Mii Gunner (SSBU)
Mii Gunner in Super Smash Bros. Ultimate | |
---|---|
Universe | Super Smash Bros. |
Other playable appearance | in SSB4 |
Availability | Custom |
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 a playable character 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 Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō.
Attributes
The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. They are tied with Link, Captain Falcon, and Yoshi in terms of weight, possess an average walking speed, and the 5th slowest dashing speed in the game. As with the other two Mii Fighter types, the Gunner has access to 12 different special moves: Charge Blast, Laser Blaze, and Grenade Launch (Neutral Special), Flame Pillar, Stealth Burst, and Gunner Missile (Side Special), Lunar Launch, Cannon Jump Kick, and Arm Rocket (Up Special), and Echo Reflector, Bomb Drop, and Absorbing Vortex (Down Special).
Like the other Mii Fighters, one of the primary strengths of the Mii Gunner is their diverse set of versatile specials. Many of their specials excel at neutralizing approaches, racking up damage, edgeguarding, and shield pressure from a distance. Charge Blast is a very good KO'ing option which is extremely consistent, quick, and powerful when fully charged. Gunner Missile are both good at spacing and keeping enemies out. The Super variant deals a solid bit of damage and knockback while the Homing variant can wall out approaches and also help the Gunner initiate approaches of their own. Laser Blaze racks up decent damage while also causing flinching, making it a valuable tool similar to Falco and Fox's Blaster. Finally, Flame Pillar and Bomb Drop are both good tools for ledgetrapping and setting up kill confirms. A bomb drop at mid-high percentages can reliably confirm into back aerial while an opponent trapped in Flame Pillar can be combo'd into a fully charged Charge Blast. Additionally, the Mii Gunner can also further solidify their defensive playstyle with the usage of Echo Reflector and Absorbing Vortex, both of which aid in countering other campy or projectile-based characters.
Accompanying the Mii Gunner's vast collection of zoning specials is a very interesting and varying set of normals. While many of the Gunner's normals suffer from mild ending lag, they either possess high KO'ing power or range. Forward smash and up aerial are both among the longest-ranged moves in the game (the latter which can secure very early KO's at the top of the blast line and the former being an excellent way of reading rolls and covering landing options), forward tilt and neutral air are good tools to push pressuring opponents off of them, and forward aerial is a very useful move, which not only can edgeguard and space opponents from a distance due to it being a projectile, but it also can be used to perform a technique called gundashing, which is an excellent technique that significantly helps mitigate the Mii Gunner's lacking mobility and their recovery. Alongside the aforementioned moves are a slew of moves that have respectable KO'ing power such as up smash, up tilt, down tilt, down smash, and back aerial.
Lastly, the Mii Gunner has adequate choices for recovery. With the exception of Cannon Jump Kick, Lunar Launch and Arm Rocket both provide a fantastic amount of distance, especially Arm Rocket which has far more control both horizontally and vertically. This combined with their heavy weight gives the Mii Gunner a decent ability to survive at higher percents.
Of course, the Gunner does not come without their flaws. While many of their moves have tremendous range or KO'ing power, most of them are very laggy. This is especially prominent with their up and down tilt, which both have decent start up, but significant ending lag while moves that are fast such as forward tilt and neutral air have poor range and KO potential. As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast.
While the Mii Gunner's array of special moves are all very potent, there are some that do not come without their weaknesses. Laser Blaze is a fairly slow and easily interceptible projectile, Grenade Launch travels in a very slow and short-ranged arc that no longer can be charged or controlled, Flame Pillar has relatively substantial lag on both ends and doesn't last as long as other flame-arc moves, and Bomb Drop can be hit back to the Gunner, making them a poor choice to use against opponents with disjoints.
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's 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 like that of Samus, Snake, and the Belmonts.
