Alrighty then
LiteralGrill
, I guess I could do a few answers on
It's kind of hard for me to answer this one since I haven't done that much aside from testing things out on gunner. As far as being considered a gunner "expert" goes, I put a large amount of time into the ins and outs of the character from varying mii sizes to special move combinations.
I wanted to pick up one of the three mii classes since they were announced. I chose gunner because I kept finding and learning a bunch of interesting little tricks and setups that I couldn't really do with brawler or swordfighter.
The set I use most often is 3312, which consists of:
- grenade launch (neutral special 3)
- gunner missile (side special 3)
- lunar launch (up special 1)
- bomb drop (down special 2)
Gunner's main flaw is netting kills reliably. While the mii has plenty of moves that can kill at higher percents, they require a read to land and aren't easily set up.
Gunner's strengths are widely dependant on the mii's size. 25/0 and 0/0 sized gunner (sliders in the mii maker set to height at 1/4 and weight to the minimum. 0/0 is set tonthe minimum for both) is fairly quick, agile, and a much smaller target while giving up some range. Being a long-ranged fighter, gunner's biggest asset (aside from being a different size) is its projectile game. You can use them to tack on damage, cover your approaches, cover landings, apply pressure and make it difficult for opponents to approach.
IMO, gunner's worst possible MUs among the top/high-ranked characters are Rosalina, Fox, and Mario. The former is an uphill battle because you can't rely on projectiles too much against Rosa. The latter two can reflect projectiles and rush gunner down fairly well. I don't think there's anyone in the top/high tiers that gunner straight up beats, but they become manageable with smaller sizes. The main MU that sticks out to me for gunner is Villager. The gunner-villager MU is probably my favorite MU in the game because of the projectile chaos that ensues.
On the conditions of having any size/moveset combinaton, I think gunner is viable at the national level. Gunner's viability takes a hit if stuck in guest size, since MUs against the top tiers become more uphill.
The main thing I can reccommend when getting into gunner (or any of the miis) is that gunner definitely takes some time and experimentation to get used to. The only other thing I can say is to watch videos and check around the gunner boards.
Miigality is a toss-up for me. I don't want them to be stuck with 1111 for sm4sh's entire life since that takes away from why I like playing gunner, and I don't want them banned since there's not really a good reason to ban them. Part of the reason they almost never get played in tournaments much is because they're either stuck in 1111 or banned.
Like, I don't see the issue in leaving them alone with their other moves and waiting to see is they actually do something that warrants a ban/restriction.