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Detailed Mii Gunner guide

Game Versions
Smash 3DS, Smash Wii U
Hi everyone.
I feel like Miis are not getting enough love so here's my Mii gunnner guide
(please if you see any english mistakes just tell me and i'll edit the guide)




List of things i have to do:
-Test more with some moves
-Finish the "Strategies and gameplay" section
-Finish the "Combo" section

-Add more combos
-Find pictures
-Find better pictures (maybe gifs)
-Maybe add a matchup section


CONTENT:
0- Chose your Mii
1- Pros and Cons
2- Moves analysis
3- Strategies and gameplay
4- Combos


0- Chose your Mii
Mii stats change according to his height and body shape.



-Height: A tall Mii will be slower, and won't jump as high as a small Mii but will have more range (and maybe a 1% damage difference). In most situations it's better to use a small mii (A gunner doesn't need more close combat range)



-Body shape: Body shape has the same effect as height but it's a lot less noticeable.

A thin Mii will jump a little higher than and be a little faster than a fat one but will be easier to kill. I personally use a small, thin Mii but a small, fat one is also good.


My Mii.

1- Pros and Cons
PROS:
-Fast movement

-Good vertical recovery

-Great edge-guarding and gimping tools

-Great zoning potential

-Flexibility

-You can change your face and your name
CONS:
-laggy moves

-Will struggle against some opponents depending of the moveset you chose.

-Usually can't kill before 130%

2- Moves analysis
I'll write more details on how and why use theses moves in the gameplay and combo section.

The damage % is calculated using fresh moves
The kill % is an approximation against mario on final destination


A BUTTON:
Jab combo: 8%
The last hit does the most damage and knockback but can be avoidable (especially at higher %).

The first two hits can be followed by a grab instead of the third hit.


Dash attack: 9% ~ can kill around 200%
Good for punishing and sending offstage but is easily punished in return if blocked/avoided.

Can hit an opponent hanging from the ledge.


Down tilt: 13% ~ can KO around 150%
The same as Samus down tilt, send the enemy directly upwards.

Close range, slower startup than most Down tilt, semi-high end lag.

Can be followed by Up, Neutral, Front, Back air depending on how you opponent DI and his percentage.

Can also be followed by a landing trap (Up tilt, Up smash)

Use it carefully.
(Kills earlier in low ceiling maps!!)


Front tilt: 5-8% ~ can KO around 150%
Slow startup, normal lag (use it to punish a laggy move)

Sweetspot just before your Mii (8%), sour spot at maximum range (5%)

May be followed by a dash attack or a Fair depending of your opponent's reaction.

Range: A little longer than the first jab (the hitbox is not as long as the animation!).

Good for spacing when the ennemy is too close.


Up tilt: 7-9% ~ can KO around 140% (sweetspot)
Fast Mario-like Up tilt, can combo into itself at very low % and against heavy characters.

Sweetspot (9%) is in front of your Mii.

Probably your fastest attack.

Great out of shield option.

Range: Close.

SMASHES:
Down Smash: 13-18% ~ can KO around 110% (second hit)
Fast 2 hit smash.

The first hit sends the enemy behind you where the second part can hit them.

The second hit has all the kill power and has a sourspot in front of you.

Good range on the first hit but it won't work if you're too close to your opponent.

Faster startup and less lag than Down tilt (but last longer than down tilt).

Probably your best killing smash with Up smash.


Front Smash: 9-13% ~ can KO around 110%
Long range multi hit smash.

Can be used to punish rolls, laggy moves or for edge-guarding. (more testing needed)


Up Smash: 15% ~ can KO around 120%
Like Samus' up Smash.

Good anti-air smash.

Can hit horizontally on both sides.

Can be used for landing traps or a running UpSmash (like fox would do with his up smash)

AERIALS:
Neutral air: 5%
Hits everywhere around your mii.

Short hop Neutral air has no landing lag (don't fast fall)

Best option when your ennemy is close to you (in the air)

Use it often.

(note: the moves also hits behind you)

Down air: 14%
Very slow attack with a lot of lag.

Even the spike effect doesn't make this a good move, don't use it.


Front air: 3%
Shoots a projectile, HUGE range.

One of your best zoning tool.

Has some lag in the air but a falling Front air won't have landing lag if done correctly.