Changes from Super Smash Bros. 4
Like the other Mii Fighters, the Mii Gunner retains their general moveset, with many direct changes to how their special moves function. The changes to the Gunner's specials were not as drastic as those of the Mii Brawler (who gained four completely new special moves), but are rather alterations and improvements to the Gunner's moveset, much like the Mii Swordfighter. However, the Gunner's changes are a mixed bag of buffs and nerfs overall.
Like the other Mii Fighter types, the Mii Gunner now has set attributes, including high weight (the Gunner is now a heavyweight weighing as much as Captain Falcon, even surpassing the largest possible Mii Fighter in Smash 4), significantly increasing their survivability in general, especially since the Gunner's below average falling speed has been unaltered. However, the rest of the Gunner's attributes have been heavily worsened, with many of their stats being significantly below average or even bottom 10 (notably their run speed, initial dash speed, and air speed). As a result, the Gunner's staying power is now above average, but their overall mobility has become one of the slowest in the game, further enforcing the Gunner's camping-centric playstyle.
The Gunner's standard moveset has been buffed in various ways. Their inconsistent jab and up aerial now connect better due to faster transition speed, and some of the Gunner's 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 they now have faster access to their powerful air game and are less vulnerable against shield. The Gunner's 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 the majority of their specials have been significantly buffed. Many of their 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). The Gunner's 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 their transition to Ultimate, as they now have to rely on spacing to compensate for their significantly lowered movement speed, which is amplified due to the cast receiving many movement buffs in general. The Gunner's powerful tilts have been slightly toned down, limiting their fastest grounded KO options, while forward aerial, previously a pinnacle of the Gunner's neutral game, had its distance reduced without compensation for landing lag, though this has since been marginally rectified in the 2.0 update.
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 they received, as their combo initiators act as "hit-and-run" spacing attacks with few followups (such as their 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 their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to Samus and the Belmonts. While a more effective fighter compared to their iteration in Smash 4, the Gunner's viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined due to their low representation and results.
Much like the Mii Swordfighter, Mii Gunner's opinion has fared worse for the most part. Gunner shares similar weaknesses, such as very poor movement speed and a struggle against rushdown and disjoints. Additionally, while a great deal of their normals are fairly powerful, they are very laggy (i.e. up/down tilt, all smash attacks). Overall, Mii Gunner is considered to be a generally inferior zoner compared to characters such as Samus, the Belmonts and Snake, though they have received a small amount of representation in the form of Chia (though she has dropped the character in favor of R.O.B., King Dedede and Joker), and Katakiri, who has placed in the top 8 of 2GG: Run it Back.
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 her 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 default Mii Gunner's color is now yellow instead of orange.
- The default outfits for the Mii Gunner has 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 futuristic. The Gunner no longer wears 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, with their 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 attributes:
- The 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.
- The Mii Gunner walks slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in Smash 4).
- The Mii Gunner dashes slightly faster (1.3 → 1.37).
- The Mii Gunner has significantly lower air acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
- The Mii Gunner has a lower air speed (1.05 → 0.93), giving them 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).
- It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.
- Dash attack
- Dash attack deals more damage (10 → 11) with knockback scaling not fully compensated (70 → 65), dealing more knockback.
- Dash attack sends at a more horizontal angle (60 → 45) which combined with the above change enables it to KO at useful percentages.
- The inner hitboxes were moved closer towards Mii Gunner, which combined with the new Jostle mechanics removes its blindspot.
- It has an increased shieldstun multiplier (none → 1.5), making it safer on shield.
- 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 the 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 the 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:
- Due to Neutral aerial's reduced landing lag, it can now lead into followups upon landing.
- Neutral aerial does more damage (6% → 10%).
- Neutral aerial has altered knockback (45 (base)/80 (scaling) → 65/40).
- Forward aerial:
- Forward aerial does more damage (6/4% (close/far) → 8/6%).
- 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 increased knockback (30 (base)/88 (scaling) → 29/96), which combined with its increased damage improves its KO potential.
- Up aerial:
- Up aerial has a new animation. The 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.
