Contents. This Mii cannot be restored if deleted. The grenade will explode around one second after launch, or detonate on impact with enemies, dealing multiple hits with a final launching hit. [Of course, if you don’t care about synergy, you can simply choose the best individual specials from the analysis above.]. The projectile is able to KO at the edge of Final Destination from 130%. This article is about Mii Gunner's appearance in. Lucky for you, I’ve tested all of Mii Gunner’s moves to obtain this data. Ground Attacks; Aerial Attacks; Special Attacks ; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. The Mii Gunner's fastest ground move, and is much faster in comparison to the version in. Despite this, the Gunner was one of the most obscure characters in competitive play in the early metagame; both the Mii Gunner and Mii Brawler were overshadowed by the extremely positive perception of the Mii Swordfighter, who took in most of the Mii Fighter's representation overall. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. However, it is the Gunner's slowest smash attack (frame 17). Ultimate. Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. The Final Smash also does more damage if angled (as the opponent will be hit by both the big and small lasers). Option 1 is Charge Blast. This alternative occurs when the corresponding DLC has been purchased and downloaded. 3 Favourites. You shoot the projectile by inputting side B, holding B until it reaches the desired location, and releasing B to explode the projectile.  This requires aim/timing and Gunner is stuck in place until the projectile explodes.  As the name suggests, the projectile is difficult to see.  It travels through other projectiles and players, exploding only when you release B.  Stealth Burst does 14.5% to 20% damage, doing more damage the further it travels.  Interestingly, it can’t be reflected back at you, although a reflector will protect your enemy from damage.  The long range version has true KO power, taking a stock at about 97% no matter where the opponent is located (the medium range version will KO at about 123%).  Stealth Burst shines in catching landings and airborne fighters who are are trying to make it back to stage.  Pro player, HugS, switched to Stealth Burst after previously using Flame Pillar. 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. Neutral Specials 1 Charge Blast Charges and fires a large energy sphere. Gunner Missile is a versatile projectile that gives Mii Gunner … 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). Up special recommendation: Arm Rocket is the superior choice.  Lunar Launch is also a good option, if you prefer it.  Cannon Jump Kick should probably be avoided unless you’re an expert B-reversing, gun-dashing ninja who prioritizes offense over recovery. You can discuss this issue on the talk page or edit this page to improve it. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It’s often difficult to land on smart opponents but sometimes chains into itself several times in a row.  It’s also excellent for ledge trapping (although it doesn’t 2-frame). However, the name of the deleted Mii will still be kept. 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. For Super Smash Bros. As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast. The weight and height of the Mii also affect their base stats. The glorious sequel everybody and their mother DIDN'T want! Up B Special. While their current standing in the metagame is still debatable, the Mii Gunner is typically considered the least effective Mii Fighter of the three, or on par with the Mii Brawler at most. 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). Unlocking Mii Gunner in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". In my opinion, 1332 and 3332 are the best movesets.  I personally prefer 3332, but 1332 is quite popular among Gunner mains.  I think 3232 has serious potential due to Stealth Burst’s KO power, but I don’t have any experience with it (and I’ve not seen any games where this moveset was used). Option 3 is Absorbing Vortex, which is similar to Ness’s absorb special.  It absorbs energy projectiles (and explosions) that then heal Gunner (lowers damage percentage).  It heals with a 1.6x multiplier.  For example, if the energy projectile causes 10% damage, it would heal 16% of Gunner’s damage percentage.  Its initial activation has a low damage hitbox (4.8%) and, similar to Echo Reflector, it allows Gunner to stall in air and change directions with a B reverse. Â. Uppercuts with their arm cannon, releasing a discharge of flames. Option 2 is Bomb Drop, a versatile projectile that controls space in front of Gunner.  Gunner drops a small, round, timed bomb that bounces and lands less than a dash distance away.  It explodes on contact, after about 3 seconds, or when you drop another bomb.  This particular distance is precisely where opponents would land with/after well-spaced aerials, which means that Bomb Drop alters approaches from the air and prevents them on the ground.  You can also drop bombs from the air, which causes them to bounce and move further away.  It does 13.2% damage (or a bit less depending on how it hits).  It’s a good tool while fighting on stage (or in the air), edge guarding, and ledge trapping.  And it causes surprisingly high shield damage (nerfed in Version 3.0).  Instead of doing a planned aerial attack, if you see the opponent shielding, you can drop a bomb that you can follow up on after you land.  For edge guards and ledge traps, the utility is quite obvious: you can drop bombs that bounce or roll offstage or simply place one at the ledge when an opponent is ledge hanging.  You can use bombs to cover your landings and protect yourself from edge guarding opponents.  Its most interesting use is protecting Gunner from projectiles: it has a hurtbox that interacts with and stops incoming projectiles.  It will stop even a fully charged Samus Charge Shot.