Super Smash Bros. Ultimate

Mii Gunner (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This article is about Mii Gunner's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeMii.
Mii Gunner
inSuper Smash Bros. Ultimate
Mii Gunner SSBU.png
SmashBrosSymbol.svg
UniverseSuper Smash Bros.
Other playable appearanceinSSB4


AvailabilityCustom
Final SmashFull Blast
TierC+ (59)
Mii Gunner (SSBU)

TheMii Gunner (Mii射撃タイプ,Mii Shooting Type) is a playable character inSuper Smash Bros. Ultimate. They were confirmed as a playable character on June 12th, 2018, along with the otherMii Fighter types,Brawler andSwordfighter. Mii Gunner is classified asFighter #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.

The Mii Gunner is ranked 59th out of 82 on the currenttier list, placing them towards the end of the C+ tier. This is a major improvement from theirSuper Smash Bros. 4 iteration, which was 53rd out of 57 on that game's third tier list before ultimately going unranked on the fourth. As with the other Miis, the Gunner can utilize many different special custom moves, providing for some unpredictability. Being the resident zoner of the Miis, Mii Gunner excels at keeping the opponents away and chipping damage. These specials includeCharge Blast, a consistent zoning and KO option;Gunner Missile, which spaces enemies and can also provide combo setups; andBomb Drop, one of the Gunner's best ledge trapping tools which can confirm into other attacks. As mentioned before, Mii Gunner also has a solid ledgetrapping game, withFlame Pillar, Bomb Drop, and forward air being standouts. Finally, their normal moves have good utility, with most of them either possessing excellent knockback (such as up and down tilts) or very high range (such as their forward aerial, up aerial and forward smash).

However, Mii Gunner also has several weaknesses. Being a zoner, the Gunner is one of the least mobile characters overall; combined with being a heavyweight, this makes them susceptible to combos should the enemy breach their defenses. Their recovery, while not bad, is merely average, which means that it can be intercepted by many characters. To add to this recovery issue, each of their up specials have a con:Arm Rocket has no hitbox,Lunar Launch has poor horizontal distance, andCannon Jump Kick sacrifices recovery utility for strong offensive power. Finally, they have very slow frame data, with their up tilt, down tilt, andGrenade Launch being notable examples of this; combined with their slow mobility, this gives them difficulty with escaping disadvantage.

Overall, Mii Gunner is a straightforward, jack-of-all-trades zoner that has a number of ways to get damage on the opponent while staying away from their range, but their poor mobility, relatively lackluster recovery, and similarity to other zoners leave them outclassed by others of the same archetype (Samus, Mega Man, and Snake), but these setbacks have not stopped players such asCapitancito andLammers44 from achieving respectable results with the Gunner.

Attributes[edit]

The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. 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. As with the other two Mii Fighter types, the Gunner has access to 12 different special moves:Charge Blast,Laser Blaze, andGrenade Launch (Neutral Special),Flame Pillar,Stealth Burst, andGunner Missile (Side Special),Lunar Launch,Cannon Jump Kick, andArm Rocket (Up Special), andEcho Reflector,Bomb Drop, andAbsorbing Vortex (Down Special).

Like the other Mii Fighters, one of the primary strengths of the Mii Gunner is their diverse set of versatile specials. 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. Charge Blast is a very good KOing option which is extremely consistent, quick, and powerful when fully charged. Gunner Missile is good at both 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 toFalco'sBlaster. 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 KOing power or range.Forward smash andup aerial are both among the longest-ranged moves in the game (the latter of which can secure very early KOs at the top of the blast line and the former being an excellent way of reading rolls and covering landing options).Forward tilt andneutral aerial are good tools to push pressuring opponents off of them.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 pushes Mii Gunner (referred to as "gundashing"), which helps mitigate the Mii Gunner's lacking mobility and recovery. Alongside the aforementioned moves are a slew of moves that have respectable KOing power such asup smash,up tilt,down tilt,down smash, andback 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.

Mii Gunner does not come without their flaws. While many of their moves have tremendous range or KOing power, most of them are very laggy. This is especially prominent with their up and down tilts, 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. Laser Blaze is a fairly slow and easily interceptable 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 it 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, despite its fantastic mobility and distance, possesses no damaging hitbox and allows the Mii Gunner to be easily gimped by opponents with attacks that canreverse the Mii Gunner such asMario and theMii Swordfighter; Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance; and Cannon Jump Kick trades recovery potential for offensive power, providing very little distance both horizontally and vertically while also being slow and easily intercepted.

Overall, the Mii Gunner is a jack-of-all-trades amalgamation of various projectile-based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic character, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have fatal flaws to prevent them from being overpowered and/or are inferior versions of similar moves other fighters possess. Their strengths do marginally outweigh their weaknesses, and as a result, Mii Gunner is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provides 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 toSamus and can be a potent zoner, but due to their aforementioned weaknesses, they are considered to be worse at zoning than characters such as Samus,Snake, and theBelmonts.

Changes fromSuper Smash Bros. 4[edit]

The Mii Gunner has received a mix of buffs and nerfs in their transition fromSSB4 toUltimate, but was buffed overall. Despite the faster pace ofUltimate, many of their moves have seen several improvements that counteract this, and some of their weaknesses have been lowered to some degree.

Like the otherMii Fighters, the Mii Gunner now has set attributes, including highweight (now weighing as much asCaptain Falcon, surpassing the largest possible Mii Fighter inSSB4) that significantly increases their survivability in general, especially since the Gunner's below averagefalling speed has been unaltered. The Gunner retains their general moveset, though with various buffs that noticeably improves their performance. Their inconsistentneutral attack andup 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 (most notable withforward tilt), greatly increased damage, or KO potential. The second hit ofdown smash now acts individually for each hit instead of leading into one another, making it more useful as a traditional smash attack. Theirgrab game was also improved; standing grab has vastly more range, all of theirthrows deal more damage (especiallyup throw), anddown throw is now much more reliable for starting combos until mid percentages. As well, a few of the universal changes are benefitial for the Gunner, with the universal frame 3 jumpsquat and reductions tolanding lag giving them faster access to their air game and leaving them less vulnerable against shielded attacks, and the latter change isn't as detrimental due to their decentout of shield game.

