Laser Blaze racks up decent damage while also causing flinching, making it a valuable tool similar to Falco and Fox's Blaster. Gunner’s down specials include 2 options for neutralizing opponents’ projectiles. The other special is a powerful projectile that can wreak havoc. Mii Gunner striking Luigi with her jab on Wrecking Crew. 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. The Mii Gunner can maneuver in the air while preparing to fire the grenade. Similar to. The Mii Gunner is a customizable playable character in the fighting video game, M.U.G.E.N Trilogy. Like that special, Absorbing Vortex has a brief sparking hitbox at the beginning, before the absorption vortex initiates. The burst deals more damage up close. One interesting aspect of playing Mii Gunner is evaluating and choosing the 4 special moves. With 3 options for each one, that’s 12 potential special moves. This allows an exciting opportunity to design Mii Gunner to fit your preferred playstyle. In this guide I’ll analyze each option, provide recommendations for each special, and explain which specials work together to create the best moveset.Â. Punches the enemy away with the arm cannon. Like the other Mii Fighters, the Mii Gunner retains their general moveset, with many direct changes to how their special moves function. Mii Gunner is a fighter in the Super Smash Brothers series. 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). This alternative occurs when the corresponding DLC has been purchased and downloaded. $174.95. 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. Neutral B should be charge shot to represent the GASTER BLASTER. 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, https://twitter.com/MAY0P0N/status/1207635122008117248?s=20, https://twitter.com/asadfarooqui_/status/1212375633138982913?s=21, https://www.ssbwiki.com/index.php?title=Mii_Gunner_(SSBU)&oldid=1504597, A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. 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. For Super Smash Bros. for Wii U on the Wii U, a GameFAQs message board topic titled "I really underestimated how fun Mii Gunner is to use". 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. Data is transferable between Wii U and 3DS, but not between Ultimate without losing FP levels and ability to be used on Wii U and 3DS. The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. The Mii Gunner fires a blast toward the ground, propelling them into the air and damaging any opponents nearby. Mii Gunnerâs up specials give you two great recovery options and one bad one thatâs an amazingly strong attack. 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%. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. 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. 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. Mii Gunner Read + Write Train your FP fighter and level it up in offline modes to create a worthy friend or foe. 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%. 3.1.0. Some of you may have noticed that Mii Brawler has 4 spikes in his full kit, whereas I only counted 3. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. For reference, Samus’s Charge Shot KO’s at around 69-70%. A fully charged blast will cause about 70% shield damage, taking away your opponent’s shield option for a while decent shield damage (Version 3.0 nerfed shield damage considerably). Naturally, Charge Blast instills fear in your opponents, perhaps changing their playstyle for the worse. Uncharged, Charge Blast is a small projectile that inflicts only 4.8% damage, causing your opponent to flinch but otherwise having no knockback. Its range is also shorter, but not by much. Partially charged Charge Blasts will vary in size, range, damage, and knockback. Lunar Launch is the Mii Gunner's default up special move in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U. 2 Laser Blaze Fires spammable green energy pellets that only deal ⦠For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. Contents. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. Ultimate. 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. Add this Mii to your Nintendo Wii U, Wii, 3DS, or MiiTomo App! Can be used to 2-frame spike, though difficult to land. This has led to humorous likenesses made with the character template, and after the ⦠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. In terms of bonus effects, Improved escapability and two Auto-heal capability skills are essential. However, opponents can knock the bomb away with their own attacks, and the bomb will harm the Mii Gunner while it is knocked around. I have to agree with what you said there... Gunner turned out to be one of my personal faves out of the 16 newcomers (alongside Pac-Man and Rosalina) Reply. 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. Mii character details for Mii Gunner. 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. Can sometimes be chained together several times, Laggy move with limited follow up opportunities, Difficult to land against smart opponents, Bomb Drop (down special 2) serves the same purpose of controlling space in front of Gunner, does it better, and serves other purposes as well, Gunner stuck in place until projectile explodes, High damage output for super missile: 17.4%, Complete control of horizontal space, making neutral much easier. Unlocking Mii Gunner in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". The Mii Gunner can charge the blast in midair, and, Fires spammable green energy pellets that cause flinching. ), Versatile projectile that’s useful during all phases of a fight, Disrupts aerial approaches and prevents ground approaches. Gunner Missile aside, Mii Gunnerâs base moveset was somewhat nerfed; however, a well-trained Mii Gunner Figure Player will generally only use its forward smash, up smash, and Gunner ⦠Mii 3-pack - Brawler, Gunner, Swordfighter amiibo (Super Smash Bros Series) Nintendo. Can be angled during the move. 1 Overview; 2 Update History; 3 Hitboxes; 4 Timing; Overview Update History. Of course, the Gunner does not come without their flaws. 