Short hop falling Front air is great to safely poke an opponent on the ground.

Every Mii gunner should know how to do this.

It is also a great gimping tool and can even kill at very high % offstage.

This is your best zoning tool, use it often!!

(note: This is not the maimum range)

Back air: 11% ~ can KO around 130%
Captain falcon like Back air

No landing lag on a short hop Back air (don't fast fall)

Good kill option.


Up air: 9% ~ only kills at ultra high %
It's like the Front smash but aiming the sky.

Long lasting hitbox but a LOT of lag.

(needs more testing concerning it's priority)

Use it wisely.

GRABS:
Pivot grab slides a lot virtually increasing the grab range
Pummel: 2%
Normal pummel, use 1 or 2 before throwing (depends on your opponent’s %).

Down throw: 4%
Send the enemy into the air behind you.

Can be followed by a Neutral air or Back air.

Front throw: 4%
No kill potential but can be followed by a dash attack , Front air or another grab depending on what your opponent is doing and his percentage.

(Mostly used at low %)

Up throw: 4% ~ can kill around 200%
Not that many follow ups except Neutral air and Up air, can still be used to bait an air dodge at low %

Not too useful.

Back throw: 4%
Same as Front throw, can be followed by a dash attack, Front air or another grab at low %.

Launches farther than Front throw but still doesn't kill.

SPECIALS:
Neutral specials:
Charge Blast: 3-22% ~ can kill around 150%
Same as Samus' neutral B.

Charge an energy ball, press B again to release it, press R to shield while charging, press a direction with your stick to roll in that direction.


Laser Blaze: 2%
Acts like Fox' blaster, does 2% (fresh) and can be spammed

No knock back but pushes the enemy a little.

Good to add some free % and unstale your other attacks.

Can be used to force someone to rush you (no one likes taking free damage) and then bait.


Grenade Launch: 7% ~ can kill around 160%
Slow, high lag move.

Can be charged to shoot it farther.

Probably one of his best zoning tool, use it often.

Side Specials:
Flame Pillar: 9%
Good zoning tool.

Can be used to edge-guard or even gimp using the diagonal trajectory of the projectile.


Stealth Burst: 10-14% ~ can kill around 130% (maximum range)
Acts like Zeldas's side B but can only go forward.

Damage and knockback increases with distance.

Can be used to safely attack an enemy offstage or poke at long range.


Gunner Missile: 4-9%
Same as Samus' side special (yes ANOTHER Samus move).

Tilt the controller to use the homing missile (4%).

Tap the controller to use the super missile, it goes in a straight line and deals more damage and knockback (10%).

Good for spacing.

High lag and slow startup.

Up Specials:
Lunar Launch: 6%
Great vertical recovery!

Can hit opponents under you while recovering or surprise an opponent trying to attack you from below.

There is a spike effect at the beginning of the move.

Note: This is a projectile


Cannon Uppercut: 16% ~ can kill around 110% (sweetspot uppercut)
Less vertical recovery than Lunar Launch but you can hit while recovering.

The uppercut has the killing power.


Arm Rocket:
Better vertical recovery than Lunar Launch but has no hitbox
Can be angled like pit's recovery.
(no damage or knockback).

Down Specials:
Echo Reflector:
Same as Fox' reflector , reflect and increase the projectiles damage.


Bomb Drop: 10% ~ can kill around 180%
Similar to Samus' down special, but without the awesome aerial mobility.

Really slow and laggy, hard to use but can be a strong move.


Absorbing Vortex:
Same as Ness’ PSI magnet.

Absorbs incoming projectiles and heals a little more than the projectiles’ damage.

3- Strategies and gameplay
Mii gunner is a defensive character, you want to be zoning your opponent and keep him away from you while hitting him safely
This is my idea of his gameplay, it works for me and i think it's good
ZONING:
Short hop Fair is a great way to stop an opponent from rushing you (don't forget to cancel the lag)
Charge Blast can be used for long distance poke, stop a running opponent and sometimes long range kill
Grenade Launch can do the same thing but is more tricky to use
All 3 side specials can also be used in zoning and poking even is flame pillar has a lot less range than the other 2
Bomb drop may be a good zoning tool if you can use it correctly (i don't think it's a good move but use so i don't really know how to use it)