Most of the Gunner's zoning-based special moves have been significantly buffed. Many of their strongest projectiles (such asCharge Blast, grenades fromGrenade Launch, super missiles fromGunner Missile, andStealth Burst) deal vastly increased damage or knockback, alleviating some of the Gunner's difficulty to land KOs. Special moves that haven't gained power buffs instead have improved utility:Flame Pillar is now a multi-hit move that can initiate follow-ups;Laser Blaze has no damage falloff, improving its usage in long-distanced camping;Echo Reflector reflects projectiles with more power and far higher speed;Bomb Drop has less ending lag, a longer fuse, and can be manually detonated, improving its use in stage control; andAbsorbing Vortex heals for more damage in addition to having an actual hitbox, giving it situational use for combos and disrupting. The Gunner'srecovery moves have also been buffed, asLunar Launch andCannon Jump Kick travel a longer distance, the latter now has excellentout of shield KO power, andArm Rocket's trajectory can be altered during travel.

However, the Mii Gunner has received notable nerfs. Their powerful tilts have been slightly toned down, limiting their fastest grounded KO options.Forward aerial, previously a pinnacle of the Gunner'sneutral game, had its distance reduced without compensation for landing lag. Albeit vastly buffed, some of the Gunner's specials have also seen downgrades; Grenade Launch's startup was heavily increased and it can now only fire in one direction and trajectory, while its lowered ending lag does not compensate for its loss in utility, and Gunner Missile's homing missiles now sacrifice homing ability for speed, making them less effective.

Despite their numerous buffs, universal gameplay changes have been detrimental to the Gunner overall. The weakening ofrage slightly tones down their KO power at low percentages (though in a few cases, this is compensated by their moves' standalone KO power being increased). The biggest hindrance comes from the universal increase in mobility, which hurts the Gunner more than any other character; unlike the rest of the cast, the Gunner's mobility has been reduced itself, as many of their stats are now significantly below average or even among the worst (notably theirrun and initial dash speeds, and theirair speed), and the roster's generally faster speed favors faster-paced, more aggressive gameplay, allowing the cast to get past the Gunner's zoning tools with varying degrees of ease. This is further pronounced by the nerfs to projectiles' shield damage, as the Gunner's playstyle highly revolves around them, thus hindering the Gunner more than most other characters. The two lattermost changes thus force them to rely on more precise spacing to compensate for their significantly lowered movement speed and their projectiles' lower threat level.

Overall, the Mii Gunner's changes have further pronounced their caveats and flaws. Their playstyle has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, relying on their above average staying power and their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar toSamus andSimon; changes to their special moves also allow many more of their combinations to shine through. However, the Gunner's slower attributes further enforces their zoner-centric playstyle, which doesn't tend to fare as favorably as inSSB4 due to the quicker pace ofUltimate. The Gunner must also still contend with weaknesses from the previous game, predominantly a poor meleeapproach and their moveset's heavy ending lag, and slight difficulty in landing some of their powerful KO options. Besides, it's important to note that game updates have given other returning veterans various buffs, whereas the Gunner has received comparatively less significant changes, as well as the nerfs to projectiles' shield damage adversely affecting them. In the end, the Gunner is a better character than they were inSSB4, they are considered the second most viable of the three Miis, and perform better relative to the cast, though not at the same level of various other returning characters.

Aesthetics[edit]

  • Change Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Gunners have had their body proportions adjusted.
  • Change While still based on 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.
  • Change The default Mii Gunner's color is now yellow instead of orange.
  • Change The default outfits for the Mii Gunner have 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.
  • Change The Mii Gunner has a newidle animation involving them standing with their arms spread, with their cannon-less arm clenched in a fist.

Attributes[edit]

  • Buff Like all characters, the Mii Gunner'sjumpsquat animation takes three frames to complete (down from 6).
  • Change As with all Mii Fighters, the Mii Gunner now has fixed attributes:
    • Buff The Mii Gunner now has a setweight of 104, on par withCaptain Falcon,Link andYoshi. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter inSmash 4. This improves their survivability.
    • Nerf The Mii Gunnerwalks slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest inSmash 4).
    • Buff The Mii Gunnerdashes slightly faster (1.3 → 1.37).
      • Nerf The Mii Gunner's initial dash is slightly faster (1.6 → 1.613). While this is faster than their base speed inSmash 4, they now have the third-slowest initial dash speed, only beatingOlimar andDr. Mario.
    • Nerf The Mii Gunner has significantly lowerair acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
    • Nerf The Mii Gunner has a lowerair speed (1.05 → 0.93), giving them the 67th highest air speed (compared to 25th inSmash 4).

Ground attacks[edit]

