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Thought I'd Try Shooting My Way Out - Mii Gunner General Guide

Game Versions
Smash 3DS, Smash Wii U
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Basic Mii Gunner guide. No advanced techniques.

Overview

As the zoner of the Mii Trio, Mii Gunner has a few things going for it. As all of its moves are inherently defensive, Mii Gunner has a wealth of options to keep control, including grenades, a mine not unlike Robin’s, missiles and two variants of reflectors. This makes Mii Gunner, like its Brawler and Swordsman brethren, impossible to form a strategy around until it’s moveset is revealed. Gunner also has some long reaching neutral attacks, with side smashes that reach a length of two characters, making it a stellar defensive character.

Unpredictability, however, does not mean Gunner is flawless. Given its customization, Gunner will inevitably struggle against a few threats and excel against others. Without a reflector, far reaching projectiles can give it trouble. Gunner’s recovery moves are also rather subpar for damage output. All these aside, Gunner is a versatile defensive threat and not one to be underestimated.

Fighters Mii Gunner Has Traits Of

As a clone, Mii Gunner has a few attacks that are either inspired or direct copies of other Smashers’ attacks. Here are all of them:

-Standard Special: Samus Charge Shot(Charge Blast), Fox’s Blaster(Lazer Blaze)
-Side Special: Robin’s Arcfire(Flame Pillar), Samus’ Missiles(Gunner Missile).
-Down Special: Fox’s Reflector(Echo Reflector and Absorbing Vortex)
-Up Smash and Down Tilt are identical to Samus.

As can be seen, Gunner plays a lot like Samus with the proper setup, meaning that players familiar to her will adapt rather quickly.

Custom moves and default moves

All of Gunner's special moves will be discussed here, separated by input.

Standard Special

Charge Blast is Samus' Charge Shot. Good for general zoning and charges at the same rate as its source attack.

Later ablaze is Fox's Blaster, and serves the same purpose. It does not flinch, and fires in single shots. Mash B for repeated shots.

Grenade Launch is an original move exclusive to Gunner. It is a bouncing projectile that hits several times and has reach dependent on how long B is held. At full charge, it covers about two thirds of Final Destination.

Side Special

Flame Pillar is Gunner's variant of Robin's Arcfire, creating a wall of fire about as tall as a Sandbag. It lasts considerably less, but is far better for up-close defense due to not arcing above you and aiming directly towards the ground.

Stealth Burst is an original move. It fires an explosive that becomes transparent after a second and can be detonated at will until it reaches around half of FD, when it will explode on its own. The transparency will not fool a competent player, but the element of surprise when detonating is very strong.

Gunner Missile is a carbon copy of Samus' Missiles and should be used as such. A prime difference, however, is that Gunner's Light Missile does not lag at the end like Samus' does, making it more consistent.

Up Special

Lunar Launch is a recovery that deals damage at the beginning with a fast explosion that has decent recovery power and can be a surprise to grounded opponents who don't expect a recovery to be used for attacking. The explosion itself does have average launching power.

Cannon Uppercut is a recovery that deals damage at the beginning and end, with a small explosion and a punch, respectively. The punch at the end can be used to hit opponents on the edge of a stage waiting to attack you. A notable trait is that the explosion has a meteor effect if done above an opponent in midair.

Arm Rocket behaves similarly to Lucina's Dolphin Jump in that it deals no damage but launches higher than the other recoveries. Useful in edge guard wars.

Down Special

Echo Reflector is Fox's reflector combined with the scaled damage of Marth's counter, in that stronger attacks reflected equals more damage. Can force opposing zoners into a 50/50 on how to react.
Bomb Drop is a small grenade that deploys at Gunner's feet. It has some startup, but is a useful point blank defense sometimes. In the air, it angles downward and can blow up before hitting the ground, making it an excellent anti-ground move. It also explodes prematurely if an opponent is right next to it.
Absorbing Vortex is Fox's reflector with a twist: it heals you if a projectile hits it, sort of like an inverse Nosferatu from Robin. This significantly increases Gunner's longevity if the opponent is careless.

Default Moves

Gunner's basic moves are great as well. Side smash and Up Air are a machine gun like attack that covers good distance and is an incredible asset in defense and offense alike. Forward air is a small blast that travels just under half of FD and does small damage. Fair also allows you to completely reverse your momentum in mid-air if you hold back immediately after starting, which proves useful for zoning. Neutral air is a melee swing that surrounds Gunner, making it a useful poking tool. Back air is like Robin's Levin Sword, but an explosion and rather safe to spam. All of these tie into Gunner's zoning game, making it the versatile menace it is.

Moveset Combinations

Listed here are several combinations of moves that can be run for adaptability or familiarity to another Smasher or even another fighting game character. While it's impossible to fully emulate a character, even a partial recreation of said character can prove useful to some.

Totally Not Samus

Charge Blast
Gunner Missile
Cannon Uppercut
Bomb Drop

This set emulates Samus closely. Bomb Drop replaces the Morph Ball Bomb as a downwards projectile, and Cannon Uppercut is the Screw Attack's closest imitator. Play like you would play Samus, just with more guns.

