PokéfreakofBACON
Smash Ace
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I've been playing Mii Gunner a whole lot, and I think we need a seperate thread for each type of Mii, so here it is.
Here's some stuff I've found involving which specials to choose:
TL;DR:
Don't bother with Neutral 2, Down-B is matchup dependent, all 3 side specials are good.
If you go with Side 2, pick neutral 3 or down 2 or both. You probably shouldn't use side 2 though.
Up B 3 is best for recovery, Up B 1/2 are worse for recovery, but have niche uses for damage.
The best sets are 133X and 113X.
If you're a TO reading this, having these sets already on your setups is a good idea. 1331, 1332, and 1333 are the most important.
If you have 13XX, there's a really good shield break combo. A smash-side-b (non-homing missile) immediately followed by a fully charged charge shot will break a shield, and the opponent can't parry or escape after getting hit by the missile. If their shield is 100% fresh when hitting them with this, it might not entirely break it, and if their shield is fairly weak, the charge shot might shield poke. Either way, your opponent will be in a very bad spot if they try to shield a missile.
When you get a shield break, charging neutral b and then using down smash is usually the best choice, but depending on the height of the blastzones and their position on the stage, up smash may be better. Side smash is a decent choice, but it has slightly less knockback and will probably be stale if you use it a lot in the neutral.
(This post will be edited with more combos/setups/kill confirms/etc once they are found)
Here's some stuff I've found involving which specials to choose:
The fox/falco-blaster neutral b (neutral 2) is pretty awful from what I've experienced so far. It's a halfway point between fox and falco, but unfortunately it takes the worst parts of both. Pretty slow, but deals no knockback. It has a slight windbox sorta thing, and it deal decent damage, but it's overall not worth it at all. The only way I could see it being useful is against slow characters you can stay safely away from.
The other two neutral B's are pretty good, but charge shot (neutral 1) is easily the best as far as I can tell. The grenade launcher (neutral 3) is much slower than in 4, but you can't charge it to make mixups at all, so it's overall a pretty weak option. It might be good if you have stealth burst, since it would really be your only option for a zoning tool. Charge shot is the all-around best choice. Charge shot is great at breaking shields (especially paired with missiles) and is generally a good kill option.
As for Side B, Stealth Burst (side 2) is bad for zoning, but similarly to Zelda's side b, it's a pretty good kill option. It can't be reflected back at you, which can be useful against anyone with a reflector. It's decent, but charge shot is usually better for getting kills, and it leaves you pretty defenseless. It also has much less range and control than Zelda's side b, you can't angle it upward or downward. It's kinda useless most of the time.
Flame Pillar (side 1) was something a lot of people were excited for, because of combo potential, but it's not nearly as good as Robin's arc-fire like most of us were hoping. It's still a very good move if you hit it. Very good option for matchups where your opponent has a good ground game and/or bad jump.
Gunner Missile (side 3) seems like the best one, it's strong, fast, and has no huge downsides. It has basically no endlag at all, which is fantastic. It's similar to Samus' missiles, but faster and stronger(?) and great for zoning out your opponent. It can also get some cheeky shield breaks really easily combined with charge shot. The two projectiles end up right next to each other, and the opponent has too much shieldstun to avoid a shieldbreak by dodging. There's no REAL downsides I can find, other than the homing missiles being garbage.
All three Down B's are equally good, they really just depend on the matchup. Reflector (Down 1) for characters like K Rool/Belmonts, or really anyone with a strong projectile or two. Vortex (down 3) is basically the same thing as PSI magnet, and is great against characters with weak projectiles or energy based projectiles, like the mother boys and metroid girls, etc. It has a hitbox, but I'm not sure how useful it is. Bomb Drop (down 2) is a great choice for an extra, closer range zoning tool, but I'd personally only use it against characters without projectiles, or with projectiles that can't really be predicted/reacted to.
As for Up B, I haven't really used much other than Arm Rocket (up 3), which is easily the best for recovering. The other two are worse for recovery, but they have hitboxes. Lunar Launch (Up 1) shoots downward, and Cannon Jump Kick (Up 2) has a hitbox on the way up. Gunner has a lot of good options for killing and zoning outside of these, so I think the best one is arm rocket, simply because it's the best move for recovering. The jump kick might be good if people try to spike you while you recover, but arm rocket moves so fast it's not likely. Also, uncharged up-smash kills earlier than jump kick, making it even less useful as a kill option. It's pretty flashy though.
The other two neutral B's are pretty good, but charge shot (neutral 1) is easily the best as far as I can tell. The grenade launcher (neutral 3) is much slower than in 4, but you can't charge it to make mixups at all, so it's overall a pretty weak option. It might be good if you have stealth burst, since it would really be your only option for a zoning tool. Charge shot is the all-around best choice. Charge shot is great at breaking shields (especially paired with missiles) and is generally a good kill option.