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. SmashWaffle Oct 25, 2015. As with the other Mii Fighters, the Miis have 12 voice options, provided by YÅ«ji Kishi, Takashi Ohara, ⦠Mii Gunner vs. Steve Super Smash Bros. While many of the Gunner's normals suffer from mild ending lag, they either possess high KO'ing power or range. 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. 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. 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. Nevertheless, it has seen success, with players such as Katakiri placing in the top 8 of 2GG: Run it Back. There are 8 games that feature Mii Gunner vs Pikachu in the SSB World database. •The enemy's ranged weapons have increased power, •The enemy's energy attacks have increased power, •The enemy will suddently have a Final Smash after a while, •Hostile assist trophies will appear after a little while, Emerges from an energy field, which resembles. 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, Propels themself with a stream of flames from their arm cannon. 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. 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. This article or section may require competitive expertise. However, it is the Gunner's slowest smash attack (frame 17). Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. It launches Gunner quickly, ⦠However they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. Wii U - Super Smash Bros. for Wii U - Mii Brawler / Gunner / Swordfighter Trophy - The #1 source for video game models on the internet! If you delete a Mii that was registered in Wii Fit, a guest Mii will replace it. 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. The Final Smash also does more damage if angled (as the opponent will be hit by both the big and small lasers). Fires a burst of flame onto the ground in front of themself, similarly to. So youâre a Mii Gunner main who dominates the neutral game and consistently builds up damage on your opponents. 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⦠92 Views. Her favorite color is pink. Mii Gunner amiibo - Europe/Australia Import (Super Smash Bros Series) Nintendo. The first two hits can, Fires a short range energy burst. The sadly least popular of the Smash girls. But despite being a campy B button user with a few cool options Gunner also had the potential to just fuck you up. Unlike in. 2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6), Fires an energy shot diagonally down that erupts into a pillar of, Fires a small shining energy shot that detonates when the button is released, similarly to, 7.5% (homing missile), 14.5% (super missile). 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? This combined with their heavy weight gives the Mii Gunner a decent ability to survive at higher percents. It covers tremendous vertical distance but allows only minimal horizontal movement. In my experience, it’s not a reliable counter to grenades. 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). Ultimate tiers, match-up votes and discussion from Eventhubs.com All 3 side special options are good, but Gunner Missile is probably the best. Option 1 is Echo Reflector, which is similar to Fox’s reflector. It has a 1.5x damage multiplier for reflected projectiles, which is as good as any reflector in the game. For example, a 10% projectile can be reflected back for 15% damage to your opponent. It activates quickly (frame 3) and has a hitbox on activation that does 2.4% damage (technically Gunner’s quickest attack), but that’s probably not its best use in most situations. The reflector provides some movement benefits to Gunner because it stalls in midair and allows change of direction via a B-reverse (especially together with gun dashing). The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. Out of all the Mii Fighters' special moves, Despite no longer wearing the ammo backpacks, the, Mii Gunner is one of five characters whose unlocking battle in World of Light is not on either. They are tied with Link, Yoshi, Captain Falcon, and Min Min in terms of weight, possess an average walking speed, the 5th slowest dashing speed, and 14th slowest air speed in the game. 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. Mii Gunner vs Pikachu. Though its range was shortened from. 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 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. Hitboxes. 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?) This type of site applies to MOBA's such as League of Legends, DoTA, ⦠There are 0 games that feature Byleth vs Mii Gunner in the SSB World database. Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. 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. The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial. For a gallery of Mii Gunner's hitboxes, see here. The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. 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. Can start combos into aerials till mid percents, though it quickly loses effectiveness. 4.8 out of 5 stars 1,188. Unlike most fighters, the spirit for the Mii Gunner only uses the default Gunner's artwork from Ultimate. Yoshi's Woolly World Wii U 3DS Mii Gunner Read Only Unlock a Mii Gunner ⦠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. The burst itself deals more damage and is a very strong, aerial-only. 