• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Gunner Advance Techniques and Tricks Thread

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
So Gunner is a nifty character with some nifty ATs and tricks that have been discovered. The purpose of this thread is to gover ATs available to Gunner and their usefulness for them. I could probably write a whole paragraph about what this thread is doing but that is boring. So let's just get to the meat of it.

Tricks and ATs will be rated on a 1-5 scale :4miigun: used as representation of the scale with the scale being (ripped from @ ZTD | TECHnology ZTD | TECHnology 's thread on rating Charizard's moves);

:4miigun::4miigun::4miigun::4miigun::4miigun: - A certified fantastic technique/trick. Covers a wide variety of situations and/or covers a few important situations but covers them extremely well. An absolute staple and essential to our gameplay.
:4miigun::4miigun::4miigun::4miigun:- A great technique/trick overall. Covers a few situations pretty well and is relied on frequently. May cover one or two select but important scenarios very well.

:4miigun::4miigun::4miigun: - A solid technique/trick. More of a niche move but covers this niche quite well. May also be used as a mixup occasionally.
:4miigun::4miigun: - Not too hot but not totally useless. Might be used for VERY specific situations or a mixup that we might want to use every once in a while. Certainly not a technique/trick to be used often.
:4miigun: - Crap tier. An option select we'll probably never use unless we want to be Trolls. This rating specifically means "There is literally always a better option than this".

? - means I'm not sure

Always something up the sleeve - Tricks


Instant Uppercut Spike
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Up-Special to option 2 "Canon Uppercut". Run or walk off the ledge and instantly preform an Up Special.
What should happen - Gunner should send out the first hitbox of the move (which is a spike) and then immediately grab the ledge without the other hitbox coming out.
When to use - It's mostly useful in edge guarding a vertically recovering opponent if they have gotten past your projectile edge-guarding.

Grenade Charge Momentum
Usefulness - :4miigun::4miigun::4miigun::4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". Jump into the air and preform a Grenade Launch and charge it. While Charging it move the control stick left or right.
What should happen - Gunner should retain air momentum and be able to move rather significantly through the air left or right.
When to use - If you need to get closer to or further way from the opponent while your in the air and charging Grenade Launch this is a good way to do it. It also makes you a bit harder to predict when charging the move. You can also follow the Nade's trajectory when launched so as to keep yourself protected.

Short Flame
Usefulness - ?
What to do - Set Side Side Special to option 1 "Flame Pillar". Short Hop forward and then use Flame Pillar in midair or run off a platform and the moment you leave the platform activate Flame Pillar.
What should happen - The pillar created by the move should be very close to the Gunner's body.
When to use - ?
I need more lab time with this.

Stealthy Hop
Usefulness - :4miigun::4miigun:
What to do - Set Side Special to option 2 "Stealth Burst". Short Hop and immediately activate Stealth Burst.
What should happen - Gunner will slide forward a little. If you detonate Stealth Burst immediately after activation it will explode right in front of Gunner.
When to use it - You can possibly use it once or twice to keep the opponent honest but overall the lag on Stealth Burst doesn't make it practical to use a lot or even some. Use it rarely.

Double Grenade
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". Short Hop Froward and activate Grenade Launch without charging and then activate Grenade Launch again without charging.
What should happen - Gunner will have launched two Grenades.
When to use it- It's a good way to approach and keep your opponent on their toes while you are zoning them.

Quick Grenade explosions
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". Launch a grenade lightly on a platform.
What should happen - It will quickly bounce and explode quicker than usual. In some instances, it can also instantly explode if the underside of the ledge is shaped similarly to Smashville.
When to use - Stages with platforms, especially against tall characters

Point Blank Grenade Landing
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". B-reverse/momentum shift and release a grenade point blank at the enemy.
What should happen - The opponent will instantly be hit. If they're shielding or attacking, they'll be stuck. They can dodge if they roll or spot dodge.
When to use - Landing mixup if the opponent likes to shield or wait on the ground

Absorbing vortex lift
Usefulness - :4miigun::4miigun:
What to do - Set Down Special to option 3 "Absorbing Vortex". Jump/Double jump and then hold down B.
What should happen - You gain extra height on your jump.
When to use - Recovery or as a semi-stall in the air.