  • Neutral attack:
    • Change 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.
    • Buff The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.
    • Buff Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can nowlock.
    • Change 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:
    • Buff All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).
    • Buff Forward tilt has less startup (frame 10 → 7) and ending lag (frame 39 → 33).
    • Change 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.
  • Up tilt:
    • Buff The clean hit has a longer duration (frame 5 → 5-7), allowing the clean hit to hit above Gunner.
    • Change The arm sourspot has been repositioned (X offset: 1 → 3).
  • Down tilt:
    • Buff The explosion hitbox has been moved further outwards (Z offset: 14 → 17), increasing the move's range and disjoint.
  • Dash attack
    • Buff Dash attack deals more damage (10 → 11) with knockback scaling not fully compensated (70 → 65), dealing more knockback.
    • Buff Dash attack sends at a more horizontal angle (60 → 45) which combined with the above change enables it to KO at useful percentages.
    • Buff The inner hitboxes were moved closer towards Mii Gunner, which combined with the newJostle mechanics removes its blindspot.
    • Buff It has an increased shieldstun multiplier (none → 1.5), making it safer on shield.
  • Forward smash:
    • Buff Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.
    • Buff Forward smash's multi-hits now send perfectly horizontally, and the outermost hitbox now pulls opponents inwards instead of up and away (angles: 80° (far)/10° (near) → 180°/0°), no longer lifting opponents off the ground and potentially allowing them to jump out. Additionally, the far hitbox, which now pulls opponents towards Mii Gunner, has slightly increased set knockback (5 → 7), making it more effective at pulling opponents back towards Mii Gunner. Finally, both the multi-hits and final hit cover a greater horizontal range (Z offset range: 9-35 (multi)/9-38 (final) → 10-37/12-40). All of these changes make the move much harder to escape early, and increase the move's total range.
    • Change The hitboxes are positioned higher (Y offset: 6 → 7.5). While this increases the move's vertical range, it makes it more susceptible to low-profiling, especially the very narrow multi-hits.
  • Up smash:
    • Buff Up smash's final hit deals more damage (6% → 7%, total damage 16.5% → 17.5%), with knockback mostly compensated (50 (base)/150 (scaling) → 53/139), dealing slightly more knockback overall.
    • Buff Up smash's multi-hit hitboxes have had their positions and knockback altered, including the addition ofposition vectors on certain hitboxes, which allow them to connect much more consistently.
  • Down smash:
    • Change 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).
      • Buff 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.
    • Buff Both hits' 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%).
    • Buff 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%).
    • Nerf Down smash has had its range slightly reduced on the first hit, though it still has high range.

Aerial attacks[edit]

  • Buff All aerials except forward aerial have reducedlanding lag (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).
  • Neutral aerial:
    • Buff Due to Neutral aerial's reduced landing lag, it can now lead into followups upon landing.
    • Buff Neutral aerial does more damage (6% → 10%).
    • Change Neutral aerial has altered knockback (45 base/80 scaling → 65/40).
  • Forward aerial:
    • Buff Forward aerial does more damage (6/4% (close/far) → 8/6%).
    • Nerf Forward aerial starts later (frame 10 → 12).
    • Nerf Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This is done through less active frames (10-21 → 12-20). This makes it worse for spacing.
    • Nerf Forward aerial's late hit launches at a much lower angle (70° → 52°) and has altered knockback (50 (base)/80 (scaling) → 60/62), dealing more knockback overall when combined with the increased damage. While these changes allow forward aerial to send opponents offstage earlier and at a better angle, this more importantly removes virtually all of late forward air's followups, due to it sending opponents much further away from Gunner.
  • Back aerial:
    • Buff Back aerial now has a late hit that deals 11%, extending the move's duration slightly (9-10 → 9-10/11).
    • Buff Back aerial's clean hit deals more damage (12% → 13%).
    • Buff Back aerial's clean hit deals more knockback (30 base/88 scaling → 29/96), which, combined with its increased damage, improves its KO potential.
  • Up aerial:
    • Change Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.
    • Change 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.
      • Change Up aerial now hits 7 times instead of 9 due to its shorter length.
    • Buff Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).
    • Buff The multi-hits also extend further above Gunner (Y2 offset: 45 → 50), matching the extension of the final hit instead of being shorter.
    • Buff Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.
    • Buff Up aerial's final hit deals more knockback (40 base/170 scaling → 50/175) improving its KO potential.
  • Down aerial:
    • Buff Down aerial has a longer duration with a late hit as well (20 → 20-21/22-25), no longer lasting a single frame.

Throws and other attacks[edit]

  • Change The Mii Gunner'spummel is now a knee strike, rather than an arm cannon bash.
  • Change Pummel is much faster, but weaker (2% → 1.2%).
  • Nerf The Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).
  • Nerf Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).
  • Buff Standing grab extends noticeably further forward (Z2 offset: 8.7 → 11.6), increasing its range despite being slightly narrower (radius: 3.3u → 3.2u). Dash grab also extends slightly further (Z2 offset: 10.6 → 11), slightly increasing its range.
  • Nerf Pivot grab has a slightly smaller radius (3.3u → 3.2u), marginally reducing its range.
  • Buff All of the Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
  • Forward throw:
    • Buff Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).
  • Back throw:
    • Buff Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).
    • Buff The first hit now deals set knockback, allowing it to reliably connect into the second hit.
    • Change The laser is fired at a slightly lower angle (35° → 34°).
  • Up throw:
    • Buff 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%), making up throw among the most damaging throws in the game. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.
    • Change Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.
    • Buff Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
  • Down throw:
    • Buff Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).
    • Buff Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.
    • Buff Down throw has less ending lag (frame 42 → 40).
    • Nerf Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced ending lag.
  • BuffEdge attack deals more damage (7% → 9%).

Special moves[edit]

Neutral specials[edit]

  • Charge Blast:
    • Change The Mii Gunner no longer spins around before charging or firing a Charge Blast.
    • Buff Charge Blast can be charged and canceled with other actions while in mid-air.
    • Buff It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.
    • Buff It charges faster (144 frames → 132).
    • Buff The minimum speed of the projectile is faster (1.6 → 1.8).
  • Laser Blaze:
    • Buff LikeFalco's lasers, Laser Blaze makes opponents flinch and canlock.
    • Buff It deals more and consistent damage (3%-4% → 5%).
    • Buff It has less startup (frame 12 → 10) and ending lag (FAF 48 → 42).
    • Buff Lasers last longer (22 frames → 24).
      • Nerf However, they are slower (7 → 6), reducing their range overall.
    • Nerf Consecutive shots take longer (frame 17 → 22).
  • Grenade Launch:
    • Change The Mii Gunner's arm cannon glows with a orange-tinted "fuse" while preparing a grenade.
    • Buff 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.
    • Buff It has less ending lag (FAF 56 → 53).
    • Change It can no longer be charged and launches a fixed distance. It travels further than an unchargedSmash 4 Grenade Launch, but less than a fully-charged one.
    • Nerf It has significantly more startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
    • Nerf Mii Gunner cannot turn around while charging it.