CLOSE COMBAT:
You won't always be able to keep your opponent away from you or maybe you just want to switch to offensive mode
In that case use your jab, tilts and grabs to fight
Down smash is your best kill move if you space it correctly
Up smash is also a great kill move (Front smash is good but is easier to punish so use it carefully)

OUT OF SHIELD:
Jab, grab, and tilt
Mostly Up tilt since its the fastest attack you have, deals a decent amout of damage and can combo into itself at low %

IN THE AIR:
If the ennemy is close Nair is probably the best option
Back air is better if the ennemy is behind you
Nair is better than Fair is the ennemy is right in front of you( Fair should only be used as a ranged attack)
Up air is good but a missed/dodged Up air can be punished hard

EDGEGUARDING:
No ledge incicibility:
Down tilt will send the ennemy flying upward (can also be used to prevent an ennemy from grabbing the ledge sometimes)
The first Down smash hit will stage spike your ennemy
You can also try to run offstage and Back air (risky and most of the time not a good idea)
Flame pillar, Grenade launch and bomb drop can also help in this situation
Ennemy trying to recover from the ledge:
A spaced flame pillar can catch a normal recovery (wich is the most used recovery)
A well spaced Front smash (the end of the smash going farther than the end of the stage) seems to cover every option
Short hop Nair and Up smash can catch a jumping recovery
Down smash and Front smash can catch the roll recovery
(be careful with smashes, even the Down smash is laggy and can be punished)

GIMPING:
Opponent is offstage and you don't want him to recover
Fair is good to safely add some distance between your ennemy and the stage
Flame pillar can be good with it's diagonal trajectory but the move is laggy so be careful not to die
Nair is great if you're too close for Fair
Back air has the most knock back and i better than Nair
Down air is too slow, it's not worth the risk since it's not even a spike
Don't try to gimp with Up air, this is the best way to self destruct
Don't be afraid to go deep if you took lunar lauch or Arm rocket, with you high jump plus these high vertical recovery you can come back
Also a lot of special moves gives you gimping options without having to leave the stage (stealth burst, gunner missile, Charge Blast, etc...)

4- Combos and Techs
COMBOS
:GCA::GCA::GCR::GCZ:
2 hit jab, run into grab
after the second jab, the ennemy is in the air and can really do anything, just run into them and grab (if they manage to land they will most likely shield to avoid your third jab)

:GCB::GCR::GCA: OR :GCB::GCR::GCZ:
Grenade launch into dash attack OR Grenade launch into grab if the grenade is blocked

Any %:
Short Hop, grenade, grenade
Good for zoning.
(thanks to Kodystri for this one)

Short hop, grenade, up smash
Great damage and kill potential
(thanks again to Kodystri)

Fully charged Charge Blast after Fthrow/Bthrow always hit if the opponent doesn't move.
It has more chances to hit around 15-25% (wich mean you'll hit with a 27% combo).
(thanks DigitalAtom6)

LOW PERCENT!
Grab, front throw, dash attack, short hop Fair
It's not a perfect combo but it can work

TECHS
You can reverse Fair to cover more distance.
Run then quickly turn, short hop, Fair (the projectile should go in the opposite direction you were running), then use the stick to keep going where you were running, you'll get momentum from running and the projectile.

run:GCR:
turn and short hop:GCL::GCY:
Fair :GCL::GCA:
then :GCR: to keep your momentum

This is not a directly offensive technique but it can help you follow an ennemy after sending him flying or it can be a way to put some space between you and your opponent.

Last words
Thank you for reading this guide, i hope you learned about the Mii Gunner
If i forgot something or if you see something wrong tell me and it will be edited.
Thanks a lot to Wrexsoul who helped me with this guide.
Author
Sir Antoine
Views
2,149
First release
Last update
Rating
4.13 star(s) 8 ratings

Latest reviews

there was barely any combos, or techs not to mention various other things such as no pictures, and barely even going into the details of the moves
Great guide! It gives all the basics about the character, every use of each move and even some edgeguard tips. I'm looking forward to some gameplay videos!
Great guide! I'm glad mii gunner is getting some attention
I mean, I like it. I just wish there was gameplay videos
Sir Antoine
Sir Antoine
As you can see the photos are pretty bad (took them with my phone :/ )
I'll soon be able to make HD videos, i'll try to upload some Mii Gunner content :)
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