B-reverse mixed with Grenade/Bomb momentum control
Usefulness - :4miigun::4miigun::4miigun::4miigun:
What to do - With the Grenade Launch Neutral B or Bomb Drop down B, use B-reversing as needed in the air.
What should happen - You can control your aerial horizontal movement freely at any point during these moves. Follow the grenades/bombs closely depending on the opponent's movement.
When to use - It's a very helpful mix-up combined with Grenade Charge Momentum and Bomb Shuffling to keep yourself unpredictable.

No Bounce Bomb
Usefulness - :4miigun::4miigun:
What to do - Set Neutral Special to option 2 "Bomb Drop". While under a platform preform a short hop and at the peak of your shot hop preform a Bomb Drop.
What should happen - The bomb should land on the platform with bouncing or moving.
When to use - Practical use for this trick is rather low due to the bomb not staying around for long but it can be used as a sparse mix-up to catch your opponent off guard. If the bomb lasted just a little bit longer it would be better.
Special note - I have only tested this with a minimum Shortness Gunner and have not tested with other heights. Other heights might have different timing or results for how this trick works for them due to the change in height and jump height.

Grenade Spike

Usefulness - :4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch" and Side Special to option 2 "Cannon Uppercut". While an opponent is offstage, hit them with Grenade Launch, then use Cannon Uppercut.
What should happen - If the grenade connects, it should keep your opponent in place long enough to set up the spike. Alternatively, if the grenade misses and the opponent is recovering, you'll likely have enough time to spike them into the grenade blast.
When to use - When the opponent is recovering below the edge near the stage. At high enough percents, the spike can KO. The alternative can push the opponent back/KO (when used at higher percents) and allow you to set up your other edgeguarding options. Don't use it too often when edgeguarding.

Never Ending Fireworks
Usefulness - :4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch" and have the opponent be Villager. Launch the grenade at the Villager's Upsmash.
What should happen - The visual effect of the Upsmash remains in place.
When to use - For kicks and giggles or to show off to an audience in a match who aren't aware of the visual glitch.


Gotta Stay Technical - Advance Techniques

Gundashing
Usefulness - :4miigun::4miigun::4miigun::4miigun::4miigun:
What to do - Preform a Fair with the C-stick while holding backwards on the control stick or Preform a Fair and quickly hit back on the control stick. For maximum distance use the first method.
What should happen - See the gif above.
When to use it - It's an incredibly useful tool in the neutral state because it makes Fair even safer. The only time you don't want to be using it is when you are going to follow-up from an fair (usually with another Fair).

Bomb Shuffle
Usefulness - :4miigun::4miigun::4miigun::4miigun::4miigun:
What to do - Set Down Special to option 2 "Bomb Drop". Jump and preform a Bomb Drop and move the control stick left or right.
What should happen - Gunner will move with or away from from the bomb.
When to use - It's a good way to cover yourself when approach or a way to set-up a nasty projectile when retreating.

Flame/Missle Cancel
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Side Special to option 1 "Flame Pillar" or option 3 "Gunner Missile". Run towards an edge and preform a turnaround Flame Pillar or Gunner Missile to where you slide off the edge.
What should happen - Gunner should fall off the edge (if off the stage edge Gunner should auto snap to the ledge) while preforming Flame Pillar or Gunner Missile and all lag should be cut from the move.
When to use - While it helps to cancel out the lag of otherwise laggy moves you are limited when you can use it. I would recommend using it whenever you are on a stage with platforms or you find yourself retreating to an edge.

