木西Galaxy
Smash Rookie
Hi everyone! So Mii Gunner is actually insane??
I was able to get to Elite Smash twice using this set up. Idk if that really means anything because idk how hard elite smash is to get into.
I've been using 1132.
I really want this guide to also spark discussion. Mii Gunner seems like a great character! . If there is enough interest, I'll keep trying to update this thread.
B-Specials:
Charge blast is just another kill option.
My main zoning tool and good combo starter (at early percents) is Bomb Drop.
Good things about Bomb Drop:
*This thing is crazy because it can essentially add shield pressure, lock of an area of the stage, cover my recovery, ledge trap, edge guard, and act as a combo starter.
*At early percents, it combos into short/full hop forward air if the opponent is launched away. It can also combo into back air or neutral air if launched towards me.
*This move is very mix-up oriented though.
*This move can be remotely detonated. Do this by simply dropping another bomb.
*Can be B-reversed (and therefore allow momentum shifts).
Negatives about Bomb Drop:
*It has a bit of end lag. Make sure to space it, or use it while moving in the air. (jumping while using it is very good).
*If hit, it can be launched back towards you and hurt you.
*Has questionable knockback trajectory at high percents (essentially sends straight up but rarely kills).
Gunner Missile: Basically just Samus' missiles. I use them to help zone and apply pressure when needed. I don't rely to heavily on them right now though. I use them almost as a mixup.
Good things about Gunner Missile:
*Can help zone. and apply pressure.
Bad things about Gunner Missile:
*Hard to change between super and regular missile? I can't seem to do it consistently.
Flame Pillar I use to set up for edge guards when my opponent is at later percents. (I want to point out that I don't use this anymore. Instead I use Gunner Missiles. I want to keep this explanation though for people who want to use Flame Pillar!)
Good things about Flame Pillar:
*Although it doesn't ever combo, it has a better launch trajectory than Bomb Drop at higher percents (sends away from the stage, and at less high of an angle). Therefore, I only really start using Flame Pillar at high percents.
*It can create a barrier from projectiles. It doesn't block all projectiles, but I use it to wall out spammy links and slowly approach. (It event detonates Link's bomb!)
*Basically, it's very similar to PK Fire and Robin's fire. Though, it doesn't combo. Very good for creating strings though!
Bad things about Flame Pillar:
*Doesn't combo.
*Decent amount of end lag.
Arm Rocket:
Good things about Arm Rocket:
*The only up-B where you can really control your recovery angles.
Bad things about Arm Rocket:
*It literally has no hitbox. If someone reads your recovery, you're 100% getting hit.
Ariels
I decided to talk about these first because Mii Gunners Ariels are very good I think. I literally do not know his frame data. So, someone else provide that. I'm going to go off of how each move feels with endlag and such.
Forward Air:
*Forward air is amazing because it shoots a hit box far away from you. This projectile is literally not attached to your body. (except, idk if it is counted as a projectile?)
*Use it for poking and off stage gimps. It can take opponents by surprise.
*This move can combo from Bomb Drop.
*It influences your moment and shoots you backwards. You can use this juke your opponent and set up for an easy forward smash kill.
Neutral Air:
*Another amazing move. It has a bit of end lag if fast fell, so be careful with it. But, the hitbox is ridiculous. Mii Gunner rotates his arm around him (think of Corrin Neutral Air, Cloud, or Ridley Neutral Air).
*It always (or almost always) throws opponents away from the stage.
* Can combo from Bomb Drop.
*Using it with short hop to cover platforms and potential Bomb Drop knockbacks is really good.
Up Air:
*This move is a kill move and has a ridiculous disjointed hitbox. Mii Gunner literally shoots above him.
*The only bad thing about this move is that, similarly to Richter/Simon, is that it only shoots in a straight line upwards. This makes it hard to hit a lot of the time.
Back Air:
*Back air Is a good kill option.
*It's range can feel a bit short sometimes though.
*Can combo from Bomb Drop and down throw at lower percents.
Down Air:
*Can spike.
*Is a bit disjointed.
*I don't use it often because 1132 Mii Gunner has other edge guarding options that are a lot better.
*Does have some good knock back if used on stage though? (As in, the opponent is hit into the ground and then ricocheted off).
*Can hit below platforms (because of disjointed hitbox). Though, this is semi-hard to do. Idk how practical it is.
Ground Moves:
Although they have their uses, I feel that Mii Gunner isn't a very stationary character. He spends a lot of his time in the air, and therefore his ground attacks aren't necessarily his main strategy. (If that makes sense). The main grounded moves I use are forward tilt and his jab. I use down tilt and up tilt for mix ups (as they don't have many uses).
Jab:
*Normal 1-2-3 Gentleman Jab.
*The final hit seems to have quite a bite of range (for a jab) due to Mii Gunner shooting his arm cannon though.
Forward Tilt:
*Good range!
*It comes out quick as well.
*It can be used to space, as well as a quick "get off me" option.
Dash Attack:
*Great Dash Attack I think!