Â. Requires using certain down special moves that you might not otherwise want, Great, flexible recovery that will launch Gunner an impressive distance in any direction, No hitbox, which can leave Gunner vulnerable to edge guards if you don’t mixup your recovery attempts, Useless against characters without a projectile, or characters with a projectile that probably won’t do return damage (like Peach’s turnips, Snake’s grenades, etc. 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%. 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. Holy shit man! 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. 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 they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. 11 months ago. In the mode itself, the default Mii Gunner can be found on the island that leads to the Forest Hill. Some of the physical characteristics of Miis get carried over when you use them as Mii Fighters. Guest Mii F is a female Mii with pale skin and brown hair. Mii Gunner is the only character … I don’t recommend the 1132 moveset, but many Gunners like it, so it merits discussion.  Charge Blast works nicely with Flame Pillar.  As explained above, there is a kill confirm with Flame Pillar leading into short hop charge blast, which will KO at impressively early percentages.  From the competitive games I’ve seen, it seems difficult to land Flame Pillar on smart opponents.  And even when it does land, players sometimes (often?) Similar to. Side special recommendation: While all three specials are useful, I highly recommend missiles for the damage output and horizontal control.  Stealth Burst is also a great option for its KO power, but your horizontal control weakens considerably and neutral won’t come quite as easy. Option 2 is Cannon Jump Kick (CJK), a horrible recovery move that doubles as an amazing attack.  Its vertical distance is mediocre and CJK allows only slight horizontal drift.  But it’s a ridiculously good offensive move.  It’s a frame 6 attack, has a large hitbox, does 20.4% damage, is an effective anti-air move, has priority over most opposing attacks, can spike opponents offstage with its initial hitbox, and is one of Mii Gunner’s best KO options.  It’s also Gunner’s fastest (and perhaps best) out of shield option.  In addition, it can also be used to edge guard opponents.  No matter where the opponent is located (ledge or center), it will KO from ground level at 106% and at double jump height at 84%.  If you opt to use CJK for your up special, you probably must choose Echo Reflector or Absorbing Vortex as your down special.  This is because recovering with CJK often requires B reversing one of these moves and then gun-dashing (advanced Mii Gunner movement technique) until you reach the area near the ledge.  Although it’s a poor recovery option because it doesn’t cover much distance, its hitbox does protect you from edge guarding opponents. Â. It takes about 2.4 seconds to fully charge, which feels a lot longer when you’re fighting off a rush-down Fox or Roy.  Fast rush-down characters are some of Mii Gunner’s worst matchups, so this is a significant point.  And even if you have time to charge after launching an opponent, stationary charging sacrifices an opportunity to press your advantage state even further.  Of course, you can charge in bits and pieces (even during a jump), which may alleviate some concern. Â. Charge Blast is a very good KO'ing option which is extremely consistent, quick, and powerful when fully charged. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no true followups. 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. 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. Its vertical range covers space right above the Mii Gunner's head and half a character length beside them, making it an effective anti-air attack. In my experience, it’s not a reliable counter to grenades. Last edited on November 29, 2020, at 23:17, Final Destination - Super Smash Bros. for 3DS / Wii U, Road to Viridian City - Pokémon Red / Pokémon Blue, Main Theme - METAL GEAR SOLID PEACE WALKER,,,, A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. Niche use, effective only against energy projectiles.  Useless against many characters. Unless specified otherwise, anytime a KO percentage is mentioned, Roy (middleweight) is the opponent standing at the ledge of Final Destination with no directional influence after launch.  When a move is said to inflict a certain amount of damage, that’s the damage done during 1 v. 1 matches, which is 1.2x (120%) the damage done in doubles or free for all matches.  This article has been edited to reflect Version 3.0’s nerfs to projectiles’ shield pressure. Note: All numbers are listed as base damage, without the 1v1 multiplier. Option 2 is Laser Blaze, which is quite similar to Falco’s laser.  It inflicts 6% damage and causes your opponent to flinch, but it has no knockback.  Its main use is to punish or prevent linear aggression, or to force an approach.  While this special does serve a purpose, the other two options are clearly better. This design was touched up and used for the Mii Gunner's default look in Super Smash Bros. for Wii U/3DS. 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. 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), Fl… Shoots a blast of fire in front then behind themself. The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. 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. As the long range and projectile-heavy Mii Fighter, many of their specials excel at neutralizing approaches, racking up damage, edgeguarding, and shield pressure from a distance. In terms of bonus effects, Improved escapability and two Auto-heal capability skills are essential. A fighter based on your Mii! Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial. Hitboxes. Final Cutter - Meteor smashes as it begins its descending strike. Option 1 is Lunar Launch, which is basically a vertical super jump. The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. Both hits have deceptively high range, especially the second hit. Acts like the Gunner's forward smash aimed vertically upwards, and its vertical reach is so high it can, The Gunner pauses, then fires a single burst of flame below themself. Up smash's hits connect more reliably. Mii Gunner vs. Steve Super Smash Bros. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. This has led to humorous likenesses made with the character template, and after the … Pro player, HugS, currently runs 1232, which is the moveset with the most KO power.  For specific matchups, you may want to use reflector or vortex instead of bomb drop.  And many might use Lunar Launch instead of Arm Rocket–both are good options.  As you’ll see, most of our discussion will center on the first two specials.  Of course, you should feel free to experiment and use whichever moveset provides the best results (or the most fun). Alright, so we’ve discussed which specials are good individually.  But which of these specials have synergy with one another to create a good overall toolkit? Players often choose Flame Pillar over the alternatives because Flame Pillar to short hop Charge Blast is a true kill confirm that can KO at about 45%.  However, in practice, it’s a laggy move (FAF 64) that often does not lead to a follow up combo. Â. His up b 2 Cannon Jump Kick (CJK) is a super strong kill move that is frame 6 oos also with invincibility on frame 6 if you use it grounded. So you’re a Mii Gunner main who dominates the neutral game and consistently builds up damage on your opponents. Covers themself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's, 1.2% (mini laser loop), 1.7% (big laser loop), 3% (big & mini laser loop), 10% (final hit). 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). 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. Overall, the move acts like an unchargeable version of, 2% (activation), 1.5× damage (reflected projectiles). This is because two of his spikes are custom down special moves, and I wanted every spike counted to be able to be used in the same game (for lack of better wording), thus Mii Brawler remained at 3. 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 small playerbase and sparse results. Official Custom Moveset Project 3122 3121 3123 3112 3111 3113 3322 3321 3323 3312 3311 3313 1122 1121 1123 3132 3131 3133 1312 . From September 1st to September 7th, 2019, Google search results for the Mii Gunner had risen to an all-time high, presumably because of the September 2019 Nintendo Direct and the accompanying announcement of the. Mii Gunner vs Pikachu. Option 3 is Grenade Launch.  As its name suggests, Gunner launches an arching grenade that detonates on contact or after one bounce (it has a short timer).  It inflicts 14.6% damage and can KO at 126%.  Its explosion lingers for quite some time: whether it hits an opponent or his shield, you have enough time to run up and grab the opponent, up tilt, or dash attack.  If you’re very quick, you can even do an up smash.  Grenades can be used in neutral as a mixup to other projectiles, and it really shines as an edge-guarding tool against opponents trying to recover back to ledge.  It’s also an effective 2-framing tool due to its active, lingering explosion.  Opponents can negate the projectile (before it explodes) with any hitbox, but that’s risky business. I was playing against Mii gunner to get better at Donkey Kong because getting camped is easy, and learned that Mii Gunner Nair can spike opponents too close by on start-up. It can KO at extremely high percentages, but the laser can be avoided with, Tosses the enemy above themselves, then fires 2 energy pellets at the foe. Like in. The burst deals more damage up close. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. But despite being a campy B button user with a few cool options Gunner also had the potential to just fuck you up. When used in the air, the explosion also travels toward the ground and is … Nintendo Wii. Performs a swinging punch with the arm cannon, blasting the enemy with flames. This article or section may require competitive expertise. Mii Gunner benefits from the Gunner Missile and Arm Rocket custom moves. Mii Gunner's fighter spirit is available periodically for purchase in the shop for 500 coins. Little to no horizontal movement, making recovery impossible from further away and more predictable to opponents in general. This is vital information that could help you seal the victory. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. Option 1 is Flame Pillar, which is similar to a Belmont holy water or Ness PK fire.  As its name suggests, Mii Gunner creates a pillar of fire for a short duration about a dash length away in front.  Flame Pillar activates only if it hits the ground or an opponent.  On shield, it simply disappears.  It does 16.3% damage and its main utility is controlling the space directly in front of Gunner.  It will also protect Gunner from incoming projectiles during its short duration. Ultimate. 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). Finally, Flame Pillar and Bomb Drop are both good tools for ledgetrapping and setting up kill confirms. Like the other Mii Fighters, one of the primary strengths of the Mii Gunner is their diverse set of versatile specials. 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 Mii Gunner is the only Mii that does not possess a counterattack, instead having a reflector. While it was relatively difficult to find Mii Gunner users in the first year of Ultimate's competitive lifespan, interest in the character took an unprecedented turn upon the release of the Sans Mii Fighter costume, which caused representation of the character to skyrocket for some time. The Mii Gunner is a customizable playable character in the fighting video game, M.U.G.E.N Trilogy.