Multi-Reversal Grenades
Usefulness - :4miigun::4miigun::4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". Watch this video https://www.youtube.com/watch?v=QeKoAUQgpjM# (it will explain better then I could).
What should happen - Look at video in the "What to do" part.
When to use - Its useful for mind-gaming your opponent or for getting the Grenade to go the direction you need.

Jab Cancel
Usefulness - :4miigun::4miigun::4miigun:
What to do - Depending on the opponent's weight jab once or twice
What should happen - There should be enough time to jab again (hold down), utilt if they're up close, dtilt, dsmash, or just shield->punish if the opponent has a quick aerial
When to use - If you're up close and outside of utilt range with jab as your best option. Works much better with Miis around 20-50% height.


Discuss Gunner's ATs and tricks in this thread. If you find something new post it here and I will update the OP when I can. Disagree with a usefulness rating? Post below with why you feel that way? Do I have an AT listed in the "Tricks" section or a trick listed in the "Advance Techniques" section? Make sure to let me know so I can fix it. Have fun with the plethora of nifty things Gunner can do.
 
Last edited:

san.

1/Sympathy = Divide By Zero
Moderator
Joined
Oct 26, 2008
Messages
5,651
Location
Rochester, NY
NNID
Sansoldier
3DS FC
4957-2846-2924
About double grenades, I like to supplement the first grenade with a jump+bomb drop, grab, fair->followup, or even a missile. The charge time for the second may leave you open sometimes.

Fair combos:
Low Percents: dash attack, grab, bair, charge shot, dsmash
Mid Percents: fair (can possibly chain 1 to 2 more), nair, bair, jump+grenade launch, charge shot
High Percents: Fair, charge shot

The combos listed above can also be achieved after grenade, bomb drop, and power missiles.

Other combos
0%: Dthrow->Nair
Up to 30%: Utilt combos into itself, then end with jump+nair
~15-30%: short hop nair->utilt or jab

Gundashing followups:
-Utilt: :4miigun: :4miigun: :4miigun: :4miigun: :4miigun:
-Jump/more movement, Grenade Launch, -Bomb Drop (momentum off platform): :4miigun: :4miigun: :4miigun: :4miigun:
-Shield, grab, Usmash, Dtilt: :4miigun: :4miigun: :4miigun:
-Jab(no momentum), Dsmash(no momentum), Ftilt: :4miigun: :4miigun:

Shield Pressure:
- Fair has low landing lag, you aren't victim to hitlag, and you can slide backwards when using it, so it is a very safe option on shield.
- Bomb drop deals immense shield damage. Bomb Drop -> Dtilt is likely to break a shield. Bomb drop is also a great followup to Grenade Launch for that reason.

Offstage:
-Send Grenades and bombs offstage. Fair, very deep double jump + retreating fair, and nair are all great normals to supplement offstage play. Nair->fair and Nair/dair(they airdodge)->upper cut spike upB are also deadly.

Killing:
Utilt: Frame 5, sweetspot kills most at around 130%. Very easy kill option, especially out of gundashing or against an aerial approach.

Uair juggle: If you follow correctly, uair covers the complete air dodge. Uthrow/Dthrow/Utilt or something, then aggressively chase with uair at the top of the screen while carefully following the opponent's movement. Can kill ~70-90 and highly dependent on rage.

Very Deep Fair: This is a great option. Go deep offstage and hit them with fair. It can kill around the 50% range with little risk if you're quick enough. Cover below them with grenades so they're forced to go high.

Dsmash: If your back is to the edge, Dsmash can kill ~80-90. If the opponent rolls from the stage, that's an easy charged dsmash for an even earlier kill. Dsmash is very fast at frame 9 and has very good range.

Fsmash: If the opponent is backed against the edge, fsmash can kill around 100. I don't recommend using fsmash if it won't kill, since its damage is very low.

