Mardemonneko
Smash Rookie
- Joined
- Jul 10, 2015
- Messages
- 15
I am not making this as a troll, not making this as someone being sarcastic. I am genuinely confused as to why you would ever pick samus/dark samus over mii gunner.
Let's leave iconography out of the discussion, and purely debate on their movesets in the game.
Mii Gunner has so many options over Samus. I can't list them all from memory easily, but I'll do my best:
Let's leave iconography out of the discussion, and purely debate on their movesets in the game.
Mii Gunner has so many options over Samus. I can't list them all from memory easily, but I'll do my best:
- Jab Links properly in most instances.
- Fair (while not the samus multi-hit one) is a forward hitting projectile that also pushes you back slightly, or farther if you please. This gives it a lot more utility than samus'.
- Grab is faster than the tether one samus has, but has shorter range. It is less open to punishes, and has true combos from grabs.
- Forward smash has more uses than samus', multi hit that can snag people rolling, absurd disjoint, and can cover multiple options at the ledge.
- Multiple specials to choose from depending on wants/needs. Let me go through each in order (Keep in mind I don't know every trick, but I am confident I know 70% of them.):
(A) The Default Specials:
( Charge Shot )
Powerful, and has a guaranteed confirm with flame pillar, securing kills even to higher percents.
( Laser Blaze )
Like Falco's laser, but has more damage, no drop off, good for poking and denying charging moves.
( Grenade Launch )
Arcing grenade spit from your cannon that can true combo into moves, such as up smash. Good offstage pressure, and ledge trapping tool too.
(B) The Side Specials:
( Flame Pillar )
True Combos into a charge shot as stated before, and is a pretty good ledge trap.
( Stealth Burst )
Does one job and does it well: Killing. Use it to snag kills from anywhere.
( Gunner Missile )
Do you like Samus' Missiles? How about more powerful ones that you can also shoot two super missiles out at once that can also KILL and do more damage? It's almost entirely a flat upgrade to Samus' missiles. Does everything samus's missile do and better, only the homing qualities are really worse when compared to Samus'
(C) The Up Specials:
( Lunar Launch )
Fantastic Recovery, it's vertical reach is absurd and allows you to get away with many offstage shenanigans. I recommend using this move over any other recovery option. It also spits out a projectile under the gunner that explodes on contact to the ground.
( Cannon Jump Kick )
It spikes, it goes up an okay amount, it kills at higher percents on stage, can hit into both parts of the move to deal massive damage, and it is a strong out of shield option. I don't recommend using this move unless you know you can not put yourself in the situation to need a better recovery option, since it's your ONLY option.
( ARM ROCKET )
This move is not actually as bad you might think. It may not have a hitbox or go as var vertically as lunar launch, but it has a stronger horizontal range to the recovery, and it's landing lag is absurdly low. I'm talking in the single digits under 7 low.
(D) The Down Specials:
( Echo Reflector )
Decent basic reflector, zap initial hitbox to knock people out of the way, and can be used to stall your fall to save your ass from attacks below on rare occasion.
( Bomb Drop )
This move is ABSURD. Blocks projectiles, is spammable from a hop, possibly can combo into stuff, does decent damage and can kill at high enough percents, doinks opponents who let it touch them, this move is so good. It makes me genuinely consider giving up defensive options for it.
( Absorbing Vortex )
Uh... It heals you when you bring it up against energy projectiles? It also increases your recovery distance by increasing the height of your jump? Has a poke box? I don't use this move really often, sorry. - Why use samus over having all of this? Genuine question. Please give me insight.