*Can move past shields if done late enough.
*Can combo from neutral air if the opponent does not tech the neutral air.
*SEMI SHIELD BREAK: Using Bomb Drop near a shielding opponent, and then hitting them with the dash attack does a crazy amount of shield damage. Essentially, almost breaking the opponents shield. Using this against opponents whose shields are already damaged can be good!
Down Tilt:
*Essentially Samus' down tilt.
*Can lead to some good juggles.
*Can kill at much higher percents.
*Can 2 frame.
*I don't use it very often. Only when I have a good read on the opponent.
Up Tilt:
*Kind of like Megaman's up-tilt (but weaker).
*Only hits in front of and above Mii Gunner.
*Can kill at much higher percents.
*Can combo into itself at really low percents.
*I don't use it very often.
Smash Attacks
Forward Smash:
*Literally his best smash attack.
*HUGE hitbox (like Corrin length),
*Is super-multi hit, and therefore lasts a long time.
*It has quite a bit of end lag though, so use it sparingly.
*You can use it to cover multiple get up options and sometimes to poke at distant opponents (though I really don't think it should be used for that).
*You can also use Forward Air to propel yourself backwards, juking your opponent, and setting up for an easy forward smash kill.
Down Smash:
*Very quick! And can cover multiple options on ledge get up!
*The knockback also seems very good.
*Someone can test this move more as I haven't used it much in my play sessions.
Up Smash:
*Basically Samus' up smash, but connects better.
*It also seems much quicker? In both animation and end lag. I might be wrong though.
*The knock back is very good as well!
*Forward smash is my main kill smash, but I use up smash to catch falling and unsuspecting opponents.
Throws
Downthrow:
*This is literally Mii Gunners only good combo throw.
*At VERY early percents, it can combo into back air.
*I've seen people say it can combo into neutral air. I don't think this is true though. Many people have been able to air dodge out of it before my neutral air hits. (If it does combo, it combos at lik 0%)
Backthrow:
*This is his kill thrown.
*Seems to kill at 130% with no DI.
FINAL THOUGHTS
Mii Gunner might play like a knock off MegaMan a bit. He seems to be based around ledge trapping, zoning, mixing up your opponent, and edge guarding. Although his combo game may not be amazing, his string game can be ridiculous. I have been able to make 2 stock comebacks because of the string/combo potential Bomb Drop has.
1132 Mii Gunner has many ledge trapping and edge guarding options, and therefore I feel like he excels at these. He is also very good at zoning and forcing the opponent to choose options. I strongly feel like he should be played to these strengths.
I was able to get to Elite Smash twice using this set up. Idk if that really means anything because idk how hard elite smash is to get into.
I've been using 1132.
I really want this guide to also spark discussion. Mii Gunner seems like a great character! . If there is enough interest, I'll keep trying to update this thread.
B-Specials:
Charge blast is just another kill option.
My main zoning tool and good combo starter (at early percents) is Bomb Drop.
Good things about Bomb Drop:
*This thing is crazy because it can essentially add shield pressure, lock of an area of the stage, cover my recovery, ledge trap, edge guard, and act as a combo starter.
*At early percents, it combos into short/full hop forward air if the opponent is launched away. It can also combo into back air or neutral air if launched towards me.
*This move is very mix-up oriented though.
*This move can be remotely detonated. Do this by simply dropping another bomb.
*Can be B-reversed (and therefore allow momentum shifts).
Negatives about Bomb Drop:
*It has a bit of end lag. Make sure to space it, or use it while moving in the air. (jumping while using it is very good).
*If hit, it can be launched back towards you and hurt you.
*Has questionable knockback trajectory at high percents (essentially sends straight up but rarely kills).
Gunner Missile: Basically just Samus' missiles. I use them to help zone and apply pressure when needed. I don't rely to heavily on them right now though. I use them almost as a mixup.
Good things about Gunner Missile:
*Can help zone. and apply pressure.
Bad things about Gunner Missile:
*Hard to change between super and regular missile? I can't seem to do it consistently.
Flame Pillar I use to set up for edge guards when my opponent is at later percents. (I want to point out that I don't use this anymore. Instead I use Gunner Missiles. I want to keep this explanation though for people who want to use Flame Pillar!)
Good things about Flame Pillar:
*Although it doesn't ever combo, it has a better launch trajectory than Bomb Drop at higher percents (sends away from the stage, and at less high of an angle). Therefore, I only really start using Flame Pillar at high percents.
*It can create a barrier from projectiles. It doesn't block all projectiles, but I use it to wall out spammy links and slowly approach. (It event detonates Link's bomb!)
*Basically, it's very similar to PK Fire and Robin's fire. Though, it doesn't combo. Very good for creating strings though!
Bad things about Flame Pillar:
*Doesn't combo.
*Decent amount of end lag.
Arm Rocket:
Good things about Arm Rocket:
*The only up-B where you can really control your recovery angles.
Bad things about Arm Rocket:
*It literally has no hitbox. If someone reads your recovery, you're 100% getting hit.