Usmash: It's a little inconsistent, but great against fastfallers like Sheik and Diddy. It can kill ~110%, deals good damage, and sucks them in. It combos much easier when used against a grounded opponent vs. an opponent falling from above. Running reverse usmash sucks them up more easily, but it's harder to actually land that.

Grenades/Bombs: These can kill offstage in the mid 100s. You can kill earlier if you add an aerial or smash afterwards.

Dtilt: Surprisingly, doesn't kill too early. It will only kill around 115-120%, but it scales heavily with rage.


Jab Cancel
Usefulness - :4miigun: :4miigun: :4miigun:

What to do - Depending on the opponent's weight jab once or twice
What should happen - There should be enough time to jab again (hold down), utilt if they're up close, dtilt, dsmash, or just shield->punish if the opponent has a quick aerial
When to use - If you're up close and outside of utilt range with jab as your best option. Works much better with Miis around 20-50% height.

Quick Grenade explosions
Usefulness - :4miigun: :4miigun: :4miigun:
What to do - Set Neutral Special to option 3 "Grenade Launch". Launch a grenade lightly on a platform.
What should happen - It will quickly bounce and explode quicker than usual. In some instances, it can also instantly explode if the underside of the ledge is shaped similarly to Smashville.
When to use - Stages with platforms, especially against tall characters

Point Blank Grenade Landing
Usefulness - :4miigun: :4miigun: :4miigun::4miigun:
What to do - B-reverse/momentum shift and release a grenade point blank at the enemy.
What should happen - The opponent will instantly be hit. If they're shielding or attacking, they'll be stuck. They can dodge if they roll or spot dodge.
When to use - Landing mixup if the opponent likes to shield or wait on the ground

Absorbing vortex lift
Usefulness - :4miigun: :4miigun:
What to do - Set Down B to Absorbing Vortex. Jump/Double jump and then hold down B.
What should happen - You gain extra height on your jump.
When to use - Recovery or as a semi-stall in the air.

B-reverse mixed with Grenade/Bomb momentum control
Usefulness - :4miigun: :4miigun: :4miigun: :4miigun: :4miigun:
What to do - With the Grenade Launch Neutral B or Bomb Drop down B, use B-reversing as needed in the air.
What should happen - You can control your aerial horizontal movement freely at any point during these moves. Follow the grenades/bombs closely depending on the opponent's movement.
When to use - Every time grenade launch or bomb drop are available to use.
 

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
Thanks for the extra things to put in the OP San. Though I rated the "B-reverse mixed with Grenade/Bomb momentum control" as 4 with a different time to use because you won't want to be B-reversing every time. But I should probably change the momentum stuff with Nade and Bomb to 5. I also changed "Point Blank Grenade Landing" to a 3 rating.
 
Last edited:

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
New trick added.

No Bounce Bomb
Usefulness - :4miigun::4miigun:
What to do - Set Neutral Special to option 2 "Bomb Drop". While under a platform preform a short hop and at the peak of your shot hop preform a Bomb Drop.
What should happen - The bomb should land on the platform with bouncing or moving.
When to use - Practical use for this trick is rather low due to the bomb not staying around for long but it can be used as a sparse mix-up to catch your opponent off guard. If the bomb lasted just a little bit longer it would be better.
Special note - I have only tested this with a minimum Shortness Gunner and have not tested with other heights. Other heights might have different timing or results for how this trick works for them due to the change in height and jump height.

Praise the lab.
 

GS3K

Smash Ace
Joined
Nov 29, 2014
Messages
595
Location
Kansas
NNID
Gamestar3000
Grenade Spike

Usefulness - :4miigun::4miigun:
What to do - Set specials to Neutral 3 grenade launch and Up 2 cannon uppercut. While an opponent is offstage, hit them with grenade, then use cannon uppercut.
What should happen - If the grenade connects, it should keep your opponent in place long enough to set up the spike. Alternatively, if the grenade misses and the opponent is recovering, you'll likely have enough time to spike them into the grenade blast.
When to use - When the opponent is recovering below the edge near the stage. At high enough percents, the spike can KO. The alternative can push the opponent back/KO (when used at higher percents) and allow you to set up your other edgeguarding options. Don't use it too often when edgeguarding.
 

san.