Side specials[edit]

  • Flame Pillar:
    • Buff Flame Pillar hits multiple times with a stronger final hit, similar toRobin'sArcfire, making it better for pressuring shields and allowing it to set up for follow-ups, instead of only acting as a spacing tool.
    • Buff 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%).
    • Buff It no longer cancels if the Mii Gunner lands before the projectile can fire.
    • Nerf It has slightly more ending lag (FAF 59 → 63).
  • Stealth Burst:
    • Change The Mii Gunner no longer spins around before firing a Stealth Burst.
    • Buff It travels faster and further (Initial speed: 0.7 → 1.3, acceleration: 0.04 → 0.09).
    • Buff It no longer leaves Mii Gunnerhelpless.
    • Buff It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.
    • Buff Its earliest explosion has less startup lag (frames 42-75 → 36-66).
    • Buff It explodes faster after release (8 frames → 3 frames).
    • Nerf It no longer turns invisible after some travel distance.
  • Gunner Missile:
    • Change 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).
    • Buff Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
    • Buff It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).
    • Buff Super Missiles deal significantly more knockback, being able to KO at realistic percentages.
    • Nerf The regular missiles from Gunner Missile travel faster (1.0 → 1.2), but their homing ability have been reduced. This significantly hinders their effectiveness.
    • Nerf Homing missiles have a shorter duration (104 frames → 96).

Up specials[edit]

  • Lunar Launch:
    • Change Lunar Launch launches opponents opposite to where the Mii Gunner is facing. This allows it tostage spike, but makes it more difficult toedgeguard conventionally.
    • Buff It deals much more knockback, causing it to KO around 45% earlier.
    • Buff It grants much more vertical distance, making it better for recovering.
    • Nerf It has one more frame of landing lag (frame 18 → 19).
  • Cannon Jump Kick:
    • ChangeCannon 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.
    • Buff It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as anout of shield option.
    • Buff It grantsintangibility on frames 5-7 when grounded.
    • Buff Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.
    • Buff It travels slightly more vertical distance.
    • Nerf It has less horizontal recovery range than Cannon Uppercut.
  • Arm Rocket:
    • Buff Arm Rocket can be angled during the flight, similar toDiddy Kong'sRocketbarrel Boost.
    • Buff It has significantly less landing lag (34 frames → 14).

Down specials[edit]

  • Echo Reflector:
    • Change 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.
    • Buff It has less ending lag (FAF 40 → 38).
    • Nerf It stalls Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.
  • Bomb Drop:
    • Change 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.
    • Buff 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.
    • Buff 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.
    • Buff It has significantly less ending lag (FAF 63 → 53).
    • Nerf Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.
  • Absorbing Vortex:
    • Change The vortex appears less realistic, looking less like an electric swirl of plasma and more like a cartoony bubble. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.
    • Buff Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.
      • Buff The hitbox is also produced upon absorbing projectiles.
    • Buff Its healing multiplier is higher (1.2x → 1.4x).
    • Buff It has less ending lag (FAF 29 → 27).

Final Smash[edit]

  • ChangeFull Blast's main laser now is green in color and the background turns blue during the Final Smash.
  • Buff It deals more damage (1.5% (loop), 4% (last) → 1.8%/5%)
  • Nerf The final hit deals less knockback (65 base/180 scaling → 55/155), dealing slightly less knockback overall despite the aforementioned damage increase.

Update history[edit]

Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall buffed. 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.

Starting with update 3.1.0, Mii Gunner would be given nothing but buffs. Said update and update 4.0.0 would buff their up smash, to help it connect better and stop opponents from launching out before the move was finished. Update 10.1.0 buffed their up throw to connect better. Update 11.0.0 gave their forward smash more range, removing a crippling blind spot. Update 12.0.0 provided small buffs to some of their special moves. The time to fire an additional laser from Laser Blaze was widened, Lunar Launch starts 2 frames faster, Cannon Jump Kick now has more intangibility frames after leaving the ground, and Absorbing Vortex now has 3 frames less of ending lag.

Super Smash Bros. Ultimate1.2.0

Super Smash Bros. Ultimate2.0.0

  • Bug fix Fixed a rare glitch where the Mii Gunner that usedFull Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.
  • Buff Forward aerial autocancels earlier (frame 49 → 43).

Super Smash Bros. Ultimate3.0.0

  • NerfCharge Blast deals less shield damage (0 → -2/-6.5 (uncharged/fully charged)).
  • NerfGrenade Launch deals less shield damage (0 → -0.7/-3.3 (hits 1-4/5)).
  • NerfFlame Pillar deals less shield damage (0 → -1/-1.1/-1.4 (hits 1/2-5/6)).
  • NerfGunner Missile deals less shield damage (-1/-4.5 (Homing/Super) → -4.3/-9.5).
  • NerfBomb Drop deals less shield damage (6 → 1/-0.5 (hit 1/2)).

Super Smash Bros. Ultimate3.1.0

  • Buff Up smash's hits connect more reliably.

Super Smash Bros. Ultimate4.0.0

  • Buff Up smash's hits have adjusted angles andposition vectors, allowing them to connect more reliably.
  • Bug fix Certain hitboxes of up smash no longer useset weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

Super Smash Bros. Ultimate10.1.0

  • BuffUp throw has received various adjustments that allow the move to connect more reliably:
    • Change The throw sends at a marginally altered angle (90° → 91°) and deals marginally increased knockback (75 base/53 scaling → 76/54).
    • Buff The two shots have a larger hitbox (4.0u → 5.6u), allowing them to connect easier from the throw itself.

Super Smash Bros. Ultimate11.0.0

  • Buff Forward smash has more range towards Mii Gunner, removing a blind spot in the move.
  • Change Changed the length of vulnerability whencrumpling to be consistent with other fighters.