- Up aerial's final hit deals more knockback (40 (base)/170 (scaling) → 50/175) improving its KO potential.
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%).
- The 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 the 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%).
- The first hit now deals set knockback, allowing it to reliably connect into the second hit.
- 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. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.
- Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.
- Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
- Down throw:
- Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).
- Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.
- Down throw has reduced ending lag (frame 42 → 40).
- Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced endlag.
- 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.
- Charge Blast can be charged and canceled with other actions while in mid-air.
- It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.
- It charges faster (144 frames → 132).
- Laser Blaze:
- Grenade Launch:
- The Mii Gunner's arm cannon glows with a orange-tinted "fuse" while preparing a grenade.
- Grenade Launch deals much more damage (0.5% → 1.3% (hits 1-5), 6% → 6.5% (hit 6); total: 8.5% → 12.2%) with knockback not compensated.
- It has less ending lag (FAF 56 → 53).
- It can no longer be charged and launches a fixed distance. It travels further than an uncharged Smash 4 Grenade Launch, but less than a fully-charged one.
- It has significantly more startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
- Due to not being chargeable, Mii Gunner cannot turn around while charging it.
Side specials
- Flame Pillar:
- Flame Pillar 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 follow-ups, instead of only acting as a spacing tool.
- It deals more total damage (4% (hit 1), 6% (hit 2) → 2% (hit 1), 2.2% (hits 2-5), 2.7% (hit 6); total: 10% → 13.5%).
- It no longer cancels if the Mii Gunner lands before the projectile can fire.
- It has slightly more ending lag (FAF 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).
- Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
- It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).
- Super Missiles deal significantly more knockback, being able to KO at realistic percentages.
- The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.
- Stealth Burst:
- The Mii Gunner no longer spins around before firing a Stealth Burst.
- It travels faster and further.
- It no longer leaves Mii Gunner helpless.
- It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.
- Its earliest explosion has less startup lag (frames 42-75 → 36-66).
- It no longer turns invisible after some travel distance.
Up specials
- Lunar Launch:
- Lunar Launch launches opponents opposite to where the Mii Gunner is facing. This allows it to stage spike, but makes it more difficult to edgeguard conventionally.
- It deals much more knockback, causing it to KO around 45% earlier.
- It grants much more vertical distance, making it better for recovering.
- It has one 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 the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.
- It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as an out of shield option.
- It grants intangibility on frame 6.
- Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.
- It travels slightly more vertical distance.
- It has less horizontal recovery range than Cannon Uppercut.
- Arm Rocket:
- Arm Rocket can be angled during the flight, similar to Diddy Kong's Rocketbarrel Boost.
- It has significantly less landing lag (34 frames → 14).
Down specials
- Echo Reflector:
- Echo Reflector has been redesigned. The Mii Gunner now plants their 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.
- It has less ending lag (FAF 40 → 38).
- It stalls Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.
- Bomb Drop:
- Bomb Drop's bombs are more detailed, 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.
- It can 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.
- Its bombs have a much longer fuse (72 frames → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.
- It has significantly less ending lag (FAF 63 → 53).
- Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.
- Absorbing Vortex:
- The vortex appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.
- Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.
- The hitbox is also produced upon absorbing projectiles.
- Its healing multiplier is higher (1.2x → 1.4x).
- It has less ending lag (FAF 29 → 27).
Final Smash
- Full Blast
- Full Blast's main laser now is green in color and the background turns blue during the Final Smash.
- It deals more damage (1.5% (loop), 4% (last) → 1.8%/5%)
- The final hit deals less knockback (65 base/180 scaling → 55/155), dealing slightly less knockback overall despite the aforementioned damage increase.
Update History
Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall nerfed. While their forward aerial auto-cancels earlier and their up smash connects more reliably, the nerfs to the shield damage of various projectiles in update 3.0.0 affect Mii Gunner more negatively than most other characters.
- Palutena's Guidance no longer references their ammo backpacks from Smash 4.