1/Sympathy = Divide By Zero
Moderator
Joined
Oct 26, 2008
Messages
5,651
Location
Rochester, NY
NNID
Sansoldier
3DS FC
4957-2846-2924
Fireworks

Usefulness - :4miigun:
What to do - Set specials to Neutral 3 grenade launch and an opponent as Villager. Launch the grenade at the Villager's Upsmash.
What should happen - The visual effect of the upsmash remains in place.
When to use - For kicks and giggles or to show off to an audience in a match who aren't aware of the visual glitch.
 

GS3K

Smash Ace
Joined
Nov 29, 2014
Messages
595
Location
Kansas
NNID
Gamestar3000
Fireworks

Usefulness - :4miigun:
What to do - Set specials to Neutral 3 grenade launch and an opponent as Villager. Launch the grenade at the Villager's Upsmash.
What should happen - The visual effect of the upsmash remains in place.
When to use - For kicks and giggles or to show off to an audience in a match who aren't aware of the visual glitch.

Oh yeah... That. I've done it a few times.
 

BigShad

Smash Journeyman
Joined
Jul 9, 2014
Messages
494
Location
River City High
3DS FC
0602-6501-8253
I've found that you can B-Reverse the Charge Shot while you're in air, likely only when it's fully charged. It's extremely hard to get the timing right, though I've been able to do it a couple times while in the lab.

Maybe it could be used to fake out a returning foe?
 

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
I've found that you can B-Reverse the Charge Shot while you're in air, likely only when it's fully charged. It's extremely hard to get the timing right, though I've been able to do it a couple times while in the lab.

Maybe it could be used to fake out a returning foe?
You can B-reverse all Special moves.

.....

I've been debating with myself if I want to add in more general ATs that go for all the cast and how useful Gunner finds them. Thoughts?
 
Last edited:

BigShad

Smash Journeyman
Joined
Jul 9, 2014
Messages
494
Location
River City High
3DS FC
0602-6501-8253
You can B-reverse all Special moves.

.....

I've been debating with myself if I want to add in more general ATs that go for all the cast and how useful Gunner finds them. Thoughts?
That'd definitely be useful, since some people tend to overlook the Miis when they're showing general ATs...
 

AEMehr

Mii Fighter
Moderator
Joined
Jun 16, 2009
Messages
7,702
Location
SoCal
Sort of already mentioned but

Following up Grenade Stalling
:4miigun::4miigun::4miigun:?
What to do - Set Neutral Special to option 3 "Grenade Launch" and launch it into a opponent near you, generally better if it connects (especially in air).
What should happen - Gunner should be able to run up to them and follow up pretty much anything, Smashes / Grabs (if you want channel the Ice Climbers), Specials, and Aerials in the air.
When to use - I've used it to get a guaranteed down air spike on a couple occasions when used in off stage, would imagine back airs would be just as nice at higher %s. Great for getting grabs in too, but I'm pretty sure it's just better to go for the second grenade / smash / dtilt / utilt.
 

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
Yea, that's just comboing off of a nade you launch which is quite possible. Not sure if it really needs to be put up there.

Thoughts from all of you?
 

GS3K

Smash Ace
Joined
Nov 29, 2014
Messages
595
Location
Kansas
NNID
Gamestar3000
I guess we could list possible grenade combos, I dunno.
 

Kenturo

Smash Cadet
Joined
Jun 11, 2013
Messages
44
Gundash Ledge Trump

Pretty much a combination of techniques listed above combined with ledge trumping. You basically gundash to the edge of a stage then side b which will launch you off the ledge and then do the motion to instantly grab the ledge(down and towards the stage). Normally when you gundash to the edge of a platform you stay on that edge for a couple of frames before you are able to do an action. This makes it possible to grab ledges quickly from gundash to ledge trump. You can also use this on regular platform to drop down instantly.

