Mii Gunner (SSBU): Difference between revisions
No edit summary |
|||
Line 93: | Line 93: | ||
**{{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== | |||
{{MovesetTable | |||
|game=SSB4 | |||
|neutralcount=3 | |||
|neutralname= | |||
|neutral1dmg=2% | |||
|neutral2dmg=2% | |||
|neutral3dmg=1%, 4% | |||
|neutraldesc=Jabs with their left hand, kicks, and then produces an explosion from their arm cannon for the final hit. Unlike in Smash 4, the move connects much more fluidly, allowing for all the attacks to connect. | |||
|ftiltname= | |||
|ftiltdmg=9% (close), 7.5% (middle), 6% (far) | |||
|ftiltdesc=Fires a short range energy burst with good reach for a tilt. Has noticeably reduced startup and ending lag. | |||
|utiltname= | |||
|utiltdmg=10% (clean), 8% (late) | |||
|utiltdesc=Uppercuts with the arm cannon, releasing flames. An effective anti-air attack with very fast startup and high knockback, being one of the Gunner's best KO moves if hit with the first frame of the attack, but has considerable ending lag. KOs at 141%. | |||
|dtiltname= | |||
|dtiltdmg=14% | |||
|dtiltdesc=Fires a burst of flame onto the ground in front of themselves, similarly to {{SSB4|Samus}}'s down tilt, though with slightly faster startup and stronger knockback that can KO at 144% (similar to the ''[[Brawl]]'' iteration of {{SSBB|Samus}}'s down tilt) but more ending lag, and it suffers from the most endlag of all the Gunner's tilts. | |||
|dashname= | |||
|dashdmg=10% | |||
|dashdesc=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. | |||
|fsmashname= | |||
|fsmashdmg={{ChargedSmashDmgSSB4|0.8}} (hits 1-6), {{ChargedSmashDmgSSB4|5}} (last hit), {{ChargedSmashDmgSSB4|9.8}} if all hits connect | |||
|fsmashdesc=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 {{SSB4|Corrin}}) 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, doing so at 148%. | |||
|usmashname= | |||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2.5}} (hits 2-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|16.5}} if all hits connect | |||
|usmashdesc=Releases bursts of fire in an arc above its head, similarly to Samus's up smash, Cover Fire. Similar to her up smash, it has good power, large range above the Gunner, and low ending lag. However, 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. KOs at 121%. | |||
|dsmashname= | |||
|dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2) | |||
|dsmashdesc=Fires two bursts of flame onto the ground, first in front then behind of themselves. Enemies that take the first hit are dragged into the second hit, similarly to {{SSB4|Ganondorf}}, {{SSB4|Toon Link}} and {{SSB4|Cloud}}. First hit has deceptively long reach, even outranging certain long ranged moves such as {{SSB4|Marth}}'s forward smash. The back hit KOs at 155% at the stage's center. | |||
|nairname= | |||
|nairdmg=6% | |||
|nairdesc=Sweeps its arm cannon downward in an arc around themselves. A good "get off me" option due to its duration and range that almost covers 360 degrees, similar to {{SSB4|Ike}}. | |||
|fairname= | |||
|fairdmg=6% (close), 4% (far) | |||
|fairdesc=Fires a weak single energy shot projectile that travels a third of Final Destination; the force of the shot pushes the Gunner backwards slightly. Can be absorbed or reflected, but is a great spacing option similar to {{SSB4|Villager}}'s slingshot aerials. Low landing lag but extremely high ending lag in the air, especially if using a large Mii. | |||
|bairname= | |||
|bairdmg=12% | |||
|bairdesc=Releases a burst of flames from its arm cannon behind themselves. The Gunner's most reliable aerial finisher that isn't a meteor smash. | |||
|uairname= | |||
|uairdmg=1% (hits 1-8) 4% (hit 9) | |||