Super Smash Bros. Ultimate12.0.0

Moveset[edit]

For a gallery of Mii Gunner's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackJab (ジャブ)
Spin Kick (スピンキック)
Short Fire (ショートファイア)
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 canlock 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 inSmash 4. Sets up tech situations at low percents.
1.7%
1% (cannon), 4.5% (explosion)
Forward tiltSpear Shot (スピアショット)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 inSmash 4. However, it is also weak, as it KOsMario on the edge ofFinal Destination at around 143%. As such, it is more effective as a spacing or "get-off-me" option.
Up tiltExplosive Uppercut (エクスプローシブアッパーカット)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 true followups. 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. The clean hit KOs Mario on Final Destination at 139%.
Down tiltEarth Fire (アースファイア)14%Fires a burst of flame onto the ground in front of themselves, similarly toSamus's down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
Dash attackFire Knuckle (ファイアナックル)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 and cross up shields up close. 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 smashGatling Shot (ガトリングショット)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. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is relatively safe on shield at max distance due to its decently low ending lag. However, it is the Gunner's slowest smash attack (frame 17).
Up smashBarrage Shot (バラージュショット)3% (hit 1),2.5% (hits 2 - 4),7% (hit 5)Releases five bursts of fire in an arc above their 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 inSmash 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 smashCombination Low Shot (コンビネーションローショット)11.5% (front),14% (behind)Fires two bursts of flame toward the ground, first in front then behind of themselves. Each flame burst has deceptively high range, though the second one has more knockback and range than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack.
Neutral aerialCannon Swing (キャノンスイング)10%Sweeps their arm cannon downward in an arc around themselves similar to Ike’s. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial "get off me" option, and is useful for landing since it has 11 frames of landing lag.
Forward aerialAerial Shot (エアリアルショット)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 fromSmash 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 aerialBack Fire (バックファイア)13% (early),11% (late)Releases a burst of flames from the arm cannon behind themselves. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop.
Up aerialVertical Gatling Shot (バーティカルガトリングショット)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, and its vertical reach is so high it canshark through certain stages.[1] Unlike inSmash 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 aerialBottom Fire (ボトムファイア)10% (cannon),15% (burst),12% (late)The Gunner pauses, then fires a single burst of flame below themselves. The burst itself deals more damage and is a very strong, aerial-onlymeteor smash. However, the meteor hitbox only lasts for two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is often outclassed by neutral and back aerial in terms of edgeguarding potential.
GrabGrab (つかみ)The Gunner reaches in front of themselves with their left hand. Although Gunner's dash and pivot grabs are average, their standing grab has great range.
PummelGrab Kneebutt (つかみニーバット)1.3%A knee strike. Average power and speed.
Forward throwGunner Knuckle (ガンナーナックル)4% (punch), 3% (throw)Punches the enemy away with the arm cannon.
Back throwThrow & Shot (スルー&ショット)7% (throw), 3% (energy pellet)Tosses the opponent behind themselves, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided withDI.
Up throwThrow & Upper Shot (スルー&アッパーショット)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%, making it among the most damaging throws in the game. It is thus useful for racking up damage, refreshing thestaleness of the Gunner's other moves, and comboing at low percents.
Down throwGunner Drop (ガンナードロップ)7%Slams the enemy onto the ground, launching them upward. Can start combos into aerials till mid percents, though it quickly loses effectiveness. Unlike inSSB4, down throw is no longer completely identical in function toMarth's equivalent move.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%The 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 themselves.
Edge attack
Edge getups
 9%Swings their arm cannon ahead.
Neutral specialDefaultCharge Blast4% (uncharged), 26% (fully charged)Charges and fires a large energy sphere. The Mii Gunner can charge the blast in midair, andcharge cancel by jumping or using an air dodge. Pressing any attack button while charging will fire the sphere. It is the Gunner's strongestprojectile special move, with a fully-charged shot being capable of KOing from center-stage at 105%. Uncharged versions can lock floored opponents.
Custom 1Laser Blaze5%Fires spammable green energy pellets that cause flinching. Similar toFalco'sBlaster, but fires at a slightly faster rate and inflicts 1.66x more damage. It does not lose strength while traveling, making it a useful damage racker. The lasers can also lock floored opponents.
Custom 2Grenade Launch1.3% (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 specialDefaultFlame Pillar2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6)Fires an energy shot diagonally down that erupts into a pillar offlame that lingers for a few moments. The pillar, similar toRobin'sArcfire, 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, although it is less reliable for such a purpose compared to similar moves (likeNess'PK Fire) due to its high ending lag. Can confirm into a Charge Blast, reliably KOing opponents at 80 percent on the ledge.
Custom 1Stealth Burst12.1 - 18%Fires a small shining energy shot that detonates when the button is released, similarly toZelda'sDin'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 2Gunner Missile7.5% (homing missile), 14.5% (super missile)Functions likeSamus'sMissile: 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 missiles can lock floored opponents.
Up specialDefaultLunar Launch7%The Gunner fires a flaming projectile beneath themselves, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%.
Custom 1Cannon Jump Kick9% (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 grantingintangibility on 5-7 while grounded, it is an excellentout 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 2Arm Rocket0%Propels themselves with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version ofRocketbarrel Boost but without any damaging hitboxes. It grants a similar amount of distance as Lunar Launch, though its ability to be maneuvered in curves grants it better recovery angles and makes it the best up special move the Mii Gunner has for horizontal recovery.
Down specialDefaultEcho Reflector2% (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 toFox'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 1Bomb Drop2% (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 2.2 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 2Absorbing Vortex4%Covers themselves with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness'sPSI 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 oflocking. However, the minimal hitstun of this move invalidates the combo potential. Additionally, Absorbing Vortex reduces falling speed, allowing Gunner to stall in mid air, allowing it to be used as a potential landing mixup.
Final SmashFull Blast1.3% (mini laser loop), 1.8% (big laser loop), 5% (final hit)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 mini lasers. It will deal more damage (3.1%) when the mini lasers are lined up with the big lasers as both hitboxes will hit at the same time. Similarly, the final hit will deal 10% if both the mini and big laser's final hit land.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value1041.63 – Initial dash
1.37 – Run
10.0760.0120.930.01 – Base
0.043 – Additional
0.0981.45 – Base
2.32Fast fall
330.9 - Base
14.6 -Short hop
32.3

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Emerges from a burst of electricity, then points their arm cannon to the left side of the screen.
  • Mii Gunner's on-screen appearance

    Mii Gunner's on-screen appearance

Taunts[edit]

  • 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 in the same direction. Unlike inSmash 4, the Mii Gunner now shows an angry expression instead of a neutral one.
  • Side taunt: They raise their arm cannon in an upward position and cock it 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.
  • Mii Gunner's up taunt.