Edit: Also with the Side-B cancel tech, using it can change the direction that your facing when running off of a platform. So you can run off a platform on battlefield, side b cancel, and fair in the opposite direction that you were running.
 
Last edited:

GS3K

Smash Ace
Joined
Nov 29, 2014
Messages
595
Location
Kansas
NNID
Gamestar3000
Platform Slide Specials

Usefulness - :4miigun::4miigun:

What to do - Gundash across a platform, then use one of these neutral, side, or down specials ounces gunner's back foot hovers over the edge.

What should happen/uses/when to use - If timed right, gunner will slide off the side of a platform while doing a neutral/down/side special in one motion. Use it on stages with platforms/playing keep away

Normally gundashing across a platform makes you come to a stop when you reach the other side, with gunner's back foot hovering over the edge of the platform. Using a special as this foot is hovering over (in a short time frame) causes him to slide off the side as if you walked off. If your timing is off, you'll briefly pause and then slide off.

What each special does:

NEUTRAL
  • Charge Blast's shot goes through the platform you slid off
  • Can't be done with Laser Blaze
  • Grenade Launch allows you to do quick grenade explosions if timed right. Makes you slide off while firing.
SIDE
  • Gunner Missile and Flame Pillar edge cancel. Once edge canceled, you can do another gundash.
  • Stealth Burst makes you glide backwards. This a death sentence on battlefield when done with your back to the edge because you can't recover afterwards
DOWN
  • Echo Reflector and Absorbing Vortex make you slide off while doing it. Kind of easier to pull off with vortex
  • Bomb Drop makes you slide off. You can do a no bounce bomb if timed right.

You can also B-reverse any of these moves that can be B-reversed while doing it, but you gotta be fast.

edit: Due to the patch, none of this works anymore
 
Last edited:

Mic_128

Wake up...
Administrator
BRoomer
Joined
Jun 19, 2002
Messages
46,176
Location
Steam
Just a layout suggestion, but it might be useful to have the OP broken down into default/1-1-1-1 and 'Custom' sections.
 

SPoitter

Interior Crocodile Aligator
Joined
Apr 18, 2014
Messages
111
I don't know if you guys know about this one, but Down Special Custom 3 allows for Gunner to increase her jumping height by about 1.2x and can allow for some float time as well, you just have to Down B as soon as you jump.
 

Tene_Sicarius

Smash Cadet
Joined
Jul 4, 2015
Messages
41
Location
Houston, Texas
NNID
TenebrisSicarius
3DS FC
3454-1920-1564
I found a few things, although nothing that's useful.

Platform Fire
usefulness - :4miigun::4miigun:
What to do - Set side special to Flame Pillar, then follow the same instructions as the no bounce bomb
What should happen - The exact same as the no bounce bomb, only with the pillar flame this time
When it use

Lunar Landing
usefulness -:4miigun:
What to do - Set up special to Lunar Launch. Use it right before touching the ground.
What should happen - You fire the projectile but land before gaining height, so only the animation of the blast hitting the ground plays.
When to use - It's just another visual bug. Maybe you can mix someone up if they go in the air to punish you, but it's not worth it for how tricky the timing is.

Lunar Bounce
usefulness -:4miigun:
What to do - In a doubles match, set up special to Lunar Launch and have your teammate be :4zss:. Use it right as :4zss: is at the peak of her flip kick.
What should happen: :4zss: hits the projectile and bounces up like she hit a player.
When to use - When she might not be able to make it back onstage, this can help her recover. In a 1v1, this works against you.

