which mii gunner up b spikes

Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game. Wii U - Super Smash Bros. for Wii U - Mii Brawler / Gunner / Swordfighter Trophy - The #1 source for video game models on the internet! The clean hit KOs Mario on Final Destination at 139%. The middle of the laser does slightly more damage than the beginning. Option 1 is Lunar Launch, which is basically a vertical super jump.  It covers tremendous vertical distance but allows only minimal horizontal movement.  It launches Gunner quickly, which makes it more difficult for opponents to edge guard you.  At the beginning of the move, it has a fire hitbox that shoots downward from Gunner’s arm cannon.  This hitbox does 8.4% damage and can be used to edge guard opponents who are recovering low (although it doesn’t spike them).  But this hitbox otherwise has no use. Like the other Mii Fighter types, the Mii Gunner now has set attributes, including high weight (the Gunner is now a heavyweight weighing as much as Captain Falcon, even surpassing the largest possible Mii Fighter in Smash 4), significantly increasing their survivability in general, especially since the Gunner's below average falling speed has been unaltered. However, the name of the deleted Mii will still be kept. Holy shit man! The burst deals more damage up close. Laser Blaze racks up decent damage while also causing flinching, making it a valuable tool similar to Falco and Fox's Blaster. And if you don’t play this … Much like the other Mii Fighters, the Mii Gunner was perceived lukewarmly on release due to the improvements to their movesets. Can be angled during the move. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Use these strategies to hone your skills and learn about popular matchups and game tips Players generally like to know who is good versus who. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no true followups. 30-60% 2-4 move combos, free ~12% off of safe Fairs, and an oppressive edgeguard + ledge trap that can easily turn into kills. 4.8 out of 5 stars 101. Accompanying the Mii Gunner's vast collection of zoning specials is a very interesting and varying set of normals. Can start combos into aerials till mid percents, though it quickly loses effectiveness. Laggy move that attacks on frame 32 and leaves you free to act again after frame 54. Tosses the opponent behind themself, then fires a single energy pellet at the foe. Like the other Mii Fighters, one of the primary strengths of the Mii Gunner is their diverse set of versatile specials. Charge Blast is a very good KO'ing option which is extremely consistent, quick, and powerful when fully charged. The Gunner's mobility changes are by far the most glaring weakness from their transition to Ultimate, as they now have to rely on spacing to compensate for their significantly lowered movement speed, which is amplified due to the cast receiving many movement buffs in general. The Mii Gunner is the only Mii that does not possess a counterattack, instead having a reflector. Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. Nintendo Wii U, Nintendo 3DS. MrNintMan Oct 24, 2015. … Mii Gunner wins this matchup NAN% of the time. Final Cutter - Meteor smashes as it begins its descending strike. 2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6), Fires an energy shot diagonally down that erupts into a pillar of, Fires a small shining energy shot that detonates when the button is released, similarly to, 7.5% (homing missile), 14.5% (super missile). Don't forget about standard and smash attacks! Not as powerful as Chrom's up B, and has lower set knockback. EDIT: After some discussion on smashbros reddit, I've decided Roy just had really bad DI after getting hit by up-smash's second hitbox and fast-falled off the stage. This is vital information that could help you seal the victory. Mii Gunner comes in the game with an arm that seems to be a cannon or a bazooka that the gunner uses for a variety of powerful single hit explosive blasts and multi hitting spree. Gunner Missile is a versatile projectile that gives Mii Gunner … As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast. Acts like the Gunner's forward smash aimed vertically upwards, and its vertical reach is so high it can, The Gunner pauses, then fires a single burst of flame below themself. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. While the severe nerfs to their mobility were noted, along with the loss of their more infamous camping tools (most notably a shorter forward aerial, weaker Gunner Missiles, and the nerfs to Grenade Launch), the buffs to their other moves more than made up for it, as it improved a majority of attacks that were lackluster in Smash 4 (such as forward smash, up aerial and their throws). It takes about 2.4 seconds to fully charge, which feels a lot longer when you’re fighting off a rush-down Fox or Roy.  Fast rush-down characters are some of Mii Gunner’s worst matchups, so this is a significant point.  And even if you have time to charge after launching an opponent, stationary charging sacrifices an opportunity to press your advantage state even further.  