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). Option 3 is Arm Rocket, a great movement special that has no hitbox.Â Its launch distance is just a tad shorter than Lunar Launch but this move allows you to launch Gunner a considerable distance in any direction.Â You can even control Gunner’s movement mid-flight, although Gunner won’t turn in sharp angles like Pikachu’s quick attack.Â With Arm Rocket, you can recover easily from far away, even with no double jump left.Â It also allows Gunner to mixup recovery with high, low, and everything in between approaches.Â In some instances, you can use Arm Rocket on stage to reposition or simply run away (ex. 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. Nintendo Wii U, Nintendo 3DS. Option 2 is Stealth Burst, a unique, fast-moving projectile that’s gaining popularity among Gunners due to its KO power.Â It’s somewhat similar to Zelda’s Din’s Fire, but it can’t be steered up or down. 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%. 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. Unleashes a series of energy bursts upwards in quick succession, followed by a stronger burst. 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. Up special recommendation: Arm Rocket is the superior choice.Â Lunar Launch is also a good option, if you prefer it.Â Cannon Jump Kick should probably be avoided unless you’re an expert B-reversing, gun-dashing ninja who prioritizes offense over recovery. 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. 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. Pikachu wins this matchup 50% of the time. Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. The burst itself deals more damage and is a very strong, aerial-only. 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. •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. Ultimate. Gunner’s down specials include 2 options for neutralizing opponents’ projectiles.Â The other special is a powerful projectile that can wreak havoc. Unlocking Mii Gunner in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". 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. 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. The burst deals more damage up close. And if you donât play this â¦ The first hit starts on frame 9, making it the Gunner's fastest smash attack. Mii GUNNER. Much like the other Mii Fighters, the Mii Gunner was perceived lukewarmly on release due to the improvements to their movesets. But what are your best kill options to close out the stock? Although the Mii Gunner is 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. 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. Can start combos into aerials till mid percents, though it quickly loses effectiveness. The clean hit KOs Mario on Final Destination at 139%. As mentioned before, the Mii Gunner has terrible mobility. Option 3 is Grenade Launch.Â As its name suggests, Gunner launches an arching grenade that detonates on contact or after one bounce (it has a short timer).Â It inflicts 14.6% damage and can KO at 126%.Â 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.Â If you’re very quick, you can even do an up smash.Â 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.Â It’s also an effective 2-framing tool due to its active, lingering explosion.Â Opponents can negate the projectile (before it explodes) with any hitbox, but that’s risky business. Mii 3-pack - Brawler, Gunner, Swordfighter amiibo (Super Smash Bros Series) Nintendo. $39.95. Complete list of moves documented: Captain Falcon - Side Special, Up â¦ The Mii Gunner fires a blast toward the ground, propelling them into the air and damaging any opponents nearby. The Mii Gunner has a lot of special projectile moves available, so pick your favorites and use them when needed. Her favorite color is pink. Of course, the Gunner does not come without their flaws. Mii Gunner wins this matchup NAN% of the time. 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. 4.8 out of 5 stars 1,188. ), Versatile projectile that’s useful during all phases of a fight, Disrupts aerial approaches and prevents ground approaches. Functions like Samus 's Charge Shot. 10,663 views; 4 years ago ; This item has been hidden. 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. 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, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. Option 2 is Laser Blaze, which is quite similar to Falco’s laser.Â It inflicts 6% damage and causes your opponent to flinch, but it has no knockback.Â Its main use is to punish or prevent linear aggression, or to force an approach.Â While this special does serve a purpose, the other two options are clearly better. In my experience, it’s not a reliable counter to grenades. 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