Mii Gunner (SSBU): Difference between revisions
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'''{{GameIcon|ssbu}} 2.0.0''' | '''{{GameIcon|ssbu}} 2.0.0''' | ||
*{{bugfix|Fixed a rare glitch where the Mii Gunner that used [[Full Blast]] to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.}} | *{{bugfix|Fixed a rare glitch where the Mii Gunner that used [[Full Blast]] to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.}} | ||
*{{buff|Forward air autocancels earlier.}} | |||
==Moveset== | ==Moveset== |
Revision as of 16:48, January 30, 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.
As with the other Mii Fighters, the Miis have 12 voice options, provided by Yuji Kishi, Takashi Ohara, Ryotaro Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shoji, Ayumi Fujimura, Makiko Ohmoto, Minami Takayama, and Kimiko Saito respectively.
Changes from Super Smash Bros. 4
Like the other Mii Fighters, the Mii Gunner retains her general moveset, with many direct changes to how her special moves function. The changes to her specials were not as drastic as the Mii Brawler (who gained four completely new special moves), but are rather alterations and improvements to her moveset, much like the Mii Swordfighter. However, her changes are a mixed bag of buffs and nerfs overall.
Like her counterparts, the Mii Gunner now has set attributes, including high weight (she is now a heavyweight, even surpassing the largest possible Mii Fighter in Smash 4), significantly increasing her survivability in general, especially since her below average falling speed has been unaltered. However, the rest of her attributes have been heavily worsened, with many of her stats being significantly below average or even bottom 10 (notably her run speed, initial dash speed, and air speed). As a result, her staying power is now above average, but her overall mobility has become one of the slowest in the game, further enforcing her camping-centric playstyle.
The Gunner's standard moveset have been buffed in various ways. Her inconsistent jab and up aerial now connect better due to faster transition speed, and some of her moves have been given more utility due to a reduction of lag (forward tilt), greatly increased 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 she now has faster access to her powerful air game and is less vulnerable against shield. Her throws, previously notorious for all dealing 5%, have been buffed, with up throw now being the second most damaging in the game behind 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 majority of her specials have been significantly buffed. Many of her projectiles (such as Charge Blast, super missiles from Gunner Missile, and Stealth Burst) do vastly increased 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 improved abilities (multi-hit combo initiation, no damage falloff, and stage control, respectively). Her recovery moves have also been buffed, as Lunar Launch travels significantly higher, Cannon Jump Kick has excellent out of shield KO power, and Arm Rocket's trajectory can be altered during travel.
However, the Mii Gunner has received notable nerfs. The Gunner's mobility changes are by far the most glaring weakness from her transition to Ultimate, as she now has to rely on spacing to compensate for her significantly lowered movement speed, which is amplified due to the cast receiving many movement buffs in general. Her powerful tilts have been slightly toned down, limiting her fastest grounded KO options, while her forward aerial, previously a pinnacle of the Gunner's neutral game, had its distance reduced without compensation for landing lag, though it now has significantly lower ending lag.
Some 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 Mii Gunner's combo potential is still limited despite the buffs she received, as her combo initiators act as "hit-and-run" spacing attacks with few followups (such as her tilt attacks and neutral aerial).
Overall, the Mii Gunner has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, who has to rely on her special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to Samus, Simon and Richter. While she is a more effective fighter compared to her iteration in Smash 4, her viability compared to the cast and, more significantly, the legality of custom moves in tournaments, are still yet to be seen.
Aesthetics
- Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.
- 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 eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, 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 high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futurustic. They no longer wear an ammo backpack, and their arm cannon has a different appearance.
- The Mii Gunner has a new idle animation involving her standing with her arms spread, with her cannonless arm clenched in a fist.
Attributes
- Like all characters, the Mii Gunner's jumpsquat animation now takes three frames to complete (down from 6).
- As with all Mii Fighters, the Mii Gunner now has fixed proportions and attributes:
- Mii Gunner now has a set weight of 104, on par with Captain Falcon, Link and Yoshi. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in Smash 4.
- Mii Gunner walks slower (1.05 → 1). She is now the 53rd fastest walker (compared to 37-38th fastest in Smash 4).