- Fixed a rare glitch where the Mii Gunner using Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent's vertical movement and animation.
- Forward aerial auto-cancels earlier (frame 49 → 43).
- Charge Blast deals less shield damage.
- Grenade Launch deals less shield damage.
- Flame Pillar deals less shield damage.
- Gunner Missile deals less shield damage.
- Bomb Drop deals less shield damage.
- Up smash's hits connect more reliably.
- Up smash's hits connect more reliably, due to new autolink angle (368°), with knockback on multihits adjusted to prevent opponents being at unusually high speed.
Moveset
- Mii Gunner can wall jump.
For a gallery of Mii Gunner's hitboxes, see here.
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 themself, 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 the Belmonts 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 Samus's up smash. 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's 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 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%. | ||
Neutral aerial | 10% | 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. | ||
Forward aerial | 8% (close), 6% (far) | Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. The recoil of the forward aerial can be used by the Mii Gunner to do a gundash 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, which makes it better for 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% (early), 11% (late) | 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. | ||
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 themself. 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 themself 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 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. | ||
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. Unlike in SSB4, down throw is no longer completely identical in function to Marth's equivalent move. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Thr Gunner quickly fires a flame burst on either side as they stand up. | ||
Floor attack (back) Floor getups (back) |
7% | Similar to their frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Shoots a blast of fire in front then behind themself. | ||
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 while inflicting 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% (hit 1), 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. Can confirm into a charge blast reliably KOing opponents at 80 percent on the ledge. |
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's 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%. The super missile can combo into Charge Blast if both are fired one after another against an opponent at medium distance. Homing missles can lock floored opponents. | |
Up special | Default | Lunar Launch | 7% | 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%. |
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, as it covers the lowest vertical distance out of all the Mii Gunner's up specials. | |
Custom 2 | Arm Rocket | 0% | 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. | |
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. It is similar to Fox's Reflector, however the hitbox at the beginning deals less knockback, and it does not provide brief intangibility, but in return the reflected projectiles deal an extra 0.1x damage. |
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).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 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 locking. However, the minimal histun of this move invalidates the combo potential. Additionally, absorbing vortex reduces falling speed, allowing Gunner to Stall in mid air, allowing its use as a potential landing mixup. | |
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 their arm cannon to the left side of the screen.
Taunts
- Up taunt: Using their free hand to hold the arm cannon, they aim it towards the left side of the screen, slightly kneeling down in a "readying" pose. They then proceed to aim to the right, with the arm cannon slightly angled higher. Each time the Gunner points their arm cannon, it makes a clicking noise while emitting a brief flash from the tip. No matter what direction the Gunner faces, they always aim at the same directions. Unlike in Smash 4, the Mii Gunner now shows an angry expression instead of a neutral one.
- Side taunt: They raise their arm cannons in an upward position and cock them while facing forward. A brief flash is emitted from the tip of the arm cannon.
- Down taunt: While kneeling, they thrust their arm cannon onto the ground and proceed to release small bursts of fire.
Idle poses
- Briefly examines their arm cannon.
- Points their arm cannon to their right, then glances to their left cautiously.
Victory poses
- Left: Rolls in from offscreen, then fires their arm cannon left and right before spinning and firing one final shot.
- Up: Performs their up smash, a cannon shot in front, then a barrage of shots similar to their forward smash.
- Right: Swings arm cannon around twice before firing it while pointing it ahead. Appears similar to the Mii Gunner's neutral attack in Smash 4.
In competitive play
Notable players
- Aikota - Co-mains with Zelda and Ness; Placed 25th at Super Smash Con 2019 and 33rd at MomoCon 2019. Has wins over players such as Mr E, ScAtt and Fatality. Ranked 7th on the Georgia Power Rankings.
- Deon - Placed 25th at Syndicate 2019 and 65th at Albion 4. Has wins over players such as Mr. R and Skarfelt.