Traction Beam
usefulness - :4miigun::4miigun:
What to do - Dash, then turn around, and use side tilt
What should happen - You slide during the startup of side tilt, and stop when the hitbox comes out
When to use - To punish anyone who's coming after you. It's longer than a pivot grab, but still easy to punish if they're expecting it.
 
Last edited:

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
Lagless Ledge Get up.
What to do: Practice this as much as possible after watching the video.
Uses: It gives Gunner another option for getting back on the stage. Although it has been only shown to work on a few stages, it works on most starter stages.
Usefulness: ? (This technique is still under further development).

Absorb Wavedash (There is a video on YouTube about this called Mii Gunner ADV. Wavedash Absorb. I will post it as soon as I figure out how to post YouTube videos on this site)
What to do: Down B (Absorbing Vortex) while dashing and holding the directional stick to dash (It might be easier to do if you change your c-stick to specials)
Uses: It will increase the mobility of gunner on the ground (I am not sure about the extent of the mobility increase, but it makes mii gunner look like a Melee character)
Usefulness: ? It is probably not that useful since mii gunner has decent mobility when foxtrotting (san confirmed that mii gunner's foxtrot speed is 1.6, which is an average speed for a character) and gundashing (which gives Gunner the burst of mobility equal to a falcon kick).
 
Last edited:

TuttyTheFruity

Smash Rookie
Joined
Feb 23, 2015
Messages
9
Location
Stittsville
NNID
yourkevina
3DS FC
4081-6671-6764
I found one quirk with the Cannon Uppercut UpB I would like to share. It strikes me as particularly useful with practice and knowledge experience, and gives you a powerful option against characters with predictable recoveries (though theoretically it should work on every character who wants to grab the ledge).

It has to do with punishing Snap Backs. The Cannon Uppercut has a spike hitbox that is incredibly disjointed, to the point that, if used on the edge of a stage (I walk until I'm teetering as a visual cue), and with proper timing, it will reach an opponent grabbing the ledge during their vulnerable snap back frames and spike them, without you jumping or leaving the stage yourself.

The quirk is that you can simply walk to the edge of the stage if you anticipate your opponent is going to go for the ledge, and UpB with good timing to ensure you get a disjointed spike without any need to chase them offstage or jump off the ground yourself. It is also a relatively safe maneuver; though the lag associated with the attack may be caught by a quick opponent, the space put between you and the opponent in this time is a nice buffer if you mess up.

This can be used multiple times in a row to ensure someone's death if you don't mess your timing up. Its effectiveness and difficulty will vary depending on the character and MU but with MU knowledge this could be a very capable weapon. It's also the easiest (and therefore most consistent) of the on-stage snap back punishes I've found so far (i.e. Yoshi Fair and ROB Dair)

A good character to practice this on in Training Mode when just picking it up is Fox, as FireFox is a very predictable recovery once you get him offstage, and you can test yourself as he goes for the ledge at different distances. You can also try to spike him multiple times in a row at low percentages (I'm succeeded as many as 3 times in a row; lower percentages are recommended, as you'll know when you've punished properly if he confirms it with an air jump). Other characters worth practicing on are anyone with a teleport recovery (notably Palutena and Sheik) and anyone with a quick high jump UpB that would otherwise be difficult to punish (i.e. Mario, MGAW, Ryu, etc.).
 

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
Sticky Sliding allows you to move further than a pivot fsmash. It also works in the direction opposite to a pivot fsmash. The title of the video on YouTube is "Sticky Sliding- New Smash 4 Tech".
Sticky Sliding (Set your c-stick to smash and find the video on YouTube that is in my quote).
What to do: Move your c-stick in the opposite direction of your initial dash.
Uses: It causes a character to slide on the ground when it is used. It also allows characters to buffer a fsmash or an up smash out of the movement.
Usefulness? I still need more testing to see if it is worth putting the c-stick to smash. I am also going to see if frame perfect up air (can only be done easily with the c-stick set to attack) can set up some combos and follow ups.
 

