Here's what I really want, and I know the list is heavy but I'd like a bunch of things to generally make Mii Gunner better. She holds a close place in my heart. If anyone wants to tell me what isn't necessary, tell me.
General Attack Changes
- Decrease Jab's FAF Frame into the following hits so it is impossible to attack out of it, as well as having the second hit drag opponents inwards to connect the final hit easier. Currently characters can just attack out of it with invincible attacks such as True Shoryuken, Marth's Up Special, and Sheik's everything. Damage increase as well to 1.5%, 2%.
- Make final hit of Jab be one single blast instead of being an odd multi-hit with the first hit dealing less damage and the second carrying a bit more. Final hit doing 6-7% overall would be nice, too. Slightly increased hitbox radius so it is more useful, as well.
- Forward Tilt can be weaker at the tip but stronger at the base to make it more worth using. Also, adding an electrical attribute to it could be helpful.
- Down Smash first hit has lower knockback and a higher launching angle, connecting into the second hit easier and becoming untechable. This increases its viability of a move. Damage isn't needed to be touched, it's similar on par to Cloud's Down Smash. An increase of range on the hits could also be easier to a bit more match the attack's animation.
- Overall damage increase to looping hits and final hit of Forward Smash and Up Air to make them more useful and viable as options, as currently Forward Smash is extremely weak and only really kills if charged and near the ledge before 100%.
- Forward Air needs its FAF reduced. Seriously. Using it offstage basically is death since it has nearly a second of lag on it.
- Down Air has better spiking hitboxes, sourspot does more % but sweetspot has reduced % but compensated higher knockback.
Grab and Pummel/Throw Changes
- Make Mii size affect grab hitbox (I'd like this as a general change) in order to benefit Miis that have bad sizes. Also a general size increase to Mii Gunner's grab would be nice.
- Either increase the Pummel's speed to match a character such as Roy's or increase its damage to 3% per hit. Right now it's merely a lackluster thing you might do at insane percents and only get one off before doing a throw.
- Forward Throw gets a damage buff from 2%, 3% to a flat 6% throw forwards with average stats, and gets a knockback increase and a reduced upwards angle for tech chasing. Back Throw goes from 2%, 3% to 1%, 7% and the laser causes electrical damage, with reduced knockback as compensation. Up Throw changes from 2%, 3% to 1%, 6% and has a reduced FAF frame so it can link into Up Air at moderate percents. Down Throw... Eh, it's fine other than going from 5% to 7%. General throw damage increases are nice, especially considering size changes this to even worse amounts.
Special Changes
Charge Shot- Decreased shot speed but increased damage to differentiate from Samus's Charge Shot, burf'd (Buff/Nerfed). Electrical Attribute and reduced shield damage for more shield stun but same shield damage would be nice.
Laser Blaze- SIGNIFICANTLY reduced lag after use.
Grenade Launch- Fine as is. No need for changes.
Flame Pillar- Blast has reduced knockback and hits more frequently, catching opponents and locking them in similar to Ness's PK Fire. However, has increased KBG to compensate and a high SDI multiplier, making it easy to escape from but at low percents being very much so a PK Fire. Burf.
Stealth Burst- Give the attack a bit of vertical movement. Attack can go farther and gets stronger the farther away the attack is when used; when hit within 10 frames of being able to release, does minimum damage (6%, less than current), for the next 10-30 frames or so depending on speed of attack buff/nerf (8%, 1% more than current), and if released at the very end of its movement pattern does 12%.
Gunner Missile- Increased knockback for homing missiles, changed from set knockback to increased knockback at higher percents. High base but EXTREMELY low knockback growth so it actually can kill in Sudden Death and does above-average knockback at around 100-120%. Super Missiles don't need altered. Homing Missiles also need a FAF drop.
For Up Specials... Can't say much really. Arm Rocket could be buffed for a bit more range, though, it just seems like the worst option currently.
Echo Reflector- Attack comes out Frame 1, has a faster FAF, and reflects at same power. Gives it an actual use. Also, if it doesn't already, electrical damage.
Bomb Drop- Increased Shield damage but not actual damage (+1 to +4) for more shield pressuring.
Absorbing Vortex- Windbox upon attack release is stronger (maybe 1.5x? I don't know.)