Of course, you can charge in bits and pieces (even during a jump), which may alleviate some concern. Â. The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. Option 2 is Cannon Jump Kick (CJK), a horrible recovery move that doubles as an amazing attack.  Its vertical distance is mediocre and CJK allows only slight horizontal drift.  But it’s a ridiculously good offensive move.  It’s a frame 6 attack, has a large hitbox, does 20.4% damage, is an effective anti-air move, has priority over most opposing attacks, can spike opponents offstage with its initial hitbox, and is one of Mii Gunner’s best KO options.  It’s also Gunner’s fastest (and perhaps best) out of shield option.  In addition, it can also be used to edge guard opponents.  No matter where the opponent is located (ledge or center), it will KO from ground level at 106% and at double jump height at 84%.  If you opt to use CJK for your up special, you probably must choose Echo Reflector or Absorbing Vortex as your down special.  This is because recovering with CJK often requires B reversing one of these moves and then gun-dashing (advanced Mii Gunner movement technique) until you reach the area near the ledge.  Although it’s a poor recovery option because it doesn’t cover much distance, its hitbox does protect you from edge guarding opponents. Â. Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall nerfed. For Super Smash Bros. for Wii U on the Wii U, a GameFAQs message board topic titled "I really underestimated how fun Mii Gunner is to use". Add this Mii to your Nintendo Wii U, Wii, 3DS, or MiiTomo App! Little to no horizontal movement, making recovery impossible from further away and more predictable to opponents in general. 1 Overview; 2 Update History; 3 Hitboxes; 4 Timing; Overview Update History. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. While a more effective fighter compared to their iteration in Smash 4, the Gunner's viability compared to the cast and, more significantly, their impact on the metagame, are still yet to be determined due to their small playerbase and sparse results. You did an AMAZING job on this!!! His up b 2 Cannon Jump Kick (CJK) is a super strong kill move that is frame 6 oos also with invincibility on frame 6 if you use it grounded. The Mii Gunner has been redesigned to be the slow, yet durable combatant of the three Mii Fighters. This article or section may require competitive expertise. As mentioned before, the Mii Gunner has terrible mobility. Official Custom Moveset Project 3122 3121 3123 3112 3111 3113 3322 3321 3323 3312 3311 3313 1122 1121 1123 3132 3131 3133 1312 . This design was touched up and used for the Mii Gunner's default look in Super Smash Bros. for Wii U/3DS. For Super Smash Bros. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. 92 Views. Feb 21, 2019 - See more 'Mii Gunner' images on Know Your Meme! The Gunner reaches in front of themself with their left hand. Some of the physical characteristics of Miis get carried over when you use them as Mii Fighters. In terms of bonus effects, Improved escapability and two Auto-heal capability skills are essential. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. Holding the attack button will have the Gunner repeat the jab. Mii Gunner’s up specials give you two great recovery options and one bad one that’s an amazingly strong attack. The first two hits can, Fires a short range energy burst. While their forward aerial auto-cancels earlier and their up smash connects more reliably, the nerfs to the shield damage of various projectiles in update 3.0.0 affect Mii Gunner more negatively than most other characters. During flight, tilting left or right will adjust the Mii's flight angle. It is overall a useful stage control move, as it can block opposing projectiles, trap opponents at ledges, and can even KO at around 170%. Functions like Samus 's Charge Shot. Yoshi's Woolly World Wii U 3DS Mii Gunner Read Only Unlock a Mii Gunner … The Gunner's special moves have been a mix of changes, though the majority of their specials have been significantly buffed. Reaction Videos Play all. Overall, the Mii Gunner's strengths do marginally outweight their weaknesses and as a result, is a fighter that excels at walling out opponents while struggling up close. But be careful because opponents can hit bombs back at you with melee attacks, causing you to take the damage instead.  However, in reality, it’s not a consistent countermove for opponents because the bomb can explode before they hit it, or they can miss, causing them to take damage. Forward smash and up aerial are both among the longest-ranged moves in the game (the latter which can secure very early KO's at the top of the blast line and the former being an excellent way of reading rolls and covering landing options), forward tilt and neutral air are good tools to push pressuring opponents off of them, and forward aerial is a very useful move, which not only can edgeguard and space opponents from a distance due to it being a projectile, but it also can be used to perform a technique called gundashing, which is an excellent technique that significantly helps mitigate the Mii Gunner's lacking mobility and their recovery. As a result, it is mostly an aerial "get-off-me" option, and is useful for landing since it has 11 frames of landing lag. The Gunner fires a flaming projectile beneath themself, launching into the air from the recoil. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop. This has led to humorous likenesses made with the character template, and after the … I was playing against Mii gunner to get better at Donkey Kong because getting camped is easy, and learned that Mii Gunner Nair can spike opponents too close by on start-up. Ah, Mii Gunner. Contents. However, opponents can knock the bomb away with their own attacks, and the bomb will harm the Mii Gunner while it is knocked around. If you delete a Mii that was registered in Wii Fit, a guest Mii will replace it. This allows Mii Gunner to rack up damage from afar via camping; this strategy has allowed the character to pick up many tournament wins. Drops a small bomb that bounces off the ground and explodes either upon contact with an enemy, or after a set time (134 frames, or roughly 1.6 seconds). Option 2 is Bomb Drop, a versatile projectile that controls space in front of Gunner.  Gunner drops a small, round, timed bomb that bounces and lands less than a dash distance away.  It explodes on contact, after about 3 seconds, or when you drop another bomb.  This particular distance is precisely where opponents would land with/after well-spaced aerials, which means that Bomb Drop alters approaches from the air and prevents them on the ground.  You can also drop bombs from the air, which causes them to bounce and move further away.  It does 13.2% damage (or a bit less depending on how it hits).  It’s a good tool while fighting on stage (or in the air), edge guarding, and ledge trapping.  And it causes surprisingly high shield damage (nerfed in Version 3.0).  Instead of doing a planned aerial attack, if you see the opponent shielding, you can drop a bomb that you can follow up on after you land.  For edge guards and ledge traps, the utility is quite obvious: you can drop bombs that bounce or roll offstage or simply place one at the ledge when an opponent is ledge hanging.  You can use bombs to cover your landings and protect yourself from edge guarding opponents.  Its most interesting use is protecting Gunner from projectiles: it has a hurtbox that interacts with and stops incoming projectiles.  It will stop even a fully charged Samus Charge Shot.Â. drama dramatic intense scene smashbros supersmashbros supersmashbrosultimate dramaticscene smash_bros smashbrosfanart ssbu miigunner mii_gunner ssbultimate intensescene smashbrosswitch supersmashbrosswitch … The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. In stock on November 20, 2020. The design is also customizable. 3 Favourites. But despite being a campy B button user with a few cool options Gunner also had the potential to just fuck you up. ), Versatile projectile that’s useful during all phases of a fight, Disrupts aerial approaches and prevents ground approaches. 47:58. Alongside the aforementioned moves are a slew of moves that have respectable KO'ing power such as up smash, up tilt, down tilt, down smash, and back aerial. miss the follow up Charge Blast.Â, While this moveset isn’t a bad choice, I think Gunner has better options with missiles instead.  With 1132, Gunner lacks control of horizontal space, which is key to Gunner’s success.  In addition, Flame Pillar and Bomb Drop are at least somewhat redundant.  Bomb Drop serves the same function and controls the same space, except it does it better and serves other functions as well. Â, With the 1332 moveset, you have 4 powerful projectiles (missiles are two projectiles) and strong control of horizontal space.  Missiles and Charge Blast are redundant in the sense that they control the same horizontal space.  But they serve different purposes–one is a bread and butter neutral tool and the other a powerful KO blast that is unleashed only at the right time.Â, Charge Blast has synergy with missiles for a couple of important reasons.  First and foremost, if you shoot a super missile followed up immediately by a fully charged blast, it’s a true combo that results in about 49% damage.  The combo can KO at 59%.  What’s so good about this is that your opponent can’t shield it: the combo results in an instant shield break.  So you can condition your opponent to shield missiles and then instantly break the shield.  For this reason, I think it’s an even better combo than with Flame Pillar: the Flame Pillar combo works only if you hit an unshielding opponent, but the missile combo works whether your opponents shields or not.  The only option to escape it is jumping, but you can capitalize on that as well. The burst itself deals more damage and is a very strong, aerial-only. For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. Both hits have deceptively high range, especially the second hit. You miss step and you take a ton of damage or die, that’s just what Gunner … You shoot the projectile by inputting side B, holding B until it reaches the desired location, and releasing B to explode the projectile.  This requires aim/timing and Gunner is stuck in place until the projectile explodes.  As the name suggests, the projectile is difficult to see.  