Not a Fox Clone

Laser Blaze
Stealth Burst/Flame Pillar
Cannon Uppercut
Echo Reflector

You won't get Fox or even Falco, but imitation is the sincerest form of flattery. Laser Blaze and Echo Reflector are the obvious staples of their movesets. Stealth Burst provides a controlled projectile, while Flame Pillar allows for better close quarters defense. Cannon Uppercut once again imitates their recovery.


Modern Tactician Robin

Charge Blast
Flame Pillar
Lunar Launch
Absorbing Vortex

Call this set Robin if he/she were faster and more offensive. Charge Blast fills in for Thunder, which emulated a Charge Shot as is. Flame Pillar is a faster, more reliable Arcfire. Lunar Launch emulates Elwind with it's downwards explosion, if only being single shot. Absorbing Vortex rounds out the emulation as an inverse Nosferatu, working when a projectile hits you.

Colonel Radec

Grenade Launch
Flame Pillar
Lunar Launch
Bomb Drop

The feared Helghast commander from PlayStation All Stars Battle Royale can have a decently emulated moveset in Smash Brothers. Grenade Launch fills in for his Down Triangle as his own Grenade Launcher. Flame Pillar acts as his Side a Circle aka the Shock Grenade and can temporarily stop opponents as they advance towards you. Lunar Launch doesn't copy anything, but is a consistent recovery option. Bomb Drop emulates his Down X, aka the Stealth Grenade, albeit with a slight angle change.

Chris Redfield

Charge Blast/Laser Blaze
Flame Pillar
Lunar Launch
Bomb Drop

Capcom's zombie slaying mercenary in Ultimate Marvel Vs Capcom 3 can be replicated with some creativity. Charge Blast vs Laser Blaze is a choice to make; while none of them emulate his guns, they serve individual purposes. Charge Blast has more power behind it while Laser Blaze deals chip damage. Flame Pillar works similarly to his Incendiary Grenade as they both leave a trail of fire to damage foes. Lunar Launch, once more, is a recovery move that is consistent and useful. Bomb Drop has similar properties to his Claymore.

Deathstroke

Grenade Launch
Stealth Burst/Gunner Missile
Cannon Uppercut
Echo Reflector/Absorbing Vortex

The gun-toting mercenary from Injustice: Gods Among Us has his tools in Gunner's default moves, meaning the special moves are for compensation. Grenade Launch is his Meter Burn for his standard guns, acting in a similar manner. Stealth Burst is faster and more reliable as a secondary projectile, but Gunner Missile has homing properties, and neither imitate a move anyway. Cannon Uppercut is fitting for a mercenary, but any recovery can be chosen instead. The choice of either reflector is based upon offense or longevity.

Future sets can be added if suggested.

Battle Strategy

The choice of specials changes how every Gunner plays, so many, many strategies can be used, which also changes how does play against you. However, across all sets, the main focus is defense.

Upon entering a match, the following should be analyzed in order:

-The opposing character.

-Their speed, attack range and weight class.

-Your custom moves.

This sequential thinking order gives the quickest idea of how to fight. Slow characters will be explained first.

Slow characters should ideally be set up on with Charge Blast if they lack a far reaching projectile. In the case that you forgo Charge Blast for Laser Blaze or Grenade Launch, attacking from the start is a reasonable option as well. A slow character attempting to rush you is also a prime target for Flame Pillar, gimping their momentum as you continue to pelt them with projectiles or charge a Charge Blast. Stealth Burst, if used, can be used to catch a rolling heavyweight and ideally paint them into a predicting corner. Gunner Missile also catches these slow characters as they attempt to approach. Finally, character that stays grounded is also vulnerable to a possible Drop Bomb. The combination of these forms a lockdown on slower characters and makes their lives a living hell.

If your foe happens to possess equal or greater projectiles and you have either reflector, scouting for said projectiles is imperative to fighting them, but each reflector encourages different strategies. Echo Reflector is a more offensive reflector that applies pressure to faster shooters, while Absorbing Vortex allows Gunner to stand ground and completely shut down any zoner with little close up-presence. Absorbing Vortex is better used with Grenade Launch and Gunner Missile for coverage.

Without reflectors, Gunner may falter against those that can deploy quickly, making getting in mandatory to gain momentum on the opponent. Drop Bomb is your go to approach tool in the air, as it interrupts charges, forces opponents to roll in order to avoid it. Rolling opponents are easily caught with Flame Pillar as well.


Closing Words

With Gunner fleshed out, you'll know how you want him to play. I hope I've given you insight on how to use your Gunner differently, and maybe inspiration for your own custom sets.
Slap your face on a Mii and show your friends what you're made of.

Feedback is very much appreciated. WIP and still needs refining, so all comments are welcome.
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LIQUID12A
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Latest reviews

Not what i expected, Unlike i thought, This guide apparently doesn't go in-depth on the Mii Gunner's attacks.
Your guide gives a clear representation of what all the moves the Migg Gunner does and combinations for anyone trying to figure out which custom moves they want to use. For sets, I recommend adding 3-1-1-3 (Grenade Launch, Flame Pillar, Lunar Launch, Absorbing Vortex) as it allows an offensive defense approach and works well in teams. Also, Absorbing Vortex could be more closely related to Ness's PSI Magnet and if possible, techniques possible with the Mii Gunner's specials. (https://www.youtube.com/watch?v=aSOkR8zPG40)
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