner type character along the lines of Samus, R.O.B. and the Belmonts. The Mii Gunner got buffs across most of their base moveset, but a mixed bag for their specials, with a few buffed and several heavily nerfed.
Aesthetics
- Players can customize the Mii Fighter's voice clips. Up to 12 voices are selectable.
- Mii Gunners have had their body proportions adjusted.
- While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on their face instead of a neutral expression, her hair appears to be longer and more detailed, and her eyes are now brown instead of black.
- The Mii Gunner's default color is now yellow instead of orange.
- The default outfits for the Mii Gunners have significantly more detail, now being a bodysuit with a character-colored jacket, boots, and gloves with white accents. They no longer wear an ammo backpack, and their arm cannon has a different appearance.
- The Mii Gunner has a new idle animation involving them standing with their arms spread.
Attributes
- Like all characters, the Mii Gunner's jumpsquat animation now takes three frames to complete (down from 6).
- Mii Gunner's size can no longer be customized.
- This includes a set weight of 104, on par with Link, Captain Falcon and Yoshi, making the Mii Gunner the heaviest Mii Fighter and heavier than the largest possible Mii Fighter in Smash 4.
- Mii Gunner has better initial and sustained dash speeds then the previous default.
- Mii Gunner has a slower walk speed than the previous default.
Ground attacks
- Neutral attack:
- Neutral attack's hits are now a jab with the left hand, followed by a kick, then an explosion from their arm cannon for the final hit.
- Neutral attack's explosive hits now have less of a pause, making it connect more fluidly.
- Forward tilt:
- Forward tilt has reduced startup and ending lag.
- Down tilt:
- Down tilt has reduced startup and greatly reduced ending lag.
- Forward smash:
- Forward smash has had slightly reduced startup and ending lag.
- Forward smash deals much more knockback; previously, it was one of the weakest forward smashes in the game.
- Up smash:
- Up smash has had its ending lag greatly reduced.
- Down smash:
- Down smash has had its range reduced on the first hit.
- The first hit of its down smash no longer drags opponents in behind Mii Gunner.
- This hinders the move's usability in situations it previously excelled in, such as by the ledge.
- To compensate, the first hit's damage has been increased to nearly match of the second hit's, making the damage output overall more consistent.
- Dash attack
- Dash attack has more knockback, increasing its kill power.
Aerial attacks
- Neutral aerial:
- Neutral aerial has increased range and reduced landing lag. It can now lead into followups upon landing.
- Forward aerial:
- Forward aerial has decreased range.
- Forward aerial has significantly reduced ending lag; the Mii Gunner can now act out almost immediately after firing.
- Back aerial:
- Back aerial has less landing lag.
- Up aerial:
- Up aerial has a new animation. Mii Gunner now "stands" upright while performing the move, rather than laying on their back.
- The move itself has reduced startup and landing lag.
- The move's duration has been shortened. This makes it less effective at trapping opponents air dodges, but makes it less likely that the Mii Gunner lands and cuts the move short.
- Up aerial has a new animation. Mii Gunner now "stands" upright while performing the move, rather than laying on their back.
- Down aerial:
- Down aerial has decreased startup and landing lag.
Throws/other attacks
- The Mii Gunner's pummel is now a knee strike, rather than an arm cannon bash.
- All of Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
- Up throw now fires two lasers instead of one.
Special Moves
Neutral specials:
- Charge Blast:
- Like Samus's Charge Shot, Charge Blast can be now charged and jump canceled while in mid-air.
- Laser Blaze:
- Grenade Launch:
- Grenade Launch can no longer be charged, and now launches a fixed distance after a brief pause, vastly reducing both its range and its flexibility for limiting approaches.
- The Mii Gunner can no longer change direction while charging the grenade.
Side specials:
- Flame Pillar:
- Gunner Missile
- The regular missiles from Gunner Missile travel faster.
- The increased speed lowers the missile's ability to home opponents.
- The regular missiles from Gunner Missile travel faster.
- Stealth Burst:
- Stealth Burst no longer makes the Mii Gunner helpless.
- Stealth Burst travels faster and further than its previous iteration.
Up specials:
- Lunar Launch:
- Lunar Launch travels a much greater distance, making it better for recovering with.
- Mii Gunner's aerial drift after using Lunar Launch has been reduced, making it worse for drifting back on stage after the move is over.
- Cannon Uppercut:
- Cannon Uppercut has been reworked into Cannon Jump Kick, which still features a launch with Mii Gunner's arm cannon but uses a kick instead of a punch to deal damage while moving up.
- Cannon Jump Kick has even worse horizontal recovery range than Cannon Uppercut.
- The 2 hits, of the explosion and the kick, are more difficult to link together.
- Arm Rocket:
- Arm Rocket can now be tilted left or right to adjust the Mii's flight angle.
Down specials:
- Echo Reflector:
- Echo Reflector has been redesigned; it is now two yellow hexagons that rotate around the Mii Gunner.
- Bomb Drop:
- Bomb Drop can now be triggered manually.
- The bombs have a longer fuse.
- The bombs dropped are lighter and bounce more, making them much better for stage control.
- Absorbing Vortex:
- Much like Ness' PSI Magnet, Absorbing Vortex now produces a weak hitbox upon startup, allowing for safer use of the move in general.
Final Smash:
- Full Blast
- The laser now has a more greenish hue.
- The laser beam is now noticeably larger in width, making it easier to hit opponents.