|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. It can also be used to follow up with an up tilt or up smash despite the moves' decently high landing lag. | |||
|dairname= | |||
|dairdmg=10% (base), 15% (tip) | |||
|dairdesc=The Gunner pauses, then fires a single energy burst below themselves. The tip of the burst deals more damage and is a very strong, aerial-only [[meteor smash]], in a similar fashion to {{SSB4|Mega Man}}'s Hard Knuckle. However, the hitbox only lasts for one frame, in a similar fashion to {{SSB4|Palutena}}'s down aerial, and it has incredibly slow startup (twice the startup of her down aerial), making it very difficult to land. | |||
|grabname= | |||
|grabdesc=An average grab. | |||
|pummelname= | |||
|pummeldmg=2% | |||
|pummeldesc=Knee strikes the opponent. | |||
|fthrowname= | |||
|fthrowdmg=2% (punch), 3% (throw) | |||
|fthrowdesc=Punches the enemy away with the arm cannon. | |||
|bthrowname= | |||
|bthrowdmg=2% (throw), 3% (energy pellet) | |||
|bthrowdesc=Tosses the opponent behind themselves, then fires a single energy pellet at the foe, similarly to {{SSB4|Falco}}'s back throw. | |||
|uthrowname= | |||
|uthrowdmg=2% (throw), 3% (energy pellet) | |||
|uthrowdesc=Tosses the enemy above themselves, then fires a single energy pellet at the foe, similarly to Falco's up throw. | |||
|dthrowname= | |||
|dthrowdmg=5% | |||
|dthrowdesc=Tosses the enemy onto the ground. Strangely enough, this down throw is identical to {{SSB4|Marth}}'s, with the exact same damage output, launch angle, knockback values, ending lag and animation, although it is not weight-dependent. However, due to the Gunner's slower [[jumpsquat]] and attack speed, it has no guaranteed followups. | |||
|floorfname= | |||
|floorfdmg=7% | |||
|floorfdesc=Quickly fires a flame burst on either side as it stands up. | |||
|floorbname= | |||
|floorbdmg=7% | |||
|floorbdesc=Similar to frontal floor attack. | |||
|floortname= | |||
|floortdmg=5% | |||
|floortdesc=Shoots a blast of fire in front then behind themselves in a way similar to heir down smash. | |||
|edgename= | |||
|edgedmg=7% | |||
|edgedesc=Swings their arm cannon in front of themselves. | |||
|nsdefname=Charge Blast | |||
|nsdefdmg=3.15% (uncharged), 22% (charged) | |||
|nsdefdesc=Charges and fires a large energy sphere. In ''Ultimate'', the move can now be charged in midair | |||
|nsc1name=[[Laser Blaze]] | |||
|nsc1dmg=3-4% depending on the distance the projectiles travel | |||
|nsc1desc=Fires spammable green energy pellets that only deal damage and slightly push enemies back; similar to {{SSB4|Fox}}'s [[Blaster]] but fires at a slower rate and does more damage, similar to Falco's Burst Blaster. | |||
|nsc2name=[[Grenade Launch]] | |||
|nsc2dmg=8% if all hits connect | |||
|nsc2desc=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. | |||
|ssdefname=Flame Pillar | |||
|ssdefdmg=4% (projectile), 6% (flame pillar) | |||
|ssdefdesc=Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a few moments, similarly to {{SSB4|Robin}}'s [[Arcfire]] and {{SSB4|Ness}}'s [[PK Fire]], but only causes one strong hit like {{SSB4|Lucas}}'s PK Fire. | |||
|ssc1name=[[Stealth Burst]] | |||
|ssc1dmg=10.8-15.4% | |||
|ssc1desc=Fires a small shining energy shot that detonates when the button is released, similarly to {{SSB4|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. | |||
|ssc2name=[[Gunner Missile]] | |||
|ssc2dmg=4.5% (homing missile), 10% (super missile) | |||
|ssc2desc=Functions like Samus's [[Missile]]s. Holding the button will fire a Homing Missile. Inputting like a Smash attack fires a Super Missile. | |||
|usdefname=Lunar Launch | |||
|usdefdmg=7% | |||
|usdefdesc=Releases an explosion beneath themselves, launching into the air. | |||
|usc1name=[[Cannon Uppercut]] | |||
|usc1dmg=9% (concussive blast), 8% (uppercut) | |||