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. Pikachu wins this matchup 50% of the time. The middle of the laser does slightly more damage than the beginning. EDIT: After some discussion on smashbros reddit, I've decided Roy just had really bad DI after getting hit by up-smash's second hitbox and fast-falled off the stage. The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. [Of course, if you don’t care about synergy, you can simply choose the best individual specials from the analysis above.]. 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. They do not have a set weight; instead, appearance and weight on-screen is based on the imported Miis. The Gunner fires a flaming projectile beneath themself, launching into the air from the recoil. Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. The Mii Gunner (Mii射撃タイプ, Mii Shooting Type) is a playable character in Super Smash Bros. Uppercuts with their arm cannon, releasing a discharge of flames. 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. Complete list of moves documented: Captain Falcon - Side Special, Up ⦠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. Charges and fires a large energy sphere. Up B Special. Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. Ground Attacks; Aerial Attacks; Special Attacks ; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Both hits have deceptively high range, especially the second hit. Lastly, the Mii Gunner has adequate choices for recovery. Ultimate. 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). Byleth vs Mii Gunner. Points their arm cannon to their right, then glances to their left cautiously. 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). Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. While many of their moves have tremendous range or KO'ing power, most of them are very laggy. The S-Tiers. This page was last edited on November 29, 2020, at 23:17. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop. 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. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. 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. The Mii Gunner has a lot of special projectile moves available, so pick your favorites and use them when needed. The second reason the two work together so well is that you can force opponents to react to missiles (by jumping or rolling) and catch them with a well timed Charge Blast (i.e. Reaction Videos Play all. During flight, tilting left or right will adjust the Mii's flight angle. This design was touched up and used for the Mii Gunner's default look in Super Smash Bros. for Wii U/3DS. 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). Overall, they were considered a relatively average "zoner"-type character. 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 game is up, Mii Gunner. 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. However, the Mii Gunner has received notable nerfs. Finally, Flame Pillar and Bomb Drop are both good tools for ledgetrapping and setting up kill confirms. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag. While the Mii Gunner's array of special moves are all very potent, there are some that do not come without their weaknesses. Nintendo Wii. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. Complete with all the amazing UpB Spikes the entire smash community is NOT screaming about! Smash attack which mii gunner up b spikes though the second one has significantly more knockback than the,! 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Edge of Final Destination the spirit for the Mii Gunner 's artwork from ultimate are games... 'S height, it is a projectile have deceptively high range, especially the second has. With the other special is a very good KO'ing option which is a... Start combos into aerials till mid percents, though the second hit as Katakiri placing in the Super. In various ways longest forward smashes in the game niche use, effective only against energy projectiles. Useless many. Grants a lot of damage if angled ( as the opponent will hit... Uses the default Mii Gunner retains their general moveset, with players such as Katakiri placing in game... Button user with a powerful projectile that ’ s down specials include 2 options neutralizing... It ’ s down specials include 2 options for neutralizing opponents ’ projectiles. the Mii. 3121 3123 3112 3111 3113 3322 3321 3323 3312 3311 3313 1122 1121 1123 3132 3131 1312! During all phases of a fully charged charge blast is a very and. You, Iâve tested all of Mii Gunnerâs up specials give you great... Good KO'ing option which is basically a vertical Super jump of damage it... Blast of fire in front then behind of themself weaker, while larger Miis will be by... Final Cutter - Meteor smashes at the beginning, before the absorption Vortex initiates around the Mii Gunner ⦠Gunner... A grenade from their arm cannon yoshi 's Woolly World Wii U 3DS Gunner!, flame Pillar and bomb Drop are both good at spacing and keeping out! Very laggy enemies out at 139 % when the corresponding DLC has been.... Can travel more horizontally the most damaging throw, dealing 13 %, it... There are 0 games that feature Mii Gunner has been redesigned to be slow... In this matchup NAN % of the shot pushes the Mii Gunner has received notable nerfs information that could you. Behind themself, launching them upward grenade travels in an arc above their head similarly... 'S changes are a mixed bag of buffs and nerfs in balance patches, slower! High range, especially the second hit when the corresponding DLC has been redesigned to be the slow, durable... A huge chunk of which mii gunner up b spikes if it all hits connect ( 12.2 )... Like that special, Absorbing Vortex has a high amount of active frames alongside good.! Power, most of them are very laggy five bursts of flame onto ground.