Super Smash Bros. 4

Mii Gunner (SSB4): Difference between revisions

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[[Category:Mii Gunner (SSB4)| ]]
[[Category:Mii Gunner (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]

Revision as of 14:32, February 3, 2016

This article is about Mii's appearance in Super Smash Bros. 4. For the character in other contexts, see Mii.
Mii Gunner
in Super Smash Bros. 4
Mii Fighters
SmashBrosSymbol.svg
Universe Super Smash Bros.
Shares character slot with Mii Brawler
Mii Swordfighter
Availability Starter
Final Smash Full Blast
Tier J (52)
Mii Gunner (SSB4)
Gunners are armed with mysterious arm-cannons. They have lots of different projectiles that can be fired from long range.
Masahiro Sakurai, Nintendo Digital Event (E3 2014)

Mii Gunners (射撃タイプ, Shooting Type) are one of the three different types of Mii Fighters that appear in Super Smash Bros. 4, along with Mii Brawlers and Mii Swordfighters.

Attributes

Of the three types of Mii Fighters, Gunners are the slowest runners, and their jump height is between that of the Swordfighter and that of the Brawler. Their attacks are equally as fast as the Brawler's and equally as strong as the Swordfighter's, though they trump both of the other types in terms of range. Like the Mii Brawler, they can wall jump.

The Gunner has a wide range of projectiles to keep opponents at a distance with. Mii Gunner excels at creating space from its opponent as well as trapping them. Laser Blaze works in a manner similar to that of Fox's laser in racking up quick damage and forcing a reaction from the enemy. The Gunner's Grenade Launch is able to cover a large range of angles as well as fall below the stage in order to attack oncoming enemies. Its ability at edgeguarding is further emphasized by the fact that the grenade will eventually explode even after not hitting anything (the larger explosion helping to catch enemies off stage) and the explosion is multiple hits, making airdodging through it more difficult. The Grenade is also somewhat unique in the fact that it is safe to use both at close and long range, not requiring an activation like Zelda's Din's Fire or a throw like Link's Bombs. Flame Pillar is able to block projectiles and guard edges, Bomb Drop is similar to the Grenade Launcher in that it leaves a trap that the enemy has to deal with that has decent KO power. Lunar Launch gives the Gunner a great vertical recovery and Cannon Uppercut provides a power out of shield kill move. Even with the plethora or projectiles Gunner already has, they can force approaches from other projectiles users by reflecting enemy projectiles with their Echo Reflector or absorbing them with the Absorbing Vortex.

Even outside of their specials, the Mii Gunner's range should not be underestimated. The Gunner's forward smash and up air outrange those of Shulk while their forward aerial provides it with a quick projectile similar to that of Villager. The multiple hits and range of the forward smash and up air make both of them great at catching rolls and air dodges respectively. Mii Gunner's forward aerial also has the strange property of pushing the gunner back, similar to Mewtwo's Shadow Ball. This can be used for recovery or to evade an enemy who is waiting on the stage.

Their close-range attacks come out quickly with good knockback, but can have high endlag, making precision vital to avoiding punishment. Despite being long-ranged fighters, some of their best KO moves are close-range attacks, such as their up and down smashes, up and down tilts, and back and down aerials. Low running speed and endlag on attacks can make approaching difficult, so forcing an opponent to attempt an approach and keeping them at a distance with various projectiles is a good way to build up damage and eventually send them offstage, where it will be easier to finish them off. Gunners also have good options for recovery, but their recoveries are largely vertical outside of Arm Rocket which deals no damage. Mii Gunner also finds difficulty in their awful grab game; while gunner's grab itself is relatively fast, all of their throws deal little damage, and lack any combo or kill potential.

Update history

Like the Mii Swordfighter, the Mii Gunner has been buffed in updates so far, though not to the same extent as the Swordfighter. The ending lag on its moves has been notably decreased, and it also benefits slightly from the changes to shield mechanics in updates 1.1.0 and 1.1.1, as its attacks (most notably forward smash, down tilt and Charge Blast) have acquired better shield damaging capabilities, enhancing its spacing and zoning game.