|usc1desc=Fires a concussive blast, then propels themselves with the arm cannon while punching into the air. A sweetspotted concussive blast can meteor smash, similar to Palutena's [[Rocket Jump]] when it is used midair. | |||
|usc2name=[[Arm Rocket]] | |||
|usc2dmg=0% | |||
|usc2desc=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. Similar to {{SSB4|Pit}}'s and {{SSB4|Dark Pit}}'s Power of Flight but it covers slightly less distance. | |||
|dsdefname=Echo Reflector | |||
|dsdefdmg=2% (activation), 1.4x damage (reflected projectiles) | |||
|dsdefdesc=Activates an octagonal shield that reflects projectiles. Functions like Fox's [[Reflector]]. | |||
|dsc1name=[[Bomb Drop]] | |||
|dsc1dmg=2% (bomb), 9% (explosion) | |||
|dsc1desc=Drops a small bomb that rolls along the ground and explodes upon contact with an enemy. Functions like Samus's {{b|Bomb|Samus}}s. | |||
|dsc2name=[[Absorbing Vortex]] | |||
|dsc2dmg=0% | |||
|dsc2desc=Covers themselves with a glowing energy shield that absorbs energy projectiles and converts that damage to healing, similarly to Ness's [[PSI Magnet]]. Heals 1.2 times the damage the Gunner would have taken. | |||
|fsname=Full Blast | |||
|fsdmg=46% | |||
|fsdesc=The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers. Can be angled. Similar to Samus's Final Smash, {{b|Zero Laser|Samus}}. | |||
}} | |||
===[[On-screen appearance]]=== | |||
*Emerges from an [[Absorbing Vortex]], then po | |||
===[[Taunt]]s=== | |||
{{Taunt/SSB4 | |||
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 {{SSB4|Samus}}' victory poses. | |||
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, similar to one of Samus's taunts. | |||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== |
Revision as of 18:58, December 14, 2018
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 |
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
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, and her hair appears to be longer and more detailed.
- 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 dashes faster.
- Mii Gunner's size can no longer be customised.
- This includes a set weight of 104, on par with Link, Captain Falcon and Yoshi, making the Mii Gunner the heaviest Mii Fighter.
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.
- 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 and slightly more landing lag.
- 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 her back.
- The move itself has reduced startup and landing lag.
- The move's duration has been shortened, making it less effective at trapping opponents air dodges.
- Up aerial has a new animation. Mii Gunner now "stands" upright while performing the move, rather than laying on her 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
- Charge Blast:
- Like Samus's Charge Shot, Charge Blast can be now charged while in mid-air.
- Laser Blaze:
- Laser Blaze now makes opponents flinch, similar to Falco's lasers.
- Grenade Launch:
- Can no longer be charged, and now launches for a fixed distance after a brief pause, vastly reducing both its range and its flexibility for limiting approaches.
- Flame Pillar:
- Gunner Missile
- The regular missiles in Gunner Missile travel faster.
- The increased speed lowers the missile's ability to home opponents.
- The regular missiles in Gunner Missile travel faster.
- Stealth Burst:
- Stealth Burst no longer makes the Mii Gunner helpless.
- 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.
- Arm Rocket:
- Arm Rocket can now be tilted left or right to adjust the Mii's flight angle.
- Echo Reflector:
- Echo Reflector has been redesigned; it is now two yellow hexagons that rotate around Mii Gunner.
- Bomb Drop:
- Bomb Drop can now be triggered manually.
- The bombs have a longer fuse.
- Bomb Drop can now be triggered manually.
