Mii Gunner (SSBU): Difference between revisions

KO potential for f-smash is weak. The person who added in KO potential at 122% must have been playing against a Jigglypuff. That last sentence for d-smash made me lose a few brain cells. Did someone have a stroke writing that?
(KO potential for f-smash is weak. The person who added in KO potential at 122% must have been playing against a Jigglypuff. That last sentence for d-smash made me lose a few brain cells. Did someone have a stroke writing that?)
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As mentioned before, the Mii Gunner has terrible mobility. Their air speed, dashing speed, and initial dashing speed are among the slowest in the game, making them a very sluggish fighter both on the ground and in the air outside of gundashing. Additionally, their status as a heavyweight makes them very easy to combo despite their decent survivability and while their recoveries are good, they do not come without their weaknesses. Arm Rocket possesses no damaging hitbox despite its fantastic mobility and distance, Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance, and Cannon Jump Kick is a terrible recovery move, providing very little distance both horizontally and vertically while also being very slow and easily intercepted.
As mentioned before, the Mii Gunner has terrible mobility. Their air speed, dashing speed, and initial dashing speed are among the slowest in the game, making them a very sluggish fighter both on the ground and in the air outside of gundashing. Additionally, their status as a heavyweight makes them very easy to combo despite their decent survivability and while their recoveries are good, they do not come without their weaknesses. Arm Rocket possesses no damaging hitbox despite its fantastic mobility and distance, Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance, and Cannon Jump Kick is a terrible recovery move, providing very little distance both horizontally and vertically while also being very slow and easily intercepted.


Overall, the Mii Gunner is a jack of all trades amalgamation of all projectile based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic fighter, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have a fatal flaw to prevent them from being overpowered and/or are an inferior version of a similar move other fighters possess. Their strengths do marginally outweight their weaknesses and as a result, is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provide them with countless options to keep opponents away, rack up damage, and edgeguard. However they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. They are a relatively simple character to pick up with a playstyle similar to Samus and can be a potent zoner, though due to their aforementioned weaknesses, they are considered to be an inferior zoner to characters such as Samus, Snake, and the Belmonts.
Overall, the Mii Gunner is a jack of all trades amalgamation of all projectile-based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic fighter, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have a fatal flaw to prevent them from being overpowered and/or are an inferior version of a similar move other fighters possess. Their strengths do marginally outweight their weaknesses and as a result, is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provide them with countless options to keep opponents away, rack up damage, and edgeguard. However they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. They are a relatively simple character to pick up with a playstyle similar to Samus and can be a potent zoner, though due to their aforementioned weaknesses, they are considered to be an inferior zoner to characters such as Samus, Snake, and the Belmonts.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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|dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}})
|dtiltname=Earth Fire ({{ja|アースファイア|Āsu Faia}})
|dtiltdmg=14%
|dtiltdmg=14%
|dtiltdesc=Fires a burst of flame onto the ground in front of themself, similarly to {{SSBU|Samus}}'s down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
|dtiltdesc=Fires a burst of flame onto the ground in front of themselves, similarly to {{SSBU|Samus}}'s down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
|dashname=Fire Knuckle ({{ja|ファイアナックル|Faia Nakkuru}})
|dashname=Fire Knuckle ({{ja|ファイアナックル|Faia Nakkuru}})
|dashdmg=11%
|dashdmg=11%
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|fsmashname=Gatling Shot ({{ja|ガトリングショット|Gatoringu Shotto}})
|fsmashname=Gatling Shot ({{ja|ガトリングショット|Gatoringu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7)
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7)
|fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is 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).
|fsmashdesc=Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is relatively safe on shield at max distance due to its decently low ending lag. However, it is the Gunner's slowest smash attack (frame 17).
|usmashname=Barrage Shot ({{ja|バラージュショット|Barāju Shotto}})
|usmashname=Barrage Shot ({{ja|バラージュショット|Barāju Shotto}})
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2.5}} (hits 2 - 4), {{ChargedSmashDmgSSBU|7}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2.5}} (hits 2 - 4), {{ChargedSmashDmgSSBU|7}} (hit 5)
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|dsmashname=Combination Low Shot ({{ja|コンビネーションローショット|Konbunēshon Rō Shotto}})
|dsmashname=Combination Low Shot ({{ja|コンビネーションローショット|Konbunēshon Rō Shotto}})
|dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind)
|dsmashdmg={{ChargedSmashDmgSSBU|11.5}} (front), {{ChargedSmashDmgSSBU|14}} (behind)
|dsmashdesc=Fires two bursts of flame onto the ground, first in front then behind of themself. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Both hits have deceptively high range, especially the second hit. The second hit uses the combined damage of the Gunner's previous down smash, which connected into each other; as a result, it has very high KO power, KOing Mario from the edge of Final Destination at 66%.
|dsmashdesc=Fires two bursts of flame toward the ground, first in front then behind of themselves. Each flame burst has deceptively high range, though the second one has more knockback and range than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack.  
|nairname=Cannon Swing ({{ja|キャノンスイング|Kyanon Suingu}})
|nairname=Cannon Swing ({{ja|キャノンスイング|Kyanon Suingu}})
|nairdmg={{ShortHopDmgSSBU|10}}
|nairdmg={{ShortHopDmgSSBU|10}}
|nairdesc=Sweeps their arm cannon downward in an arc around themself similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get-off-me" option, and is useful for landing since it has 11 frames of landing lag.
|nairdesc=Sweeps their arm cannon downward in an arc around themselves similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get off me" option, and is useful for landing since it has 11 frames of landing lag.