Ridel

Smash Ace
Joined
Nov 3, 2013
Messages
801
Location
Lucidia
NNID
Lowly_RiDEL
Switch FC
SW-3730-9751-0132
Grenade Get-up ("Wall Jump B-Reverse Grenade Launch" didn't roll off the tounge as well)
Usefulness- :4miigun::4miigun::4miigun:(niche)

This a simple yet helpful mix-up option. Basically what you do is you wall jump off any wall then instantly do a b-reverse with your grenades. If done correctly you should plop right on stage just above the ledge. THe timing for landing directly on stage is a little strict but with some practice it should become natural very quickly. Your main goal is to land on the stage directly, if you b-reverse too late you may just go too high and you'll have some air time. Overall though this is best used on Duck Hunt and certain Omegas. You can use it on other legal stages but you have less wall to work with so it's best used as a mix-up to get back to the stage from the ledge.
 
Last edited:

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
Hey guys, there's a way to use Bidou with Smash C Stick, I wrote a guide on it a bit earlier.
http://smashboards.com/guides/using-bidou-with-smash-c-stick.860/
Bidou controls
What to do: watch the video to learn about the techniques that are made easier by using bidou. Then you can either change your controls to the bidou style or read the guide about using bidou with the smash stick.
Uses: It allows you to use movement techniques like perfect pivoting and foxtrotting with less difficulty.
Usefulness ?: It seems pretty useful, but I will have to test it out myself.
 

SanAntonioSmasher

Smash Apprentice
Joined
Nov 15, 2014
Messages
191
I saw a pic somewhere showing usefulness of step slide in terms of how far the slide. Gunner was on the lower half of the list, so likely not a great benefit for gunner. Curious to see a video if it if someone can get it down tho.
 
Last edited:

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
I saw a pic somewhere showing usefulness of step slide in terms of how far the slide. Gunner was on the lower half of the list, so likely not a great benefit for gunner. Curious to see a video if it if someone can get it down tho.
Gunner hasn't been tested yet according to the official list. As of right now I haven't gotten Gunner's step slide far enough to warrant serious usage. On the other hand, Smash stick bidou has been somewhat useful for me, since it only requires me to change two buttons on my controller that I don't use anyway.
 

SanAntonioSmasher

Smash Apprentice
Joined
Nov 15, 2014
Messages
191
Gunner hasn't been tested yet according to the official list. As of right now I haven't gotten Gunner's step slide far enough to warrant serious usage. On the other hand, Smash stick bidou has been somewhat useful for me, since it only requires me to change two buttons on my controller that I don't use anyway.
Can you elaborate on how you have found bidou useful in particular with gunner and what your button layout is?
 
Last edited:

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
Can you elaborate on how you have found bidou useful in particular with gunner and what your button layout is?
It has helped me improve my movement on the ground. Perfect pivots are much easier to perform with bidou (This improves my spacing in order to make moves like fsmash, ftilt, and flame pillar safer to use. It is also a quick way to space a flame pillar to cover the ledge. It is difficult to use all of the bidou techniques on smash stick bidou since there aren't many instructions for how to use bidou techniques on smash stick bidou (I am hoping that @Literal Bacon can help with this).

My button layout is the normal Gamepad layout except my R button is for attacks and my ZR button is for specials. Since I'm left-handed, I always use my L button to shield and my ZL button to grab.
 

SanAntonioSmasher

Smash Apprentice
Joined
Nov 15, 2014
Messages
191
Just figured out something I'm surprised I didn't realize before. Not sure this is the best place to post it, but whatever. Sadly this forum is so dead.

If you do an immediate front air when full hoping, you can do a second jump before hitting the ground. This is a nice mix up if your opponent expects you to land after a single hop front air, which gunner tends to do very often

Timing is strict, and it's much easier if you use a shoulder button for jump and c-stick for the front air to execute the attack asap.
 
Top Bottom