- Mii Gunner dashes faster (1.3 → 1.37).
- Mii Gunner's run speed is worse relative to the cast, as she is now the 73rd fastest runner (compared to 53-54th fastest). She is still the fifth slowest runner in the game by default.
- Mii Gunner now has the second slowest initial dash speed (1.63), only beating Olimar.
- Mii Gunner has significantly lower air acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
- Mii Gunner has a significantly lower air speed (1.05 → 0.93), giving her the 67th highest air speed in the game (compared to 25th in Smash 4).
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.
- The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.
- Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can now lock.
- Neutral attack's final hit deals slightly more damage (4% → 4.5%). However, the first two hits deal less damage (2% → 1.7%), making its total damage the same.
- Forward tilt:
- All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).
- Forward tilt has reduced startup (frame 10/11 → 7) and ending lag (frame 39 → 33).
- Forward tilt's knockback growth was compensated, and now KOs later (KOs Mario from the edge of Final Destination at 131% → 143%).
- Up tilt:
- Up tilt KOs later (KOs Mario on Final Destination at 130% → 139%).
- Down tilt:
- Down tilt KOs later (KOs Mario on Final Destination at 129% → 141%).
- Dash attack
- Dash attack sends at a more horizontal angle and deals more knockback, turning it into an actual KO move (KOs Mario from the edge of Final Destination at 161% → 115%).
- Forward smash:
- Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback, now KOing Mario from the center of Final Destination at 142% → 122%. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.
- Forward smash is much harder to escape from.
- Up smash:
- Up smash deals more total damage (16.5% → 17.5%).
- Up smash KOs slightly earlier (KOs Mario on Final Destination at 124% → 122%).
- Down smash:
- The first hit of its down smash no longer drags opponents in behind Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
- However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.
- Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).
- Down smash's first hit KOs earlier (KOs Mario from the edge of Final Destination at 94% → 89%).
- Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).
- Down smash has had its range slightly reduced on the first hit, though it still has high range.
- The first hit of its down smash no longer drags opponents in behind Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
Aerial attacks
- All aerials except forward aerial have reduced landing lag (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).
- Neutral aerial:
- Neutral aerial has increased range and reduced landing lag. It can now lead into followups upon landing.
- Neutral aerial does more damage (6% → 10%).
- Forward aerial:
- Forward aerial does more damage (6/4% (close/far) → 8/6%).
- Forward aerial has significantly reduced ending lag; the Mii Gunner can now act out almost immediately after firing. Previously it had such high ending lag that the Gunner would risk self-destructing without a double jump.
- Forward aerial starts later (frame 10 → 12).
- Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This makes it worse for spacing.
- Back aerial:
- Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% → 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).
- Back aerial's main hitbox has higher knockback growth, making it KO earlier (KOs Mario from the edge of Final Destination at 101% → 97%, or from the center at 147% → 130%).
- 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's duration has been shortened, and the final hitbox ends earlier (frame 39 → 34, total frames: 61 → 59). This now allows the move to complete in a short hop, but makes it less effective at trapping air dodges.
- Up aerial now hits 7 times instead of 9 due to its shorter length.
- Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).
- Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.
Throws/other attacks
- The Mii Gunner's pummel is now a knee strike, rather than an arm cannon bash.
- Pummel is much faster, but weaker (2% → 1.2%).
- Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).
- Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).
- All of Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
- Forward throw:
- Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).
- Back throw:
- Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).
- Up throw:
- Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the second most damaging up throw in the game, behind King K. Rool.
- Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
- Up throw's additional shot now allows up throw to refresh the staleness of the Gunner's other moves.
- Down throw:
- Down throw deals more damage (5% → 7%).
- Down throw has better combo potential due to its lowered ending lag (frame 42 → 40) and the Gunner's faster jumpsquat, with combos into aerials being more consistent till mid percents.
- Edge attack deals more damage (7% → 9%).
Special Moves
Neutral specials:
- Charge Blast:
- The Mii Gunner no longer spins around before charging or firing a Charge Blast.
- Like Samus's Charge Shot, Charge Blast can be now charged and canceled with other actions while in mid-air.
- Charge Shot deals more damage (no charge: 3.15% → 4%, full charge: 22% → 26%) with knockback compensated.
- Charge Blast charges faster (frame 144 → 132).
- Laser Blaze:
- Like Falco's lasers, Laser Blaze now makes opponents flinch, and can now lock.
- Laser Blaze now has a consistent hitbox that does not lose power, and deals increased damage (3-4% → 5%).
- Laser Blaze fires faster (frame 12 → 10) and has less ending lag (frame 48 → 42).
- Consecutive shots take longer (frame 17 → 22).
- Grenade Launch:
- The Mii Gunner's arm cannon now glows with a orange-tinted "fuse" while preparing a grenade.
- Grenade Launch deals much more damage (hits 1-5: 0.5% → 1.3%, hit 6: 6% → 6.5%; total damage: 8.5% → 12.2%).
- Grenade Launch's final hit KOs slightly earlier (KOs Mario from the edge of Final Destination at 140% → 138%.)
- Grenade Launch can no longer be charged, and now launches a fixed distance. It travels further than an uncharged Smash 4 Grenade Launch, but less than a fully-charged one.
- Grenade Launch has significantly higher startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
- Grenade Launch has lower ending lag {frame 56 → 53), making it safer after firing.
- The Mii Gunner can no longer change direction while charging the grenade, although she can still maneuver in midair.
Side specials:
- Flame Pillar:
- Flame Pillar now hits multiple times with a stronger final hit, similar to Robin's Arcfire, making it better for pressuring shields and allowing it to set up for actual follow-ups, instead of only acting as a spacing tool.
- As it is now a multi-hit move, Flame Pillar's total damage has increased (total damage: 10% → 11.6%) despite its hits dealing less damage (projectile: 4% → 2%, flame pillar: 6% → 2.2/2.6% (hits 2-5/6)).
- Flame Pillar no longer cancels if the Mii Gunner lands before the projectile can fire.
- Flame Pillar has slightly more ending lag (frame 59 → 63).
- Gunner Missile
- Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).
- All missiles do much more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
- The move starts faster (frame 29 → 27) and ends much quicker (frame 62 → 46).
- The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.
- Super Missiles have vastly improved KO potential, now KOing as early as 120% from the edge of Final Destination (compared to Smash 4's, which couldn't KO at any reasonable percent).
- Stealth Burst:
- The Mii Gunner no longer spins around before firing a Stealth Burst.
- Stealth Burst travels faster and further.
- Like Din's Fire, Stealth Burst no longer makes the Mii Gunner helpless.
- Stealth Burst deals much more damage (10.8 - 15.4% → 12.1 - 18%). All charge levels have higher KO potential, and no-charge/fully-charged Stealth Bursts can now KO at around 133%/110%.
- Stealth Burst's earliest explosion starts earlier (frames 42-75 → 36-66).
- Stealth Burst no longer turns invisible after some travel distance.
Up specials:
- Lunar Launch:
- Lunar Launch's projectile now launches opponents opposite to where the Mii Gunner is facing. This allows it to stage spike, but makes it more difficult to edgeguard conventionally.
- Lunar Launch's projectile deals much more knockback, allowing it to KO at the edge of Final Destination at 175% → 130%.
- Lunar Launch grants much more vertical distance, making it better for recovering from below.
- Lunar Launch grants less vertical momentum. Additionally, as the Mii Gunner now has slower air mobility, her aerial drift was worsened, making it harder to drift back on stage after the move is over.
- Lunar Launch has 1 more frame of landing lag (frame 18 → 19).
- Cannon Jump Kick:
- 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 firing upwards.
- Cannon Jump Kick's hits have faster startup (hits 1/2: frame 11/15 → 6/10), making it much more effective as an out of shield option.
- Cannon Jump Kick grants intangibility on frame 6.
- Cannon Jump Kick's late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often. This significantly improves the move's KO power.
- Cannon Jump Kick travels slightly more vertical distance.
- Cannon Jump Kick has even worse horizontal recovery range than Cannon Uppercut.
- Arm Rocket:
- Arm Rocket can now be angled during the flight, similar to Diddy Kong's Rocketbarrel Boost.