- 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
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Jabs with their left hand, kicks, and then produces an explosion from their arm cannon for the final hit. Unlike in Smash 4, the move connects much more fluidly, allowing for all the attacks to connect. | ||
2% | ||||
1%, 4% | ||||
Forward tilt | 9% (close), 7.5% (middle), 6% (far) | Fires a short range energy burst with good reach for a tilt. Has noticeably reduced startup and ending lag. | ||
Up tilt | 10% (clean), 8% (late) | Uppercuts with the arm cannon, releasing flames. An effective anti-air attack with very fast startup and high knockback, being one of the Gunner's best KO moves if hit with the first frame of the attack, but has considerable ending lag. KOs at 141%. | ||
Down tilt | 14% | Fires a burst of flame onto the ground in front of themselves, similarly to Samus's down tilt, though with slightly faster startup and stronger knockback that can KO at 144% (similar to the Brawl iteration of Samus's down tilt) but more ending lag, and 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 | 0.8% (hits 1-6), 5% (last hit), 9.8% if all hits connect | 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) 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, doing so at 148%. | ||
Up smash | 3% (hit 1), 2.5% (hits 2-4), 6% (hit 5), 16.5% if all hits connect | Releases bursts of fire in an arc above its head, similarly to Samus's up smash, Cover Fire. Similar to her up smash, it has good power, large range above the Gunner, and low ending lag. However, 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. KOs at 121%. | ||
Down smash | 4% (hit 1), 10% (hit 2) | Fires two bursts of flame onto the ground, first in front then behind of themselves. Enemies that take the first hit are dragged into the second hit, similarly to Ganondorf, Toon Link and Cloud. First hit has deceptively long reach, even outranging certain long ranged moves such as Marth's forward smash. The back hit KOs at 155% at the stage's center. | ||
Neutral aerial | 6% | Sweeps its arm cannon downward in an arc around themselves. A good "get off me" option due to its duration and range that almost covers 360 degrees, similar to Ike. | ||
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 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 themselves. The Gunner's most reliable aerial finisher that isn't a meteor smash. | ||
Up aerial | 1% (hits 1-8) 4% (hit 9) | 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. It can also be used to follow up with an up tilt or up smash despite the moves' decently high landing lag. | ||
Down aerial | 10% (base), 15% (tip) | The Gunner pauses, then fires a single energy burst below themselves. The tip of the burst deals more damage and is a very strong, aerial-only meteor smash, in a similar fashion to Mega Man's Hard Knuckle. However, the hitbox only lasts for one frame, in a similar fashion to Palutena's down aerial, and it has incredibly slow startup (twice the startup of her down aerial), making it very difficult to land. | ||
Grab | — | An average grab. | ||
Pummel | 2% | Knee strikes the opponent. | ||
Forward throw | 2% (punch), 3% (throw) | Punches the enemy away with the arm cannon. | ||
Back throw | 2% (throw), 3% (energy pellet) | Tosses the opponent behind themselves, 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 themselves, then fires a single energy pellet at the foe, similarly to Falco's up throw. | ||
Down throw | 5% | Tosses the enemy onto the ground. Strangely enough, this down throw is identical to Marth's, with the exact same damage output, launch angle, knockback values, ending lag and animation, although it is not weight-dependent. However, due to the Gunner's slower jumpsquat and attack speed, it has no guaranteed followups. | ||
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 frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Shoots a blast of fire in front then behind themselves in a way similar to heir down smash. | ||
Edge attack Edge getups |
7% | Swings their arm cannon in front of themselves. | ||
Neutral special | Default | Charge Blast | 3.15% (uncharged), 22% (charged) | Charges and fires a large energy sphere. In Ultimate, the move can now be charged in midair |
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 like Lucas's PK Fire. |
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 themselves, launching into the air. |
Custom 1 | Cannon Uppercut | 9% (concussive blast), 8% (uppercut) | Fires a concussive blast, then propels themselves with the arm cannon while punching into the air. A sweetspotted concussive blast can meteor smash, similar to Palutena's Rocket Jump when it is used midair. | |
Custom 2 | Arm Rocket | 0% | 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. 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 Bombs. | |
Custom 2 | Absorbing Vortex | 0% | Covers themselves with a glowing energy shield that absorbs energy projectiles and converts that damage to healing, similarly to Ness's PSI Magnet. Heals 1.2 times the damage the Gunner would have taken. | |
Final Smash | Full Blast | 46% | The 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 Absorbing Vortex, then po
Taunts
{{Taunt/SSB4 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.}}
Idle poses
- Rests their arm cannon and then examines it.
- Points their arm cannon in several directions, similar to one of Samus's taunts.
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.
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>