1111 guest size gunner
Pros
+Top tier neutral due to the great range and safety of fair (It is a projectile that only has 12 frames of landing lag and covers about a quarter of final destination) and a variety of good tools in the neutral (charge blast, nair, bair, pivot flame pillar, pivot ftilt). Gunner is also decently mobile due to a foxtrot with a speed of 1.6 and a gundash that has the speed of a falcon kick to accompany good airspeed and air acceleration.
+Decent disadvantage state due to a good variety of landing mixups (gundashing, flame pillar, stalling with reflector, and lunar launch), a situational combo breaker in a frame 3 reflector, a good survivability due to an above average weight, and a small frame when standing and grounded (gunner is relatively difficult to jab lock).
+Good juggling with the high priority and disjoints of up tilt, up smash, and up air. Charge blast and fsmash are also good for covering landings. Gundashing with fair also allows gunner to have great mobility to cover landings.
+Good edgeguarding game with flame pillar, charge blast, up smash, and fsmash. Flame pillar covers the entire ledge for at least 35 frames, and it covers every ledge option except for rolling. Charge blast can cover most ledge options (it can cover all of the ledge options of some characters). Up smash is good for covering rolls and jumps. Fsmash is a good killing option that can cover every ledge option when timed properly.
+Decently fast killing options. Up tilt is frame 5 and kills around 135. Dtilt is frame 8 and kills around 130. Down smash is frame 9 with good killing power for a smash attack. Up smash is frame 11 with good killing power for a smash attack.
+Good follow ups out of throws and a couple of low percent true combos that can lead into damaging strings. Dthrow to nair and up throw to up tilt are true combos at low percents. Gunner can also kill opponents with up throw or Down throw to up air after a DI read. There are more follow ups on throws in the Mii Gunner true combo and follow up thread.
+Good recovery distance with Lunar Launch and gundashing to the stage.
+Good follow ups with some true combos (This is covered in the mii gunner true combo and follow up thread).
+Good killing mixups from jab. Gunner can cancel jab into any smash, any tilt, charge blast or dash attack.
Cons
-Low damage output.
-No reliable kill confirms
-Punishable recovery since Lunar Launch does not have hitboxes that cover gunner.
-Lacks a reliable combo breaker.