- Arm Rocket's landing lag has been significantly reduced (frame 34 → 14).
Down specials:
- Echo Reflector:
- Echo Reflector has been redesigned. The Mii Gunner now plants her arm cannon downwards into the ground to generate a transparent green barrier with two yellow hexagons rotating around it. This does not change the effects of the move. The Mii Gunner can still turn around during the move, but this is aesthetic.
- Echo Reflector has less ending lag (frame 40 → 38).
- Bomb Drop:
- Bomb Drop's bombs are more detailed, now having a slight octagonal exterior made of metal and a glowing blue interior, instead of being a simple circular shape with four metal outer reinforcements.
- Bomb Drop can now be triggered manually by using the move again; this detonates the bomb currently in play and drops another. This allows a bomb to act as a deterrent while launching a second bomb.
- The bombs have a much longer fuse (frame 72 → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.
- Bomb Drop has significantly lower ending lag (frame 63 → 53).
- Bombs can now be knocked away by attacks, making it harm the Mii Gunner instead.
- Absorbing Vortex:
- The vortex now appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways her cannon around to generate the vortex, and simply points it up as the cannon glistens.
- Much like Ness' PSI Magnet, Absorbing Vortex now produces a weak hitbox upon startup, allowing for safer use of the move in general.
- The move's weak hitbox is also produced upon absorbing projectiles.
- Absorbing Vortex's healing multiplier is higher (1.2x → 1.4x).
- Absorbing Vortex has more ending lag (frame 38 → 40).
Final Smash:
- Full Blast
- The main laser now is now green in color, and the background turns blue during the Final Smash.
- The laser beam is now noticeably larger in width, making it easier to hit opponents.
Update History
- Fixed a rare glitch where the Mii Gunner that used Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.
- Forward air autocancels earlier.
Moveset
- Mii Gunner can wall jump.
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. 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. | ||
1.7% | ||||
1% (cannon), 4.5% (explosion) | ||||
Forward tilt | 13%(close), 10.5% (middle), 8% (far) | 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 Mario on the edge of Final Destination at around 143%. As such, it is more effective as a spacing or "get-off-me" option. | ||
Up tilt | 10% (clean), 8% (late) | 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 followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside her, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%. | ||
Down tilt | 14% | Fires a burst of flame onto the ground in front of themselves, similarly to 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 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%. | ||
Dash attack | 11% | 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. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag. | ||
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 7 times and has tremendous range, being one of the longest forward smashes in the game (surpassed only by Simon/Richter and Corrin). 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). | ||
Up smash | 3% (hit 1), 2.5% (hits 2 - 4), 7% (hit 5) | Releases five bursts of fire in an arc above her head, similarly to the up smashes of Samus and Dark Samus. 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' 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%. | ||
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 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%. | ||
Neutral aerial | 10% | Sweeps her arm cannon downward in an arc around themselves. 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. | ||
Forward aerial | 8% (close), 6% (far) | Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backwards. 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). 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, 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. | ||
Back aerial | 13% | Releases a burst of flames from the arm cannon behind themselves. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop. | ||
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. 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. | ||
Down aerial | 10% (cannon), 15% (burst), 12% (late) | The Gunner pauses, then fires a single burst of flame below themselves. The burst itself deals more damage and is a very strong, aerial-only meteor smash. However, the meteor hitbox only lasts for one frame, and turns into a weaker non-meteor smashing hitbox one frame later. As a result, it is difficult to land. | ||
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. It can KO at extremely high percentages, but the laser can be avoided with DI. | ||
Up throw | 7% (throw), 3% (both energy pellets) | Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%; it is the second most damaging up throw if both hits connect, surpassed only by King K. Rool. It is thus useful for racking up damage and refreshing the staleness of the Gunner's other moves. | ||
Down throw | 7% | Slams the enemy onto the ground, launching them upward. Can start combos into aerials till mid percents, though it quickly loses effectiveness. | ||