- Katakiri - Placed 7th at 2GG: Run it Back. Has wins over players such as Umeki and Darkshad. Ranked 3rd on the Ohio Smash Ultimate Power Rankings.
- Protom - Placed 7th at Smash at The Paramount, 25th at Tri-state Showdown: Fall 2019 and 33rd at Defend the North 2019. Has wins over players such as Frozen, John Numbers and SMB.
Role in World of Light
Although the Mii Gunner has been absent from 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, the default Mii Gunner can be found on the island that leads to the Forest Hill.
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. This Mii cannot be restored if deleted.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
53 | Mii Gunner | Grab | 7,500 | Tortimer Island | Final Destination - Super Smash Bros. for 3DS / Wii U |
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 the Mii Gunner only uses the default Gunner's artwork from Ultimate.
In Spirit battles
As a main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
1,140 | Sukapon | Joy Mech Fight | •Mii Gunner (Moveset 1111, Bear Hat, Bear Suit) | 13,700 | Coliseum | •Attack Power ↑ •Assist Trophy Enemies (Sukapon) |
•Stamina battle •Hostile assist trophies will appear •The enemy has increased attack power after a little while |
Clu Clu Land | |||
1,160 | Ray Mk II | Custom Robo series | •Mii Gunner (Moveset 3212, Ray Mk III Helmet, Ray Mk III Outfit) | 3,600 | Pokémon Stadium 2 | N/A | •The enemy's ranged weapons have increased power •The enemy favors special moves •The enemy starts the battle with a Rocket Belt |
Marionation Gear | |||
1,164 | Saki Amamiya | Sin & Punishment series | •Mii Gunner (Moveset 2121, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1) | 9,200 | Moray Towers (Battlefield form) | N/A | •The enemy's ranged weapons have increased power | Opening Stage | |||
1,206 | Chibi-Robo | Chibi-Robo! series | •Tiny Mii Gunner (Moveset 1321, Chibi-Robo Hat, Chibi-Robo Outfit) | 3,500 | Living Room | •Sudden Damage •Assist Trophy Enemies (Nintendog) |
•The enemy's energy attacks have increased power •Hostile assist trophies will appear after a little while •The enemy takes serious damage after a little while |
Noisy Notebook | |||
1,299 | Partner Eevee | Pokémon series | •Mii Gunner (Moveset 2221, SSB T-shirt) | 8,000 | Pokémon Stadium | •Attack Power ↑ •Defense ↑ •Item: Poké Ball |
•The enemy has increased defense •The enemy has increased attack power •Only certain Pokémon will emerge from Poké Balls (Eevee) |
Road to Viridian City - Pokémon Red / Pokémon Blue | Elaine | ||
1,347 | Radiant Gleam | DAEMON X MACHINA | Mii Gunner (Bionic Helmet, Ray Mk III Outfit) | 3,800 | Shadow Moses Island (Battlefield form) | •Assist Trophy Enemies (Moon) •Item: Exploding Types |
•Stamina battle •Hostile assist trophies will appear •The enemy starts the battle with a Killing Edge |
Main Theme - METAL GEAR SOLID PEACE WALKER |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
43 | Shy Guy | Super Mario series | •Mii Brawler (Shy Guy Mask, Standard Outfit) •Mii Gunner (Shy Guy Mask, Standard Outfit) •Mii Swordfighter (Shy Guy Mask, Standard Outfit) |
1,500 | Mushroom Kingdom II (Battlefield form) | •Item: Throwing Types | •The enemy favors neutral specials •The enemy is easily distracted by items |
Ground Theme - Super Mario Bros. 2 | Shy Guy | ||
1,079 | Sebastian Tute | Wii Music | •Mii Swordfighter (Moveset 2312, Prince's Crown, Butler Outfit) •Mii Gunner (Moveset 2312, Saki Amamiya Wig, Steampunk Getup) •Mii Brawler (Moveset 2312, Isaac Wig, Toy-Con Outfit) |