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.1.0

  • Buff Up aerial's final hit damage slightly increased: 3% → 4%
  • Buff Up aerial landing lag reduced: 26 → 22 frames.
  • Buff Up aerial ending lag reduced: 66 → 62.
  • Buff Charge Blast at any charge end frame reduced: 45 → 39.
  • Buff Gunner Missile ending lag reduced 76 → 62 on homing missile and 59 → 49 on super missile.
  • Buff Laser Blaze damage increased on both long range and close: 3.6%/2.6% → 4%/3%
  • Change Lunar Launch hitbox angle 70 → 55
  • Nerf Grenade Launch projectile now dissipates upon hitbox clash rather than exploding.

Super Smash Bros. 4 1.1.1

  • Change Graphic effects on neutral and dash attack altered slightly.

Moveset

All damage listed in this table assumes a default Mii of perfectly average height and weight.


  Name Damage Description
Neutral attack   2% Swings the arm cannon twice then releases a burst of flame from it. The third hit has good knockback for a jab, able to KO at extremely high percentages.
2%
1%, 4%
Forward tilt   9% close, 7.5% middle, or 6% far. Fires a short range energy burst. Has good reach for a close range move, but has noticeable endlag.
Up tilt   10% (uppercut), 8% (flames) Uppercuts with the arm cannon, releasing flames. An effective anti-air attack with good knockback, being one of the Gunner's KO moves, but has considerable ending lag.
Down tilt   14% Fires a burst of flame onto the ground in front of himself/herself, similarly to Samus's down tilt. Has strong knockback and is another KO move, though it suffers from the most endlag of all the Gunner's tilts.
Dash attack   10% Performs a swinging punch with the arm cannon, blasting the enemy with flames. Good knockback. Opponents are sent backwards if hit by the Mii rather than the cannon or flames.
Forward smash   9.8% Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents multiple times and has the second longest range of any non-projectile forward smash (right behind Corrin). However, its knockback is weak and lacks KO potential at low percentages.
Up smash   16.5% if all hits connect Releases bursts of fire in an arc above his/her head, similarly to Samus's up smash. Because of the Gunner's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast.
Down smash   4% (hit 1), 10% (hit 2) Fires two bursts of flame onto the ground, first in front then behind of himself/herself. Enemies that take the first hit are dragged into the second hit, similarly to Ganondorf's and Toon Link's down smash.
Neutral aerial   6% Sweep the arm cannon downward in an arc around himself/herself. A good "get off me" option.
Forward aerial   6% (close), 4% (far) Fires a weak single energy shot projectile that travels a third of Final Destination; the force of the shot pushes the Mii Gunner backwards slightly. Can be absorbed or reflected, but is a great spacing option similar to Villager's slingshot aerials. Low landing lag but extremely high ending lag in the air, especially if using a large Mii.
Back aerial   12% Releases a burst of flames from its arm cannon behind him/her. The Gunner's most reliable aerial finisher that isn't a meteor smash.
Up aerial   1% (hits 1-8) 3% (hit 9) Fires a series of rapid shots upwards before finishing with a strong shot. Acts like the Gunner's side smash aimed vertically upwards, even with the exact same damage. Somewhat awkward to use as the attack cuts off abruptly if the Gunner lands before the final shot is used, easily letting opponents punish the attack's landing lag, but is a good juggling tool and KO move if the final hit connects at height.
