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I try my best to stay away from the specials when i talk about gunner. Missiles and bombs really aren't my cup of tea. I mostly interested in defaults in gunner. I trying to find more cool little things that i can turn into techniques such as using gunners "fair" to get out of sticky situations cause it has some recoil. Gunner is kinda slow so anything that we can use to give more options in movement. That why i use reflects to stall and arm-rocket so you can blast across the stage.I would strongly suggest giving the other specials a try. Missiles and bombs are the most popular options among Gunner mains. They allow Gunner more zoning options such as approaching behind projectiles or controlling space in front of Gunner with a bomb to discourage an approach. The Belmonts are not able to do this as effectively.
Gunner has a good amount of combos and kill confirms. Check the combo thread for more information. Also, Gunner has some good aerials for keeping the opponent away or getting combos. Our fair is really good because it allows Gunner to move quickly through the air with gundashing. It also outranges most aerials, and it can confirm into charge blast at kill percents.
For your moveset, your best kill confirm is flame pillar to charge blast. It is really strong especially at the ledge. It can kill everyone from the center of battefield at 100% or less. It can even kill most of the cast at 70% or less at the ledge.