It travels through other projectiles and players, exploding only when you release B.  Stealth Burst does 14.5% to 20% damage, doing more damage the further it travels.  Interestingly, it can’t be reflected back at you, although a reflector will protect your enemy from damage.  The long range version has true KO power, taking a stock at about 97% no matter where the opponent is located (the medium range version will KO at about 123%).  Stealth Burst shines in catching landings and airborne fighters who are are trying to make it back to stage.  Pro player, HugS, switched to Stealth Burst after previously using Flame Pillar. By MatthewGo707 Watch. Link Unless specified otherwise, anytime a KO percentage is mentioned, Roy (middleweight) is the opponent standing at the ledge of Final Destination with no directional influence after launch.  When a move is said to inflict a certain amount of damage, that’s the damage done during 1 v. 1 matches, which is 1.2x (120%) the damage done in doubles or free for all matches.  This article has been edited to reflect Version 3.0’s nerfs to projectiles’ shield pressure. Mii Gunner Read + Write Train your FP fighter and level it up in offline modes to create a worthy friend or foe. Ultimate on the Nintendo Switch, a GameFAQs message board topic titled "Mii Gunner bias" - Page 2. Nevertheless, it has seen success, with players such as Katakiri placing in the top 8 of 2GG: Run it Back. However they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. Gunner Missile are both good at spacing and keeping enemies out. Mii 3-pack - Brawler, Gunner, Swordfighter amiibo (Super Smash Bros Series) Nintendo. Unlike most fighters, the spirit for the Mii Gunner only uses the default Gunner's artwork from Ultimate. This article is about Mii Gunner's appearance in. Bienvenue sur widermag.com : le site du magazine Wider Trail Outdoor. The Gunner's recovery moves have also been buffed, as Lunar Launch travels significantly higher, Cannon Jump Kick has excellent out of shield KO power, and Arm Rocket's trajectory can be altered during travel. Although the Mii Gunner is absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except for Kirby) when Galeem unleashed his beams of light. Option 3 is Grenade Launch.  As its name suggests, Gunner launches an arching grenade that detonates on contact or after one bounce (it has a short timer).  It inflicts 14.6% damage and can KO at 126%.  Its explosion lingers for quite some time: whether it hits an opponent or his shield, you have enough time to run up and grab the opponent, up tilt, or dash attack.  If you’re very quick, you can even do an up smash.  Grenades can be used in neutral as a mixup to other projectiles, and it really shines as an edge-guarding tool against opponents trying to recover back to ledge.  It’s also an effective 2-framing tool due to its active, lingering explosion.  Opponents can negate the projectile (before it explodes) with any hitbox, but that’s risky business. Additionally, the Mii Gunner can also further solidify their defensive playstyle with the usage of Echo Reflector and Absorbing Vortex, both of which aid in countering other campy or projectile-based characters. Of course, the Gunner does not come without their flaws. This is because two of his spikes are custom down special moves, and I wanted every spike counted to be able to be used in the same game (for lack of better wording), thus Mii Brawler remained at 3. Alright, so we’ve discussed which specials are good individually.  But which of these specials have synergy with one another to create a good overall toolkit? While the Mii Gunner's array of special moves are all very potent, there are some that do not come without their weaknesses. Nintendo Wii. It can KO at extremely high percentages, but the laser can be avoided with, Tosses the enemy above themselves, then fires 2 energy pellets at the foe. Last edited on November 29, 2020, at 23:17, Final Destination - Super Smash Bros. for 3DS / Wii U, Road to Viridian City - Pokémon Red / Pokémon Blue, Main Theme - METAL GEAR SOLID PEACE WALKER, https://twitter.com/MAY0P0N/status/1207635122008117248?s=20, https://twitter.com/asadfarooqui_/status/1212375633138982913?s=21, https://www.ssbwiki.com/index.php?title=Mii_Gunner_(SSBU)&oldid=1504597, A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. Mii Gunner in Mii Fighters' fighter card. For a gallery of Mii Gunner's hitboxes, see here. 2 Laser Blaze Fires spammable green energy pellets that only deal … Ground Attacks; Aerial Attacks; Special Attacks ; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. 11 months ago. Overall, they were considered a relatively average "zoner"-type character. The Mii Gunner can maneuver in the air while preparing to fire the grenade. As with the other Mii Fighters, the Miis have 12 voice options, provided by YÅ«ji Kishi, Takashi Ohara, … Unlike in. The projectile is able to KO at the edge of Final Destination from 130%. Their air speed, dashing speed, and initial dashing speed are among the slowest in the game, making them a very sluggish fighter both on the ground and in the air outside of gundashing.

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