Down aerial   10% (base), 15% (tip) Pauses, then fires a single energy burst below himself/herself. The tip of the burst deals more damage and is an aerial-only meteor smash, in a similar fashion to Mega Man's Hard Knuckle.
Grab    
Pummel   2% Hits the opponent with his/her arm cannon.
Forward throw   5% Punches the enemy away with the arm cannon.
Back throw   2% (throw), 3% (energy pellet) Tosses the opponent behind himself/herself then fires a single energy pellet at the foe, similarly to Falco's back throw.
Up throw   2% (throw), 3% (energy pellet) Tosses the enemy above himself/herself then fires a single energy pellet at the foe, similarly to Falco's up throw.
Down throw   5% Tosses the enemy onto the ground.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  ?% Quickly fires a flame burst on either side as they stands up.
Floor attack (back)
Floor getups (back)
  ?% Quickly fires a flame burst on either side as they stands up.
Floor attack (trip)
Floor getups (trip)
  5% Shoots a blast of fire in front then behind him/herself.
Edge attack
Edge getups
  7% Swings their arm cannon ahead
Neutral special Default Charge Blast 3.15% (uncharged), 22% (charged) Charges and fires a large energy sphere. Functions like Samus's Charge Shot.
Custom 1 Laser Blaze 3-4% depending on the distance the projectiles travel Fires spammable green energy pellets that only deal damage and slightly push enemies back; similar to Fox's Blaster but fires at a slower rate and does more damage, similar to Falco's Burst Blaster.
Custom 2 Grenade Launch 8% if all hits connect 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, and charging this special will increase the distance the grenade is launched.
Side special Default Flame Pillar 4% (projectile), 6% (flame pillar) Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a few moments, similarly to Robin's Arcfire and Ness's PK Fire, but only causes one strong hit.
Custom 1 Stealth Burst 10.8-15.4% Fires a small shining energy shot that detonates when the button is released, similarly to Zelda's Din's Fire but it only travels straight like Din's Flare. 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.
Custom 2 Gunner Missile 4.5% (homing missile), 10% (super missile) Functions like Samus's Missiles. Holding the button will fire a Homing Missile. Inputting like a Smash attack fires a Super Missile.
Up special Default Lunar Launch 7% Releases an explosion beneath himself/herself, launching into the air.
Custom 1 Cannon Uppercut 9% (concussive blast), 8% (uppercut) Fires a concussive blast, then propels himself/herself with the arm cannon while punching into the air. A sweetspotted concussive blast can meteor smash. Similar to Palutena's Rocket Jump in that it meteor smashes opponents below the Mii Gunner if it is used midair.
Custom 2 Arm Rocket 0% Fires a small flame burst, then propels himself/herself with a stream of flames from the arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. Similar to Pit's and Dark Pit's Power of Flight but it covers slightly less distance.
Down special Default Echo Reflector 2% (activation), 1.4x damage (reflected projectiles) Activates an octagonal shield that reflects projectiles. Functions like Fox's Reflector.
Custom 1 Bomb Drop 2% (bomb), 9% (explosion) Drops a small bomb that rolls along the ground and explodes upon contact with an enemy. Functions like Samus's Bomb.
Custom 2 Absorbing Vortex 0% Covers himself/herself with a glowing energy shield that absorbs energy projectiles and converts that damage to healing, similarly to Ness's PSI Magnet. Heals 1.2 times the damage he/she would have taken.
Final Smash Full Blast 46% The Mii Gunner shoots a strong laser, with two small laser cannons firing smaller lasers. Can be angled. Similar to Samus's Final Smash, Zero Laser.

