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Mii Gunner's kill setups and killing options.

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
1. Flame pillar to charge blast (It is a true combo that kills around 120% depending on your opponent's position when you get the weak hit of flame pillar. The strong hit of flame pillar sets up a tech chase where Gunner can kill an opponent with charge blast around 100-120% depending on the position of the opponent, and it is a true combo if the opponent misses the tech).

2. weak Fair to sh or fh charge blast (It is a true combo that kills around 100-120% depending on your opponent's position. After 120% you may have to jump before the charge blast depending on how high the opponent is knocked upward by the fair).

3. Ftilt, nair or bair to charge blast (Ftilt, nair or bair can set up a tech chase where Gunner can kill an opponent with charge blast around 90-120% depending on the position of the opponent. It is a true combo if the opponent misses the tech).

4. Down throw or up throw to up air (It works when the gunner player can read or follow an opponent's DI. Up throw to up air kills around 100% depending on how many hits of up air you can get, but it stops working around 140%. Down throw to up air kills around 120% depending on how many hits of up air you can get. If you miss, you can still fastfall your landing and kill an opponent with up smash or up tilt).

5. Weak hit of Up tilt to up air (It kills around 120% depending on how many hits of up air you can get if you are able to read your opponent's DI. If you miss, you can still fastfall your landing and kill an opponent with up tilt or up smash).

6. Jab mixups. You can cancel jab 1 or jab 2 into any tilt, smash, charge blast, grab, or dash attack. While none of Gunner's jab mixups are true combos, Gunner has so many options from a jab that it is pretty hard for an opponent to avoid getting killed, and all of Gunner's jab mixups are pretty tough to avoid. They can kill around 100% depending on what mixup you use. Usually jab into up smash, dsmash, or dtilt are the best options to use.

7. Falling uair to up tilt or up smash (It kills around 120-135 depending on whether you get an up smash or an up tilt. It requires a read on your opponent's DI/SDI in order to get the kill.

8. Nair to charge blast jab lock to any smash attack (It kills around 100% depending on the weight of the opponent's character. Depending on the size of the opponent, you may need to charge up the charge blast a little bit in order to jab lock them. It is guaranteed if the opponent misses the tech after the Nair or Bair). Der Sevenator has a YouTube video of this kill setup.

If none of these setups work, Gunner can still kill with his/her fastest options. Up tilt comes out on frame 5, and kills around 130. Down tilt is frame 8 and kills around 130. Down smash comes out on frame 9 and kills around 110% depending on your position. Up smash comes out on frame 11 and kills around 115% depending on your opponent's weight. As @Wii Twerk Trainer mentioned, rage up throw can kill around 150-160%.

Gunner can also kill with slower moves when you are in a advantageous position. Gunner's fsmash and charge blast cover every ledge option when timed properly. Up air, and up tilt are good for catching an opponent's landing since they have great range (up air is good for catching airdodges since it lasts for 21 frames).

I will be updating this post with killing setups and options for other movesets. It would be greatly appreciated if anyone else can post any other kill setups for their Gunner moveset.

Edit: weak fair to sh or fh charge blast is actually a kill confirm.
 
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SR-71

Smash Apprentice
Joined
Sep 17, 2005
Messages
122
Location
San Diego, CA
This is a great list so far. I have been practicing the Fair to Charge Blast setup, and here's a few pointers.

1. Close range fair launches the opponent at a more horizontal angle, while long range fair sends them more vertical. It seems easier to land Charge Shot at higher percents when you hit with long range fair, because otherwise the Charge Shot has to travel farther to hit the opponent who traveled horizontally. Try jumping towards them at high percents to further assist the Charge Shot.

2. For this to combo effectively, you must shorthop to hit with Charge Shot starting around 60 or 70 percent or earlier, depending on the other character's weight. Then a fulljump is necessary after 100 percent, roughly. DI, weight, rage, and the different hitboxes of Fair all play a role, so this combo is rarely guaranteed but can be reliable with practice. And it's always safe, so no downside to trying it unless they can absorb or pocket.

3. This combo is good for killing, but even more reliable at low percents (around 0 to 30) for racking up damage. So it's pretty solid bread and butter for Gunner overall.
 
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