|fairname=Aerial Shot ({{ja|エアリアルショット|Eariru Shotto}})
|fairname=Aerial Shot ({{ja|エアリアルショット|Eariru Shotto}})
|fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far)
|fairdmg={{ShortHopDmgSSBU|8}} (close), {{ShortHopDmgSSBU|6}} (far)
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|bairname=Back Fire ({{ja|バックファイア|Bakku Faia}})
|bairname=Back Fire ({{ja|バックファイア|Bakku Faia}})
|bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late)
|bairdmg={{ShortHopDmgSSBU|13}} (early), {{ShortHopDmgSSBU|11}} (late)
|bairdesc=Releases a burst of flames from the arm cannon behind themself. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop.
|bairdesc=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.
|uairname=Vertical Gatling Shot ({{ja|バーティカルガトリングショット|Bātikaru Gatoringu Shotto}})
|uairname=Vertical Gatling Shot ({{ja|バーティカルガトリングショット|Bātikaru Gatoringu Shotto}})
|uairdmg={{ShortHopDmgSSBU|1.7}} (hits 1 - 6), {{ShortHopDmgSSBU|4}} (hit 7)
|uairdmg={{ShortHopDmgSSBU|1.7}} (hits 1 - 6), {{ShortHopDmgSSBU|4}} (hit 7)
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|dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}})
|dairname=Bottom Fire ({{ja|ボトムファイア|Botomu Faia}})
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=The Gunner pauses, then fires a single burst of flame below themself. The burst itself deals more damage and is a very strong, aerial-only [[meteor smash]]. However, the meteor hitbox only lasts for two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is often outclassed by neutral and back aerial in terms of edgeguarding potential.
|dairdesc=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 two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is often outclassed by neutral and back aerial in terms of edgeguarding potential.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=The Gunner reaches in front of themself with their left hand. Although Gunner's dash and pivot grabs are average, their standing grab has great range.  
|grabdesc=The Gunner reaches in front of themselves with their left hand. Although Gunner's dash and pivot grabs are average, their standing grab has great range.  
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.2%
|pummeldmg=1.2%
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|bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}})
|bthrowname=Throw & Shot ({{ja|スルー&ショット|Surū ando Shotto}})
|bthrowdmg=7% (throw), 3% (energy pellet)
|bthrowdmg=7% (throw), 3% (energy pellet)
|bthrowdesc=Tosses the opponent behind themself, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided with [[DI]].
|bthrowdesc=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]].
|uthrowname=Throw & Upper Shot ({{ja|スルー&アッパーショット|Surū ando Appā Shotto}})
|uthrowname=Throw & Upper Shot ({{ja|スルー&アッパーショット|Surū ando Appā Shotto}})
|uthrowdmg=7% (throw), 3% (both energy pellets)
|uthrowdmg=7% (throw), 3% (both energy pellets)
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|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Shoots a blast of fire in front then behind themself.
|floortdesc=Shoots a blast of fire in front then behind themselves.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
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|usdefname=Lunar Launch
|usdefname=Lunar Launch
|usdefdmg=7%
|usdefdmg=7%
|usdefdesc=The Gunner fires a flaming projectile beneath themself, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%.
|usdefdesc=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%.
|usc1name=[[Cannon Jump Kick]]
|usc1name=[[Cannon Jump Kick]]
|usc1dmg=9% (concussive blast), 8% (kick), 6% (late)
|usc1dmg=9% (concussive blast), 8% (kick), 6% (late)
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|usc2name=[[Arm Rocket]]
|usc2name=[[Arm Rocket]]
|usc2dmg=0%
|usc2dmg=0%
|usc2desc=Propels themself with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version of [[Rocketbarrel Boost]] but without any damaging hitboxes, and grants the most distance and maneuverability out of all the Gunner's up specials.
|usc2desc=Propels themselves with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version of [[Rocketbarrel Boost]] but without any damaging hitboxes, and grants the most distance and maneuverability out of all the Gunner's up specials.
|dsdefname=Echo Reflector
|dsdefname=Echo Reflector
|dsdefdmg=2% (activation), 1.5× damage (reflected projectiles)
|dsdefdmg=2% (activation), 1.5× damage (reflected projectiles)
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|dsc2name=[[Absorbing Vortex]]
|dsc2name=[[Absorbing Vortex]]
|dsc2dmg=4%
|dsc2dmg=4%
|dsc2desc=Covers themself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's [[PSI Magnet]]. However, unlike Ness, Absorbing Vortex does not have multiple hits, instead only having a single hit upon start-up (7 frames). Heals 1.4x the damage the Gunner would have taken. Upon activation, as well as when absorbing projectiles, any nearby opponents will take slight damage. This hitbox is capable of [[lock]]ing. However, the minimal hitstun of this move invalidates the combo potential. Additionally, Absorbing Vortex reduces falling speed, allowing Gunner to stall in mid air, allowing it to be used as a potential landing mixup.
|dsc2desc=Covers themselves with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's [[PSI Magnet]]. However, unlike Ness, Absorbing Vortex does not have multiple hits, instead only having a single hit upon start-up (7 frames). Heals 1.4x the damage the Gunner would have taken. Upon activation, as well as when absorbing projectiles, any nearby opponents will take slight damage. This hitbox is capable of [[lock]]ing. However, the minimal hitstun of this move invalidates the combo potential. Additionally, Absorbing Vortex reduces falling speed, allowing Gunner to stall in mid air, allowing it to be used as a potential landing mixup.
|fsname=Full Blast
|fsname=Full Blast
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)
|fsdmg= 1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)
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