On-screen appearance

  • Emerges from an orb of energy, then points their arm cannon towards 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, similar to one of Samus' victory poses.
  • Down taunt: Thrusts with the arm cannon on the ground whilst releasing small bursts of fire.
Up taunt Side taunt Down taunt
File:MiiGunnerUpTauntSSB4.jpg File:MiiGunnerSideTauntSSB4.jpg File:MiiGunnerDownTauntSSB4.jpg

Idle poses

  • Rests their arm cannon and then examines it.
  • Points their arm cannon in several directions, similar to one of Samus' taunts.
MiiGunnerIdlePose2WiiU.jpg MiiGunnerIdlePose1WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Mii! Mii-Mii-Mii! Mii-Mii-Mii! Mii-Mii-Mii-Mii-Mii-Mii-Mii!
Pitch Group chant Group chant

Victory poses

A short version of the menu theme.
  • Starts shooting in various directions, and poses.
  • Rolls in from offscreen, then fires arm cannon.
  • Swings arm cannon around, then fires it while pointing it ahead.
File:GunnerPose1WiiU.jpg File:GunnerPose2WiiU.jpg File:GunnerPose3WiiU.jpg

In competitive play

Official Custom Moveset Project

Character Custom sets available
Mii Gunner (SSB4) Mii Gunner 3122 3121 3123 3112 3111
3113 3322 3321 3323 3312
3311 3313 1122 1121 1123
3132 3131 3133 1312

Notable players

Trophies

Mii Gunner
Ntsc A Mii sporting a blaster arm, this fighter is a great choice for those who prefer to fight the battle from a distance. The Mii Gunner has a lot of special projectile moves available, so pick your favorites and use them when needed. Don't forget about standard and smash attacks!
Pal A fighter based on your Mii! Gunners are all about the guns, of course. No matter how you set up your specials, you'll end up with a powerful arsenal. And it's not just their special moves that have excellent range - they have standard and smash attacks that can really go the distance too. Use them to dominate the battle from afar.
Wii U: Super Smash Bros. for Wii U
Mii Gunner (Alt.)
Ntsc One of the Mii Gunner's side specials is Stealth Burst. The missile blends in, making it tough to see. Plus, you can control when it explodes, so it's handy for surprise attacks! You could also use Absorbing Vortex to absorb damage done to you by energy weapons. This is one fighter with a lot of tricks up its sleeve!
Pal One of the Mii Gunner's side specials is Stealth Burst. This burst blends in, making it tough to see. Plus, you can control when it explodes, so it's handy for surprise attacks! You could also use Absorbing Vortex to absorb damage done to you by energy weapons. This is one fighter with a lot of tricks up its sleeve!
Wii U: Super Smash Bros. for Wii U
Full Blast
Ntsc The Mii Gunner's Final Smash unleashes a a wide, long-range beam of painful energy. The laser will hit several times, pushing back opponents before launching them with the last blow. You can adjust the laser beam's angle, so punish a foe who thought he or she was safe by trying to duck under the beam!
Pal Mii Gunner's Final Smash is a set of laser beams fired straight ahead that reach all the way across the screen. These can hit repeatedly and push foes back, ultimately launching them at the end. While firing the beams, you can tilt them up and down, so fine-tune the angle to really go for your foes!

Alternate costumes

Base game

Mii Gunner costumes
High-Tech Armor Wild West Wear Standard Outfit Fancy Suit Steampunk Outfit Dragon Armor Mage Outfit
  • The color of the costume depends on the Mii's original color from the Mii Maker.

Downloadable content

DLC Costume SSB T-Shirt.jpg DLC Costume X's Armour.jpg DLC Costume Proto Man.jpg DLC Costume Inkling Outfit.jpg
DLC Costume Isabelle Outfit.jpg DLC Costume MegaMan.EXE Armor.jpg DLC Costume K.K. Slider Outfit.jpg DLC Costume Hoodie Outfit.jpg
DLC Costume Bear Suit.jpg DLC Costume Samus's Armor.jpg DLC Costume Business Suit.jpg DLC Costume Fox Outfit.jpg
DLC Costume Geno.jpg DLC Costume Tails Costume.jpg
SSB T-Shirt X's Armor Proto Man's Armor Inkling Outfit
Isabelle Outfit MegaMan.EXE's Armor K.K. Slider Outfit Hoodie
Bear Suit Samus's Armor Business Suit Fox Outfit
Geno Outfit Tails Outfit

Gallery

Trivia

  • The design of the Mii Gunner used in promotional material and in-game renders is based on a slightly edited version of Guest F, one of the pre-loaded Miis available for use in games that feature Mii support. In this case, her hair uses a different design and color from the preloaded version, along with a smaller mouth and a different favorite color (orange instead of pink). She is also based on the default female Mii in Mii Maker, though again, with a different hairstyle.
  • According to Palutena's Guidance, their cannons are controlled via motion-controlled triggers, and their backpacks hold all their ammo, but nothing connects the packs to their cannons. Some outfits don't have a backpack or other method of storage with them at all.
  • While wearing the Isabelle, K.K. Slider, Inkling, Fox, and Tails DLC costumes, the Mii Gunners hold their weapon in hand rather than wear their cannon on their arm.
  • Mii Gunner has the most flame attacks of any character in any Smash game.
  • Mii Gunner is the only character with a 4-hit standard attack.