As for Side B, Stealth Burst (side 2) is bad for zoning, but similarly to Zelda's side b, it's a pretty good kill option. It can't be reflected back at you, which can be useful against anyone with a reflector. It's decent, but charge shot is usually better for getting kills, and it leaves you pretty defenseless. It also has much less range and control than Zelda's side b, you can't angle it upward or downward. It's kinda useless most of the time.
Flame Pillar (side 1) was something a lot of people were excited for, because of combo potential, but it's not nearly as good as Robin's arc-fire like most of us were hoping. It's still a very good move if you hit it. Very good option for matchups where your opponent has a good ground game and/or bad jump.
Gunner Missile (side 3) seems like the best one, it's strong, fast, and has no huge downsides. It has basically no endlag at all, which is fantastic. It's similar to Samus' missiles, but faster and stronger(?) and great for zoning out your opponent. It can also get some cheeky shield breaks really easily combined with charge shot. The two projectiles end up right next to each other, and the opponent has too much shieldstun to avoid a shieldbreak by dodging. There's no REAL downsides I can find, other than the homing missiles being garbage.
All three Down B's are equally good, they really just depend on the matchup. Reflector (Down 1) for characters like K Rool/Belmonts, or really anyone with a strong projectile or two. Vortex (down 3) is basically the same thing as PSI magnet, and is great against characters with weak projectiles or energy based projectiles, like the mother boys and metroid girls, etc. It has a hitbox, but I'm not sure how useful it is. Bomb Drop (down 2) is a great choice for an extra, closer range zoning tool, but I'd personally only use it against characters without projectiles, or with projectiles that can't really be predicted/reacted to.
As for Up B, I haven't really used much other than Arm Rocket (up 3), which is easily the best for recovering. The other two are worse for recovery, but they have hitboxes. Lunar Launch (Up 1) shoots downward, and Cannon Jump Kick (Up 2) has a hitbox on the way up. Gunner has a lot of good options for killing and zoning outside of these, so I think the best one is arm rocket, simply because it's the best move for recovering. The jump kick might be good if people try to spike you while you recover, but arm rocket moves so fast it's not likely. Also, uncharged up-smash kills earlier than jump kick, making it even less useful as a kill option. It's pretty flashy though.
TL;DR:
Don't bother with Neutral 2, Down-B is matchup dependent, all 3 side specials are good.
If you go with Side 2, pick neutral 3 or down 2 or both. You probably shouldn't use side 2 though.
Up B 3 is best for recovery, Up B 1/2 are worse for recovery, but have niche uses for damage.
The best sets are 133X and 113X.
If you're a TO reading this, having these sets already on your setups is a good idea. 1331, 1332, and 1333 are the most important.
If you have 13XX, there's a really good shield break combo. A smash-side-b (non-homing missile) immediately followed by a fully charged charge shot will break a shield, and the opponent can't parry or escape after getting hit by the missile. If their shield is 100% fresh when hitting them with this, it might not entirely break it, and if their shield is fairly weak, the charge shot might shield poke. Either way, your opponent will be in a very bad spot if they try to shield a missile.
When you get a shield break, charging neutral b and then using down smash is usually the best choice, but depending on the height of the blastzones and their position on the stage, up smash may be better. Side smash is a decent choice, but it has slightly less knockback and will probably be stale if you use it a lot in the neutral.
-Use shorthop (SH) fair when the opponent is close to you, and spam missiles when they're farther away.
-Charge neutral B at every opportunity when the opponent can't challenge it.
-If you suspect the opponent will shield a missile, immediately send out your charged shot for the shield break. Don't worry about holding onto it.
-When they approach, Nair OoS is the fastest/safest option, and FSmash is a great way to punish somewhat laggy moves from a reasonable distance.
-Mii Gunner is, obviously, a zoning character. The farther away your opponent is, the better.
-For shorter characters, SH Fair will likely miss, so rely more on Nair, and consider taking Down B 2 to keep them away.
-None of Gunner's grabs are kill throws, so go for the throw that is best for positioning, or try down throw for some follow-ups.
When to use what Down-Special:
-Reflector (1) is the all-around most general choice. If you don't know what you're about to fight, pick this.
-Otherwise, reflector is great against any character who could possibly out-zone you, or has difficult to deal with projectiles.
-Notable characters for Reflector are the Belmonts, King K. Rool, Duck Hunt, Links, Olimar, Villager, Inkling, and Greninja.
-It has uses against other projectile characters, but most of them are better done with Vortex.
-Vortex (3) is the best choice against anyone with energy-based projectiles, or explosions.
-Basically, if they have a move you can heal from with Vortex, DEFINITELY pick Vortex.
-Using this can make your opponent afraid to ever use any attack you can absorb, crippling most of their set.
-Make sure you know what you can and can't absorb. You can't absorb water shuriken.