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 she stands up. | ||
Floor attack (back) Floor getups (back) |
7% | Similar to her frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Shoots a blast of fire in front then behind herself. | ||
Edge attack Edge getups |
9% | Swings their arm cannon ahead. | ||
Neutral special | Default | Charge Blast | 4% (uncharged), 26% (fully charged) | Charges and fires a large energy sphere. The Mii Gunner can charge the blast in midair, and charge cancel by jumping or using an air dodge. Pressing any attack button while charging will fire the sphere. It is the Gunner's strongest projectile special move, with a fully-charged shot being capable of KOing from center-stage at 105%. Uncharged versions can lock floored opponents. |
Custom 1 | Laser Blaze | 5% | Fires spammable green energy pellets that cause flinching. Similar to Falco's Blaster but fires at a slightly slower rate and does slightly more damage. It does not lose strength while traveling, making it a useful damage racker. The lasers can also lock floored opponents. | |
Custom 2 | Grenade Launch | 1.3% (hits 1 -5), 6.5% (hit 6) | After a pause, the Mii Gunner fires a grenade from their arm cannon. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. The grenade will explode around one second after launch, or detonate on impact with enemies, dealing multiple hits with a final launching hit. The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. The Mii Gunner can maneuver in the air while preparing to fire the grenade. It is overall a useful move for covering and limiting movement options, or edgeguarding recovering opponents; coupled with its low ending lag, it can start low percent combos or constantly deter approaches. | |
Side special | Default | Flame Pillar | 2% (projectile), 2.2% (hits 2 - 5), 2.7% (hit 6) | 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. 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. |
Custom 1 | Stealth Burst | 12.1 - 18% | Fires a small shining energy shot that detonates when the button is released, similarly to Zelda's Din's Fire but only traveling straight. As the name suggests, Stealth Burst is very hard to telegraph due to how small its particle effect is, making it useful for mindgames and edgeguarding. Holding the button gives the shot more distance and power before detonating. Using it in the air will slow the Gunner's fall speed momentarily. All charge levels have KO potential, with no-charge/fully-charged Stealth Bursts KOing at around 133%/110%. However, its hitbox is rather small, especially if uncharged. | |
Custom 2 | Gunner Missile | 7.5% (homing missile), 14.5% (super missile) | Functions like Samus' 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%. | |
Up special | Default | Lunar Launch | 7% | The Gunner fires a flaming projectile beneath themselves, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%. |
Custom 1 | Cannon Jump Kick | 9% (concussive blast), 8% (kick), 6% (late) | 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. | |
Custom 2 | Arm Rocket | 0% | Propels herself with a stream of flames from her 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. | |
Down special | Default | Echo Reflector | 2% (activation), 1.5× damage (reflected projectiles) | Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. Reflects projectiles at 1.5x their original strength. Despite its appearance, projectiles from above will also be reflected. |
Custom 1 | Bomb Drop | 2% (bomb), 9% (explosion) | 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). Functions similarly to Samus's Bombs, but with more damage and knockback. 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. | |
Custom 2 | Absorbing Vortex | 4% | Covers herself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's PSI Magnet. 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 locking. | |
Final Smash | Full Blast | 67.1% (maximum damage) | 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
- Emerges from an energy field, which resembles Absorbing Vortex, then points her arm cannon to the left side of the screen.
Taunts
- Up Taunt: Performs two poses, pointing her arm cannon to the left, then kneeling down in a "readying" pose while facing right. Unlike in Smash 4, the Mii Gunner now shows an angry expression instead of a happy one.
- Side Taunt: Cocks her arm cannon while facing forward.
- Down Taunt: Thrusts her arm cannon onto the ground whilst releasing small bursts of fire.
Idle poses
- Briefly examines her arm cannon.
- Points her arm cannon to her right, then glances to her left cautiously.
Victory poses
- Fires two bursts from her cannon in two directions, then spins and fires a volley similar to her forward smash before posing.
- Rolls in from offscreen, then fires her arm cannon.
- Swings arm cannon twice, then fires it while pointing it ahead. The animation resembles her neutral attack in Smash 4.
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.
Spirits
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 Mii Gunner only uses her artwork from Ultimate.
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
Trivia
- Despite no longer wearing the ammo backpacks, the Palutena's Guidance conversation about Mii Gunner still referenced them. This was later patched.