Moveset
- Mii Gunner can wall jump.
The following damage values were calculated without the 1.2× damage multiplier that is active during one-on-one fights.
For aerial attacks, full hop damage values are shown. Hovering over them shows the short hop damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 1.7% | A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. There is a hitbox at the cannon before the explosion; if timed correctly, both the hit and the explosion will both land. Holding the attack button will have the Gunner repeat the jab. | ||
1.7% | ||||
1% (cannon), 4.5% (explosion) | ||||
Forward tilt | 13%(close), 10.5% (middle), 8% (far) | Fires a short range energy burst. | ||
Up tilt | 10% (clean), 8% (late) | Uppercuts with their arm cannon, releasing a discharge of flames. A powerful move with very fast startup. It's vertical range covers space right above the Mii Gunner's head, making it an effective anti-air attack. | ||
Down tilt | 14% | Fires a burst of flame onto the ground in front of themselves, similarly to Samus's down tilt. | ||
Dash attack | 11% | Performs a swinging punch with the arm cannon, blasting the enemy with flames. Good knockback. | ||
Forward smash | 1.7% (hits 1 - 6), 7.5% (hit 7) | Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents multiple times and has quite a bit of range, along with a very long hitbox duration that makes it difficult to challenge as well as great for pressuring shields and edgeguarding and possesses decently low ending lag. However, its knockback is weak and lacks reliable KO potential on-stage. | ||
Up smash | 3% (hit 1), 2.5% (hits 2 - 4), 7% (hit 5) | Releases 5 bursts of fire in an arc above their head, similarly to the up smashes of Samus and Dark Samus. | ||
Down smash | 11.5% (front), 14% (behind) | Fires two bursts of flame onto the ground, first in front then behind of themselves. Each flame burst launches opponents away, though the second one has more knockback than the first. | ||
Neutral aerial | 10% | Sweeps its arm cannon downward in an arc around themselves. 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. | ||
Forward aerial | 8% (close), 6% (far) | Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backwards. Though it's range was shortened from Smash 4, it has reduced ending lag, with makes it better at 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. The recoil of the forward aerial can be used by the Mii Gunner 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). | ||
Back aerial | 13% | Releases a burst of flames from the arm cannon behind themselves. A reliable aerial finisher. | ||
Up aerial | 1.7% (hits 1 - 6), 4% (hit 7) | 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. Somewhat awkward to use as the attack cuts off abruptly if the Gunner lands before the final shot is used, but is a good juggling tool and KO move if the final hit connects at height. | ||
Down aerial | 10% (base), 15% (burst) | The Gunner pauses, then fires a single burst of below themselves. The burst itself deals more damage and is a very strong, aerial-only meteor smash. | ||
Grab | — | The Gunner reaches in front of themselves with their left hand. | ||
Pummel | 1.2% | A knee strike. | ||
Forward throw | 4% (punch), 3% (throw) | Punches the enemy away with the arm cannon. | ||
Back throw | 7% (throw), 3% (energy pellet) | Tosses the opponent behind themselves, then fires a single energy pellet at the foe. | ||
Up throw | 7% (throw), 3% (both energy pellets) | Tosses the enemy above themselves, then fires 2 energy pellets at the foe. | ||
Down throw | 7% | Slams the enemy onto the ground, launching them upward. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Quickly fires a flame burst on either side as it stands up. | ||
Floor attack (back) Floor getups (back) |
7% | Similar to the frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Shoots a blast of fire in front then behind themselves. | ||
Edge attack Edge getups |
9% | Swings their arm cannon ahead. | ||
Neutral special | [[{{{nsname}}}]] | {{{nsdmg}}} | {{{nsdesc}}} | |
Side special | [[{{{ssname}}}]] | {{{ssdmg}}} | {{{ssdesc}}} | |
Up special | [[{{{usname}}}]] | {{{usdmg}}} | {{{usdesc}}} | |
Down special | [[{{{dsname}}}]] | {{{dsdmg}}} | {{{dsdesc}}} | |
Final Smash | Full Blast | 67.1% (maximum damage) | The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers. Can be angled. 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
- Emerges from an energy field, which resembles Absorbing Vortex, then points their arm cannon to the left side of the screen.
Taunts
- Up Taunt: Points the arm cannon in two directions.
- Side Taunt: Holds the arm cannon with their hand and cocks it down.
- Down Taunt: Thrusts with the arm cannon on the ground whilst releasing small bursts of fire.
Idle poses
- Rests their arm cannon and then examines it.
- Points their arm cannon in several directions.
Victory poses
- Starts shooting in various directions, fires once more with a volley similar to their forward smash, then poses.
- Rolls in from offscreen, then fires arm cannon.
- Swings arm cannon around, then fires it while pointing it ahead.
Role in World of Light
Although the Mii Gunner does not appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except for Kirby) when Galeem unleashed his beams of light.
In the mode itself, Mii Gunner can be fought on Tortimer Island.
Defeating Mii Gunner automatically adds the default Mii Gunner under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. Cannot be restored if deleted.
Gallery
Mii Gunner taunting on Battlefield.
Mii Gunner striking Luigi with her jab on Wrecking Crew.
Mii Gunner shielding on Mario Circuit.
Character Showcase Video
<youtube>qdSKO-mc2n8</youtube>
Trivia
- Despite no longer wearing the ammo backpacks, the Palutena's Guidance conversation about Mii Gunner still referenced them. This was later patched.