    Mii Gunner's up taunt.

  • Mii Gunner's side taunt.

    Mii Gunner's side taunt.

  • Mii Gunner's down taunt.

    Mii Gunner's down taunt.

Idle poses[edit]

  • Briefly examines their arm cannon.
  • Points their arm cannon to their right, then glances to their left cautiously.
  • Mii Gunner's first idle pose.

    Mii Gunner's first idle pose.

  • Mii Gunner's second idle pose.

    Mii Gunner's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionMii!Mii! Mii! Mii Mii Mii!Mi - i! Mi - i! *clap 4 times*Mii Mii! Een twee drie!Mii Mii Mii!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionMii Mii Mii!Mii! Mii! Rah - Rah - Rah!Mii! -- Mii! -- Mii!Mii! Mii! Mii Mii Mii!

Victory poses[edit]

  • 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, simultaneously emitting a burst of flame. Appears similar to the Mii Gunner's neutral attack inSmash 4.
A portion ofLifelight, the main theme ofSuper Smash Bros. Ultimate.
  • MiiGunnerVictory1SSBU.gif
  • MiiGunnerVictory2SSBU.gif
  • MiiGunnerVictory3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Mii Gunner players (SSBU)

Tier placement and history[edit]

Much like the other Mii Fighters, the Mii Gunner was perceived lukewarmly on release due to the improvements to their movesets. While the severe nerfs to their mobility were noted, along with the loss of their more infamous camping tools (most notably a shorter forward aerial, weakerGunner Missiles, and the nerfs toGrenade Launch), the buffs to their other moves more than made up for it, as it improved the majority of attacks that were lackluster inSmash 4 (such as their forward smash, their up aerial, and their throws). Overall, they were considered a relatively average "zoner"-type character. Despite this, the Gunner was one of the least used characters in competitive play in the early metagame; both the Mii Gunner andMii Brawler were overshadowed by the extremely positive perception of theMii Swordfighter, who took in most of the Mii Fighter's representation overall.

As the metagame progressed, Mii Gunner started to see brief yet limited success from players such asDeon andTsumusuto. The Gunner received even more success following the end of the online era thanks to the efforts ofCapitancito, who had taken sets from several top players and consistently placed highly at regional-level tournaments. Despite these results, professionals still agree that the Mii Gunner is significantly outclassed by other zoners with similar playstyles, such asSamus. Overall, Mii Gunner has kept a relatively consistent ranking on the tier list: they have ranked 61st on the first tier list, 58th place on the second, and 59th on the third.

Role inWorld of Light[edit]

Finding Mii Gunner in World of Light

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 forKirby) when Galeem unleashed his beams of light.

In the mode itself, the default Mii Gunner can be found on the island that leads to theForest 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[edit]

No.ImageNameTypePowerStageMusic
53
Mii Gunner SSBU.png
Mii Gunner
Grab
Grab
7,500Tortimer IslandFinal Destination - Super Smash Bros. for 3DS / Wii U

Spirit[edit]

Mii Gunner's fighter spirit is available periodically for purchase in the shop for 300 Gold, but only if the player has a Mii Gunner. 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 fromUltimate.