-Notable characters for Vortex are Samus, Pit, Snake, Ridley, Robin, Mega Man, Ness, and Lucas.
-Certain characters get absolutely invalidated just by having this special move, particularly Snake and Mega Man who have extremely limited options against you with this.
-Bomb Drop (2) is the best choice for any matchup where the opponent doesn't have a prominent projectile, or any character who relies on ground movement.
-Bomb Drop is also a good choice against small, hard to hit characters.
-As an extra zoning tool, it's important to not overuse it, or use it when they're close enough to punish you.
-Notable characters for Bomb Drop are Little Mac, Incineroar, Sonic, Mii Brawler, Every single swordy in the game sans Cloud, etc.
Certain characters can be difficult to choose what down b to use, here's some info about a few of them.
-For Pokemon trainer, Bomb Drop is best against Squirtle, Reflector is best against Ivysaur, and Vortex is best against Charizard. Generally, Pokemon trainer mains will tend to have one character of the three they use most, so figure out who that is and adjust accordingly. For scouting purposes, Bomb Drop is usually your best bet. Squirtle is easily the most dangerous of the three to Gunner.
-For Diddy Kong, Princess Peach/Daisy, and a few other similar characters, their projectile may be annoying to deal with, but reflecting generally isn't going to be the best choice. Bananas/Turnips are too fast to react to, so having bomb drop will help a lot more.
-For Snake and Mega Man, you might be tempted to pick reflector, but absolutely pick Vortex. Mega Man's neutral b can't be countered with it, but the ability to heal from about half of your opponent's moveset is way too powerful to ignore. Snake's Down B can't be reflected, but it can be absorbed. His forward smash can also be absorbed, which heals for an inordinate amount.
-Charge neutral B at every opportunity when the opponent can't challenge it.
-If you suspect the opponent will shield a missile, immediately send out your charged shot for the shield break. Don't worry about holding onto it.
-When they approach, Nair OoS is the fastest/safest option, and FSmash is a great way to punish somewhat laggy moves from a reasonable distance.
-Mii Gunner is, obviously, a zoning character. The farther away your opponent is, the better.
-For shorter characters, SH Fair will likely miss, so rely more on Nair, and consider taking Down B 2 to keep them away.
-None of Gunner's grabs are kill throws, so go for the throw that is best for positioning, or try down throw for some follow-ups.
When to use what Down-Special:
-Reflector (1) is the all-around most general choice. If you don't know what you're about to fight, pick this.
-Otherwise, reflector is great against any character who could possibly out-zone you, or has difficult to deal with projectiles.
-Notable characters for Reflector are the Belmonts, King K. Rool, Duck Hunt, Links, Olimar, Villager, Inkling, and Greninja.
-It has uses against other projectile characters, but most of them are better done with Vortex.
-Vortex (3) is the best choice against anyone with energy-based projectiles, or explosions.
-Basically, if they have a move you can heal from with Vortex, DEFINITELY pick Vortex.
-Using this can make your opponent afraid to ever use any attack you can absorb, crippling most of their set.
-Make sure you know what you can and can't absorb. You can't absorb water shuriken.
-Notable characters for Vortex are Samus, Pit, Snake, Ridley, Robin, Mega Man, Ness, and Lucas.
-Certain characters get absolutely invalidated just by having this special move, particularly Snake and Mega Man who have extremely limited options against you with this.
-Bomb Drop (2) is the best choice for any matchup where the opponent doesn't have a prominent projectile, or any character who relies on ground movement.
-Bomb Drop is also a good choice against small, hard to hit characters.
-As an extra zoning tool, it's important to not overuse it, or use it when they're close enough to punish you.
-Notable characters for Bomb Drop are Little Mac, Incineroar, Sonic, Mii Brawler, Every single swordy in the game sans Cloud, etc.
Certain characters can be difficult to choose what down b to use, here's some info about a few of them.
-For Pokemon trainer, Bomb Drop is best against Squirtle, Reflector is best against Ivysaur, and Vortex is best against Charizard. Generally, Pokemon trainer mains will tend to have one character of the three they use most, so figure out who that is and adjust accordingly. For scouting purposes, Bomb Drop is usually your best bet. Squirtle is easily the most dangerous of the three to Gunner.
-For Diddy Kong, Princess Peach/Daisy, and a few other similar characters, their projectile may be annoying to deal with, but reflecting generally isn't going to be the best choice. Bananas/Turnips are too fast to react to, so having bomb drop will help a lot more.
-For Snake and Mega Man, you might be tempted to pick reflector, but absolutely pick Vortex. Mega Man's neutral b can't be countered with it, but the ability to heal from about half of your opponent's moveset is way too powerful to ignore. Snake's Down B can't be reflected, but it can be absorbed. His forward smash can also be absorbed, which heals for an inordinate amount.
(This post will be edited with more combos/setups/kill confirms/etc once they are found)
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