8,900 | Tomodachi Life (Battlefield form) | N/A | •Defeat the main fighter to win •Only certain Pokémon will emerge from Poké Balls (Meloetta) •Reinforcements will appear during the battle |
Final Results - Wii Party U | Mii | ||
1,080 | Party Phil | Wii Party series | •Mii Brawler (Top Hat, Standard Outfit) •Mii Swordfighter (Top Hat, Standard Outfit) •Mii Gunner (Top Hat, Standard Outfit) |
8,800 | WarioWare, Inc. (Battlefield form) | •Bob-omb Festival | •Bob-ombs will rain from the sky •Explosion attacks aren't as effective against the enemy |
Final Results - Wii Party U | Mii | ||
1,084 | Coraline | StreetPass Mii Plaza series | •Isabelle •Mii Gunner (Moveset 1111, Pirate Hat, Splatoon 2 Outfit) |
1,800 | Wuhu Island (Speedboat) | N/A | •The enemy favors side specials | Mii Plaza | Mii | ||
1,094 | Smash Ball | Super Smash Bros. series | •Mii Brawler (SSB T-shirt) •Mii Gunner (SSB T-shirt) •Mii Swordfighter (SSB T-shirt) |
9,600 | Final Destination (Battlefield form) | •Sudden Final Smash •Item: Food |
•Survive until the timer runs out •The enemy will suddenly have a Final Smash •You'll get a Final Smash |
Final Destination | Mii Gunner | ||
1,165 | Isa Jo | Sin & Punishment series | •Shulk •Mii Gunner (Moveset 2222, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1) |
3,600 | Midgar (Battlefield form) | N/A | •The enemy starts the battle with a Ray Gun •The enemy starts the battle with a Rocket Belt |
Opening Stage | Saki Amamiya | ||
1,260 | Nikki | Swapnote series | •Mii Brawler (Moveset 11?1, Standard Outfit, Green Outfit Color) •Mii Gunner (Moveset 111?, Standard Outfit, Green Outfit Color) •Mii Swordfighter (Moveset 1111, Standard Outfit, Green Outfit Color) |
8,900 | PictoChat 2 (Ω form) | •Assist Trophy Enemies (Nikki) | •Hostile assist trophies will appear | Mii Plaza | Nikki (Gunner) | ||
1,310 | Ryuji Sakamoto | Persona series | •Captain Falcon •Mii Gunner (Pirate Hat, Steampunk Getup) |
4,800 | Luigi's Mansion (Battlefield form) | •N/A | •Defeat the main fighter to win •The enemy starts the battle with a Home-Run Bat |
Last Surprise | Captain Kidd | ||
1,320 | Toy-Con VR Goggles | Nintendo Labo series | •R.O.B. •Mii Gunner (Toy-Con Visor, Red Standard Outfit) •Mii Gunner (Toy-Con Visor, Blue Standard Outfit) |
3,800 | Gamer (Single building layout) | •Assist Trophy Enemies (Yuri Kozukata) •Dragoon Parts |
•Hostile assist trophies will appear after a little while | Garage | Neon Red & Blue Joy-Con controllers |
Alternate costumes
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
- Out of all the special moves that can be used by any Mii, Arm Rocket is the only one that doesn't deal damage.
- Despite no longer wearing the ammo backpacks, the Palutena's Guidance conversation about Mii Gunner still referenced them prior to patch 1.2.0.
- Mii Gunner is one of five characters whose unlocking battle in World of Light is not on either Final Destination or an Ω form. The other four are Peach, Daisy, Toon Link, and King K. Rool.
- The Mii Gunner is the only Mii that does not possess a counterattack.
- The Mii Gunner's name in German being "Mii-cyborg" could imply that their arm cannon is actually their arm itself.
- However, other costumes of the Gunner, such as the Fox or Tails outfit, depict them having a hand holding a gun instead, though it is possible this is simply a prosthetic.