  • 1,092. Mii Gunner

    1,092.Mii Gunner

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
1,140
Sukapon3
SukaponJoy Mech FightMii GunnerMii Gunner (SSBU) (180 HP) (Moveset1111, Bear Hat, Bear Suit)
Grab
13,700Coliseum•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 LandDr. Little Emon
1,160
SSBU spirit Ray Mk II.png
Ray Mk IICustom Robo SeriesMii GunnerMii Gunner (SSBU) (Moveset3212, Ray Mk III Helmet, Ray Mk III Outfit, No Voice)
Grab
3,600Pokémon Stadium 2 (hazards off)N/A•The enemy's ranged weapons have increased power
•The enemy favors special moves
•The enemy starts the battle with aRocket Belt
Marionation GearRay Mk III
1,164
Saki Amamiya
Saki AmamiyaSin & Punishment SeriesMii GunnerMii Gunner (SSBU) (Moveset2121, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
Attack
9,200Moray Towers (Battlefield form)N/A•The enemy's ranged weapons have increased powerOpening Stage
1,206
Chibirobo
Chibi-RoboChibi-Robo! Series•TinyMii GunnerMii Gunner (SSBU) (Moveset1321, Chibi-Robo Hat, Chibi-Robo Outfit)
Grab
3,500Living 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
SSBU spirit Partner Eevee.png
Partner EeveePokémon SeriesMii GunnerMii Gunner (SSBU) (Moveset2221, SSB T-shirt, White Outfit Color, High Voice Type 4)
Neutral
8,000Pokémon 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 BlueElaine
1,347
SSBU spirit Radiant Gleam.png
Radiant GleamDAEMON X MACHINA•GiantMii GunnerMii Gunner (SSBU) (140 HP) (Moveset2332,Bionic Helmet, Ray Mk III Outfit)
Grab
3,800Shadow Moses Island (Battlefield form)•Assist Trophy Enemies (Moon)
•Item: Exploding Types
Stamina battle
•Hostile assist trophies will appear
•The enemy starts the battle with aKilling Edge
Main Theme - METAL GEAR SOLID PEACE WALKER
1,398
SSBU spirit Cuphead.png
CupheadCupheadMega ManMega Man (SSBU) (140 HP)
•GiantPeach TeamPeach (SSBU)Peach (SSBU)Peach (SSBU) (70 HP)
Attack
9,400New Pork City (Ω form)N/A•Defeat the main fighter to win
•The enemy's ranged weapons have increased power
Stamina battle
Final Results - Wii Party U
Mii GunnerMii Gunner (SSBU) (140 HP) (Moveset Moveset1312, Cuphead Hat, Cuphead Outfit)[SB 1]
•GiantPeach TeamPeach (SSBU)Peach (SSBU)Peach (SSBU) (70 HP)
Floral Fury[SB 1]
1,399
SSBU spirit Mugman.png
MugmanCupheadMega ManMega Man (SSBU)Mega Man (SSBU)
Shield
9,400Garden of Hope (hazards off)•Sudden Final Smash
•Item:Screw Attack
•The enemy will suddenly have a Final Smash after a little while
•The enemy favors neutral specials
•The enemy has increased attack power
Clu Clu LandMugman and Cuphead
Mii GunnerMii Gunner (SSBU) (Moveset1312, Cuphead Hat, Cuphead Outfit)[SB 1]
Mii GunnerMii Gunner (SSBU) (Moveset2112, Cuphead Hat, Cuphead Outfit)
Floral Fury[SB 1]
1,441
SSBU spirit Barret.png
BarretFINAL FANTASY SeriesMii GunnerMii Gunner (SSBU) (130 HP) (Moveset3312, Green Wild West outfit, Low Voice Type 3)
Mii BrawlerMii Brawler (SSBU)×3 (80 HP) (Moveset3212, Black Protective Gear)
Shield
3,500Midgar (hazards off)•Item: Exploding TypesStamina battle
•Reinforcements will appear after an enemy is KO'd
The enemy starts the battle with aBob-omb
Opening - Bombing Mission
Mii GunnerMii Gunner (SSBU) (130 HP) (Moveset3312, Barret's Outfit, Low Voice Type 3)[SB 1]
Mii BrawlerMii Brawler (SSBU)×3 (80 HP) (Moveset3212, Black Protective Gear)

