SanAntonioSmasher
Smash Apprentice
- Joined
- Nov 15, 2014
- Messages
- 191
**work in progress**
This guide is meant for anyone just starting out learning mii gunner with guest 1111. Unfortunately, anyone wanting to play gunner in tournaments or in a competitive scene will likely need to learn this set up in order to play gunner.
I'm not a gunner expert, but I've tried to learn as much as I can from guides, videos, labbing, and games.
Essential techniques:
Gundashing: hold back on direction stick while performing a fair. Best done with cstick set to attack. This is your primary zoning and mobility tool, and probably the driving factor as to why anyone would want to play a guest gunner with 1111.
Charge shot cancelling: roll or shield to cancel the charging of your neutral special. Rolling is the most predictable option, and should only be used if you see an incoming attack that is best avoided with a roll, such as a bowser bomb. From shield you have many great options that can be performed instantly. You can jump cancel an upsmash, jump cancel up or down special, shield grab, perform an aerial, spot dodge, or drop shield into a tilt, jab, or dash grab or attack.
Charge shot reversal: while in air flick control stick backwards, allow it to return to neutral, then immediately hit special. Easy way to catch people off guard with a charge shot. Also, good when you jump or fall from ledge and opponent is off stage.
Reflector reversal: hit down special, then immediately hit backwards. Useful to change the way you're facing, usually done while offstage to give yourself option to gundash back to stage.
Reflector stalling: use down special midair to stop your descent momentarily. Useful to throw off someone's timing trying to hit you. You can gundash afterwards or even use a backair to give yourself some momentum.
Advanced techniques
Lunar cancelling: use up special immediately before landing. Strict timing, but you can land and still get the explosion from the up special. Can combo into other options at low percents. I haven't messed with this much yet, not sure it's much better than a landing nair.
Lagless get up: I wish I could learn this, but just can't get it unless on lylat.
https://m.youtube.com/watch?v=1oBLDQlPkQk
Anti-trump wall jump: situational, but handy option
https://m.youtube.com/watch?v=P7yrX-2HzTE
Aerial options
Gunners aerials have a large amount of endlag, so stringing together multiple attacks mid-air can be difficult. It's good to know precisely which attacks you have time to use. There are obviously more options, but I stuck with options available when you use a fair mostly since that has so much end lag. You can substitute air dodge where I put nairs since air dodge is faster.
Short hop (SH) into fair - this is your go-to option.
Full hop nair to landing fair - my second most used option. Nair is good for creating some breathing room, and the fair seems to almost always connect. Most opponents don't see it coming. This also covers most options when people are getting up from ledge if you do this while moving backwards.
Full hop nair or bair to landing nair
Double jump to fair to landing fair - good zoning against people in air
Full hop nair, jumping fair to landing fair - timing is strict
General strategy:
You want to keep away from opponent and chip away damage as safely as possible. Gunner's moves have too much endlag to spam, so be precise with each attack. You will want to do a bunch of short hop fairs with gundashing. Opponent will need to play aggressive to overcome this tactic. You then need to react accordingly and punish mistakes and overaggression.
Charge your shot at every opportunity. This will force opponent to approach, so be ready to punish their approach with mostly out of shield options. Use charged shots to help rack up damage and secure kills.
Flame pillar spamming on ledge can be strong. Also use it on stage if you have some space. It makes a nice barrier to charge shot up from behind. Be ready to punish with fair if they try to jump flame.
Mix in jabs, tilts, aerials, and grabs where appropriate, you can't rely solely on projectiles.
Don't fish for kills too early. Keep chipping away, and start thinking kills after 130%. Killing options are charged shot, upair, backair, utilt, dtilt, and all the smashes. Upsmash out of shield is nice. Fsmash covers 3 options from ledge (get up attack, get up, and roll), and works well pivoted. Dtilt and utilt pack a surprising punch, and are great after spot dodging or gundashing.
This guide is meant for anyone just starting out learning mii gunner with guest 1111. Unfortunately, anyone wanting to play gunner in tournaments or in a competitive scene will likely need to learn this set up in order to play gunner.
I'm not a gunner expert, but I've tried to learn as much as I can from guides, videos, labbing, and games.
Essential techniques:
Gundashing: hold back on direction stick while performing a fair. Best done with cstick set to attack. This is your primary zoning and mobility tool, and probably the driving factor as to why anyone would want to play a guest gunner with 1111.
Charge shot cancelling: roll or shield to cancel the charging of your neutral special. Rolling is the most predictable option, and should only be used if you see an incoming attack that is best avoided with a roll, such as a bowser bomb. From shield you have many great options that can be performed instantly. You can jump cancel an upsmash, jump cancel up or down special, shield grab, perform an aerial, spot dodge, or drop shield into a tilt, jab, or dash grab or attack.
Charge shot reversal: while in air flick control stick backwards, allow it to return to neutral, then immediately hit special. Easy way to catch people off guard with a charge shot. Also, good when you jump or fall from ledge and opponent is off stage.
Reflector reversal: hit down special, then immediately hit backwards. Useful to change the way you're facing, usually done while offstage to give yourself option to gundash back to stage.
Reflector stalling: use down special midair to stop your descent momentarily. Useful to throw off someone's timing trying to hit you. You can gundash afterwards or even use a backair to give yourself some momentum.
Advanced techniques
Lunar cancelling: use up special immediately before landing. Strict timing, but you can land and still get the explosion from the up special. Can combo into other options at low percents. I haven't messed with this much yet, not sure it's much better than a landing nair.
Lagless get up: I wish I could learn this, but just can't get it unless on lylat.
https://m.youtube.com/watch?v=1oBLDQlPkQk
Anti-trump wall jump: situational, but handy option
https://m.youtube.com/watch?v=P7yrX-2HzTE
Aerial options
Gunners aerials have a large amount of endlag, so stringing together multiple attacks mid-air can be difficult. It's good to know precisely which attacks you have time to use. There are obviously more options, but I stuck with options available when you use a fair mostly since that has so much end lag. You can substitute air dodge where I put nairs since air dodge is faster.
Short hop (SH) into fair - this is your go-to option.
Full hop nair to landing fair - my second most used option. Nair is good for creating some breathing room, and the fair seems to almost always connect. Most opponents don't see it coming. This also covers most options when people are getting up from ledge if you do this while moving backwards.
Full hop nair or bair to landing nair
Double jump to fair to landing fair - good zoning against people in air
Full hop nair, jumping fair to landing fair - timing is strict
General strategy:
You want to keep away from opponent and chip away damage as safely as possible. Gunner's moves have too much endlag to spam, so be precise with each attack. You will want to do a bunch of short hop fairs with gundashing. Opponent will need to play aggressive to overcome this tactic. You then need to react accordingly and punish mistakes and overaggression.
Charge your shot at every opportunity. This will force opponent to approach, so be ready to punish their approach with mostly out of shield options. Use charged shots to help rack up damage and secure kills.
Flame pillar spamming on ledge can be strong. Also use it on stage if you have some space. It makes a nice barrier to charge shot up from behind. Be ready to punish with fair if they try to jump flame.
Mix in jabs, tilts, aerials, and grabs where appropriate, you can't rely solely on projectiles.
Don't fish for kills too early. Keep chipping away, and start thinking kills after 130%. Killing options are charged shot, upair, backair, utilt, dtilt, and all the smashes. Upsmash out of shield is nice. Fsmash covers 3 options from ledge (get up attack, get up, and roll), and works well pivoted. Dtilt and utilt pack a surprising punch, and are great after spot dodging or gundashing.
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