Ariels
I decided to talk about these first because Mii Gunners Ariels are very good I think. I literally do not know his frame data. So, someone else provide that. I'm going to go off of how each move feels with endlag and such.
Forward Air:
*Forward air is amazing because it shoots a hit box far away from you. This projectile is literally not attached to your body. (except, idk if it is counted as a projectile?)
*Use it for poking and off stage gimps. It can take opponents by surprise.
*This move can combo from Bomb Drop.
*It influences your moment and shoots you backwards. You can use this juke your opponent and set up for an easy forward smash kill.
Neutral Air:
*Another amazing move. It has a bit of end lag if fast fell, so be careful with it. But, the hitbox is ridiculous. Mii Gunner rotates his arm around him (think of Corrin Neutral Air, Cloud, or Ridley Neutral Air).
*It always (or almost always) throws opponents away from the stage.
* Can combo from Bomb Drop.
*Using it with short hop to cover platforms and potential Bomb Drop knockbacks is really good.
Up Air:
*This move is a kill move and has a ridiculous disjointed hitbox. Mii Gunner literally shoots above him.
*The only bad thing about this move is that, similarly to Richter/Simon, is that it only shoots in a straight line upwards. This makes it hard to hit a lot of the time.
Back Air:
*Back air Is a good kill option.
*It's range can feel a bit short sometimes though.
*Can combo from Bomb Drop and down throw at lower percents.
Down Air:
*Can spike.
*Is a bit disjointed.
*I don't use it often because 1132 Mii Gunner has other edge guarding options that are a lot better.
*Does have some good knock back if used on stage though? (As in, the opponent is hit into the ground and then ricocheted off).
*Can hit below platforms (because of disjointed hitbox). Though, this is semi-hard to do. Idk how practical it is.
Ground Moves:
Although they have their uses, I feel that Mii Gunner isn't a very stationary character. He spends a lot of his time in the air, and therefore his ground attacks aren't necessarily his main strategy. (If that makes sense). The main grounded moves I use are forward tilt and his jab. I use down tilt and up tilt for mix ups (as they don't have many uses).
Jab:
*Normal 1-2-3 Gentleman Jab.
*The final hit seems to have quite a bite of range (for a jab) due to Mii Gunner shooting his arm cannon though.
Forward Tilt:
*Good range!
*It comes out quick as well.
*It can be used to space, as well as a quick "get off me" option.
Dash Attack:
*Great Dash Attack I think!
*Can move past shields if done late enough.
*Can combo from neutral air if the opponent does not tech the neutral air.
*SEMI SHIELD BREAK: Using Bomb Drop near a shielding opponent, and then hitting them with the dash attack does a crazy amount of shield damage. Essentially, almost breaking the opponents shield. Using this against opponents whose shields are already damaged can be good!
Down Tilt:
*Essentially Samus' down tilt.
*Can lead to some good juggles.
*Can kill at much higher percents.
*Can 2 frame.
*I don't use it very often. Only when I have a good read on the opponent.
Up Tilt:
*Kind of like Megaman's up-tilt (but weaker).
*Only hits in front of and above Mii Gunner.
*Can kill at much higher percents.
*Can combo into itself at really low percents.
*I don't use it very often.
Smash Attacks
Forward Smash:
*Literally his best smash attack.
*HUGE hitbox (like Corrin length),
*Is super-multi hit, and therefore lasts a long time.
*It has quite a bit of end lag though, so use it sparingly.
*You can use it to cover multiple get up options and sometimes to poke at distant opponents (though I really don't think it should be used for that).
*You can also use Forward Air to propel yourself backwards, juking your opponent, and setting up for an easy forward smash kill.
Down Smash:
*Very quick! And can cover multiple options on ledge get up!
*The knockback also seems very good.
*Someone can test this move more as I haven't used it much in my play sessions.
Up Smash:
*Basically Samus' up smash, but connects better.
*It also seems much quicker? In both animation and end lag. I might be wrong though.
*The knock back is very good as well!
*Forward smash is my main kill smash, but I use up smash to catch falling and unsuspecting opponents.
Throws
Downthrow:
*This is literally Mii Gunners only good combo throw.
*At VERY early percents, it can combo into back air.
*I've seen people say it can combo into neutral air. I don't think this is true though. Many people have been able to air dodge out of it before my neutral air hits. (If it does combo, it combos at lik 0%)
Backthrow:
*This is his kill thrown.
*Seems to kill at 130% with no DI.
FINAL THOUGHTS
Mii Gunner might play like a knock off MegaMan a bit. He seems to be based around ledge trapping, zoning, mixing up your opponent, and edge guarding. Although his combo game may not be amazing, his string game can be ridiculous. I have been able to make 2 stock comebacks because of the string/combo potential Bomb Drop has.
1132 Mii Gunner has many ledge trapping and edge guarding options, and therefore I feel like he excels at these. He is also very good at zoning and forcing the opponent to choose options. I strongly feel like he should be played to these strengths.
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