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
43
SSBU spirit Shy Guy.png
Shy GuySuper Mario SeriesMii BrawlerMii Brawler (SSBU) (Moveset1311, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
•TailMii GunnerMii Gunner (SSBU) (Moveset3312, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1332, Shy Guy Mask, Standard Outfit, Red Outfit Color, Low Voice Type 7)
Neutral
1,500Mushroom Kingdom II (Battlefield form)•Item: Throwing Types•The enemy favors neutral specials
•The enemy is easily distracted by items
Ground Theme - Super Mario Bros. 2Fly Guy
971
SSBU spirit Poppi α.png
Poppi αXenoblade Chronicles SeriesZero Suit SamusZero Suit Samus (SSBU)
DaisyDaisy (SSBU)
Mii GunnerMii Gunner (SSBU) (Moveset:2123, Dixie Kong Wig, Special Forces Outfit)
Shield
3,800Midgar (hazards off)•Assist Trophy Enemies (Jeff)•Hostile assist trophies will appear after a little while
•Reinforcements will appear after an enemy is KO'd
•The enemy starts the battle with aBeam Sword
Still, Move Forward!Poppi α
1,079
SSBU spirit Sebastian Tute.png
Sebastian TuteWii MusicMii SwordfighterMii Swordfighter (SSBU) (Moveset2312, Prince's Crown, Butler Outfit)
Mii GunnerMii Gunner (SSBU) (Moveset2312, Saki Amamiya Wig, Steampunk Getup)
Mii BrawlerMii Brawler (SSBU) (Moveset2312, Isaac Wig, Toy-Con Outfit)
Grab
8,900Tomodachi 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 USusie Tute
1,080
SSBU spirit Party Phil.png
Party PhilWii Party SeriesMii BrawlerMii Brawler (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Mii GunnerMii Gunner (SSBU) (Moveset1111, Top Hat, Standard Outfit)
Shield
8,800WarioWare, 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 UMii
1,084
SSBU spirit Coraline.png
CoralineStreetPass Mii Plaza SeriesIsabelleIsabelle (SSBU)
Mii GunnerMii Gunner (SSBU) (Moveset1111, Pirate Hat, Splatoon 2 Outfit, No Voice)
Grab
1,800Wuhu Island (Speedboat)N/A•The enemy favors side specialsMii PlazaMii
1,094
SSBU spirit Smash Ball.png
Smash BallSuper Smash Bros. SeriesMii BrawlerMii Brawler (SSBU) (Moveset3213, SSB T-shirt, Low Voice 9)
Mii GunnerMii Gunner (SSBU) (Moveset3113, SSB T-shirt, High Voice 2)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2332, SSB T-shirt, Normal Voice 5)
Grab
9,600Final Destination (Battlefield form)•Sudden Final Smash
•Item:Food
•Survive until the timer runs out (1:30)
•The enemy will suddenly have a Final Smash
•You'll get a Final Smash
Final DestinationMii Gunner
1,165
SSBU spirit Isa Jo.png
Isa JoSin & Punishment SeriesShulkShulk (SSBU)
Mii GunnerMii Gunner (SSBU) (Moveset2222, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
Shield
3,600Midgar (hazards off)N/A•The enemy starts the battle with aRay Gun
•The enemy starts the battle with aRocket Belt
Opening StageSaki Amamiya
1,260
Nikki spirit card
NikkiSwapnote SeriesNorth America
Nintendo Letter Box SeriesPAL
Mii BrawlerMii Brawler (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 7)
Mii GunnerMii Gunner (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 8)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset1111, Standard Outfit, Chartreuse Outfit Color, Normal Voice 1)
Grab
8,900PictoChat 2 (Ω form)•Assist Trophy Enemies (Nikki)•Hostile assist trophies will appearMii PlazaNikki (Gunner)
1,310
SSBU spirit Ryuji Sakamoto.png
Ryuji SakamotoPersona SeriesCaptain FalconCaptain Falcon (SSBU)
•GiantMii GunnerMii Gunner (SSBU) (Moveset1211, Pirate Hat, Steampunk Getup, Black Outfit Color, No Voice)
Shield
4,800Luigi's Mansion (Battlefield form)N/A•Defeat the main fighter to win
•The enemy starts the battle with aHome-Run Bat
Last SurpriseCaptain Kidd
1,320
from the game's files
Toy-Con VR GogglesNintendo Labo SeriesR.O.B.R.O.B. (SSBU)
Mii GunnerMii Gunner (SSBU) (Moveset3322, Toy-Con Visor, Red Standard Outfit)
Mii GunnerMii Gunner (SSBU) (Moveset2233, Toy-Con Visor, Blue Standard Outfit)
Shield
3,800Gamer (Single building layout)•Assist Trophy Enemies (Yuri Kozukata)
•Item:Dragoon Parts
•Hostile assist trophies will appear after a little whileGarageNeon Red & Blue Joy-Con controllers
1,448
SSBU spirit The Turks & Rufus Shinra.png
The Turks & Rufus ShinraFINAL FANTASY SeriesRobinRobin (SSBU)
Mii GunnerMii Gunner (SSBU)×2 (Moveset2223, Business Suit - White)
Mii BrawlerMii Brawler (SSBU) (Moveset2123, Business Suit - White)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2123, Business Suit - White)
Grab
7,700Fourside (Battlefield form)•Item: Exploding Types•Reinforcements will appear after an enemy is KO'd
•Reinforcements will appear during the battle
•The enemy starts the battle with aSteel Diver
Those Who Fight (AC Version)Elena and Tseng
1,479
SSBU spirit Kuma & Panda.png
Kuma & PandaTekken SeriesMii BrawlerMii Brawler (SSBU) (Moveset2222, Bear Hat, Cat Suit)
Mii GunnerMii Gunner (SSBU) (Moveset2121, Cat Hat, K.K. Slider Outfit)
Attack
1,900Gaur Plain (Battlefield form)•Uncontrollable Speed•The enemy is very fast and can't stop quickly after a little while
•Reinforcements will appear during the battle
Yodeling in Meadow HillPanda
1,480
SSBU spirit Nina Williams.png
Nina WilliamsTekken SeriesZero Suit SamusZero Suit Samus (SSBU)
Mii GunnerMii Gunner (SSBU)×2 (Moveset2232, Special Forces Helmet, Special Forces Outfit)
Shield
3,700Shadow Moses Island (hazards off)N/A•Defeat the main fighter to win
•Reinforcements will appear during the battle
KarmaTekken Force
1,482
SSBU spirit Ling Xiaoyu.png
Ling XiaoyuTekken SeriesMii BrawlerMii Brawler (SSBU) (130 HP) (Moveset2122, Ashley Wig, Orange Fighter Uniform)
Mii GunnerMii Gunner (SSBU) (130 HP) (Moveset1111, Cat Hat, K.K. Slider Outfit)
Shield
3,800New Pork City (Battlefield form)N/A•Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Moonsiders 1stPanda
  1. ^abcdeThis alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • 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 theSans costume for the Mii Gunner.[2]
  • Out of all the Mii Fighters' special moves,Arm Rocket is the only one that does not deal damage.
  • Despite no longer wearing the ammo backpacks, thePalutena'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 eitherFinal Destination or an Ω form stage. The other four arePeach,Daisy,Toon Link, andKing K. Rool.
  • The Mii Gunner is the only Mii that does not possess a counterattack, instead having a reflector.
  • The Mii Gunner's pose on the panoramic artwork resembles them charging up the projectile that comes out of their forward aerial.
  • InWorld of Light, Mii Gunner is one of the few fighters who is not affiliated withDharkon in any way, as all of their encounters as themselves or as a puppet fighter are all associated withGaleem. Toon Link,Ness,Roy,Olimar,Wii Fit Trainer,Little Mac,Squirtle,Ivysaur, andPokémon Trainer all share this distinction as well.

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Super Smash Bros. (universe)Super Smash Bros. universe
FightersMii Fighter (SSB4(Mii Brawler ·Mii Swordfighter ·Mii Gunner)) ·SSBU(Mii Brawler ·Mii Swordfighter ·Mii Gunner))
Fighter variantsFighting Polygon Team ·Fighting Wire Frames ·Fighting Alloy Team ·Fighting Mii Team ·False characters
BossesMaster Hand (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Crazy Hand (SSBM ·SSBB ·SSB4 ·SSBU) ·Giga Bowser ·Galleom ·Duon ·Tabuu ·Master Core ·Galeem ·Dharkon
StagesMeta Crystal ·Duel Zone ·Battlefield (SSBM ·SSBB ·SSB4 ·SSBU) ·Final Destination (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Big Battlefield (SSB4 ·SSBU) ·Small Battlefield ·Home-Run Stadium ·Target Blast Stadium ·Controls test stage ·Training
ItemsBeam Sword ·Home-Run Bat ·Fan ·Bumper ·Ray Gun ·Motion-Sensor Bomb ·Crate ·Barrel ·Capsule ·Egg ·Food ·Party Ball ·Smash Ball ·Assist Trophy ·Sandbag ·Gooey Bomb ·Cracker Launcher ·Smoke Ball ·Blast Box ·Team Healer ·Timer ·Drill ·Banana Gun ·Beastball ·Black Hole ·Healing Field ·Healing Sprout ·Rage Blaster ·Fake Smash Ball
Trophies andSpiritsTrophies (SSBM ·SSBB (SSE) ·SSB4) ·Spirits
MusicBrawl (Past) ·SSB4 ·Ultimate