When used, the Gunner fires a smoking grenade in an arcing trajectory that explodes upon contact with an enemy or after its fuse runs out, but will merly bounce if it hits the ground. Charging the move will make the grenade fly farther, with max charge being able to clear two-thirds of Final Destination, but won't increase its power. Regardless, the grenade explodes multiple times, trapping opponents within it for a moment. An easy tactic is to hit opponents that are too close with an uncharged Grenade Launch, then fire a Flame Pillar at them. Grenades are also a good tool for edgeguarding, or simply spacing as the they can cover both land and air.
Oddly, one can switch directions with this move up to three times in one use: the first turn by B-reversing, the second one during the animation of the Gunner aiming their arm cannon, and the last one right when the grenade is fired. This can be useful for mindgames, reversing momentum in midair, or if someone is behind the Gunner.
In Ultimate, the move has been made stronger with its final hit able to KO earlier than before, and its endlag has also been reduced. To compensate, however, the startup lag has been increased, and the Gunner can no longer change directions on the ground which charging the grenade.
Special Move customization was added in Super Smash Bros. 4. These are the variations: