Mii Gunner (SSBU)

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This article is about Mii Gunner's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mii.
Mii Gunner
in Super Smash Bros. Ultimate
Mii Gunner SSBU.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
Other Smash Bros. appearance in SSB4


Availability Custom
Final Smash Full Blast
MiiGunnerHeadSSBU.png
An expert in long-range projectile combat.
—The Gunner's Ultimate description

The Mii Gunner (Mii射撃タイプ, Mii Shooting Type) is a playable character in Super Smash Bros. Ultimate. They were confirmed as a playable character on June 12th, 2018, along with the other Mii Fighter types, Brawler and Swordfighter. Mii Gunner is classified as fighter #53.

As with the other Mii Fighters, the Miis have 12 voice options, provided by Yuji Kishi, Takashi Ohara, Ryotaro Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shoji, Ayumi Fujimura, Makiko Ohmoto, Minami Takayama, and Kimiko Saito respectively.

Changes from Super Smash Bros. 4[edit]

Like the other Mii Fighters, the Mii Gunner retains their general moveset, with many direct changes to how their special moves function. The changes to the Gunner's specials were not as drastic as those of the Mii Brawler (who gained four completely new special moves), but are rather alterations and improvements to the Gunner's moveset, much like the Mii Swordfighter. However, the Gunner's changes are a mixed bag of buffs and nerfs overall.

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 rest of the Gunner's attributes have been heavily worsened, with many of their stats being significantly below average or even bottom 10 (notably their run speed, initial dash speed, and air speed). As a result, the Gunner's staying power is now above average, but their overall mobility has become one of the slowest in the game, further enforcing the Gunner's camping-centric playstyle.

The Gunner's standard moveset has been buffed in various ways. Their inconsistent jab and up aerial now connect better due to faster transition speed, and some of the Gunner's moves have been given more utility due to a reduction of lag (forward tilt), greatly increased damage (forward smash), or KO potential (forward smash and the second hit of down smash, which now acts individually for each hit instead of leading into one another).

The universal frame 3 jumpsquat and reduction to landing lag benefit the Gunner as well, as they now have faster access to their powerful air game and are less vulnerable against shield. The Gunner's throws, previously notorious for all dealing 5%, have been buffed, with up throw now being the second most damaging in the game behind King K. Rool, and down throw being much more reliable for starting combos till mid percents.

The Gunner's special moves have been a mix of changes, though the majority of their specials have been significantly buffed. Many of their projectiles (such as Charge Blast, super missiles from Gunner Missile, and Stealth Burst) do vastly increased damage or knockback, fixing one of the Gunner's old problems of KO potential. Those that have not gained power buffs have instead been improved as utility projectiles, with Flame Pillar, Laser Blaze and Bomb Drop each having heavily improved abilities (multi-hit combo initiation, no damage falloff, and stage control, respectively). 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.

However, the Mii Gunner has received notable nerfs. 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 Gunner's powerful tilts have been slightly toned down, limiting their fastest grounded KO options, while forward aerial, previously a pinnacle of the Gunner's neutral game, had its distance reduced without compensation for landing lag, though this has since been marginally rectified in the 2.0 update.

Some of the Gunner's specials have been nerfed, most notably with Grenade Launch and Gunner Missile; Grenade Lauch's lowered ending lag does not compensate for the utility it had in Smash 4 (since its startup was heavily increased and it can now only fire in one direction and trajectory), while homing missiles now sacrifice homing ability for speed, making them less effective. Finally, the Mii Gunner's combo potential is still limited despite the buffs they received, as their combo initiators act as "hit-and-run" spacing attacks with few followups (such as their tilt attacks and neutral aerial).

Overall, the Mii Gunner has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, who has to rely on their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to Samus and the Belmonts. 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 low representation and results.

Aesthetics[edit]

  • Change Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Gunners have had their body proportions adjusted.
  • Change While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.
  • Change The default Mii Gunner's color is now yellow instead of orange.
  • Change The default outfits for the Mii Gunner has significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.
  • Change The Mii Gunner has a new idle animation involving them standing with their arms spread, with their cannonless arm clenched in a fist.

Attributes[edit]

  • Buff Like all characters, the Mii Gunner's jumpsquat animation now takes three frames to complete (down from 6).
  • Change As with all Mii Fighters, the Mii Gunner now has fixed attributes:
    • Change The Mii Gunner now has a set weight of 104, on par with Captain Falcon, Link and Yoshi. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in Smash 4.
    • Nerf The Mii Gunner walks slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in Smash 4).
    • Buff The Mii Gunner dashes slightly faster (1.3 → 1.37).
      • Buff The Mii Gunner's initial dash is slightly faster (1.6 → 1.613), although it is now the third-slowest initial dash speed, only beating Olimar and Dr. Mario.
    • Nerf The Mii Gunner has significantly lower air acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
    • Nerf The Mii Gunner has a lower air speed (1.05 → 0.93), giving them the 67th highest air speed in the game (compared to 25th in Smash 4).

Ground attacks[edit]

  • Neutral attack:
    • Change Neutral attack's hits are now a jab with the left hand, followed by a kick, then an explosion from their arm cannon for the final hit.
    • Buff The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.
    • Buff Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can now lock.
    • Change Neutral attack's final hit deals slightly more damage (4% → 4.5%). However, the first two hits deal less damage (2% → 1.7%), making its total damage the same.
  • Forward tilt:
    • Buff All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).
    • Buff Forward tilt has reduced startup (frame 10/11 → 7) and ending lag (frame 39 → 33).
    • Nerf Forward tilt's knockback growth was compensated, and now KOs later (KOs Mario from the edge of Final Destination at 131% → 143%).
  • Dash attack
    • Buff Dash attack sends at a more horizontal angle and deals more knockback, turning it into an actual KO move (KOing Mario from the edge of Final Destination at 161% → 115%).
  • Forward smash:
    • Buff Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback, now KOing Mario from the center of Final Destination at 142% → 122%. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.
    • Buff Forward smash is much harder to escape from.
  • Up smash:
    • Buff Up smash deals more total damage (16.5% → 17.5%).
    • Buff Up smash KOs slightly earlier (KOs Mario on Final Destination at 124% → 122%).
  • Down smash:
    • Change The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
      • Buff However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.
    • Buff Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).
    • Buff Down smash's first hit KOs earlier (KOs Mario from the edge of Final Destination at 94% → 89%).
    • Buff Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).
    • Nerf Down smash has had its range slightly reduced on the first hit, though it still has high range.

Aerial attacks[edit]

  • Buff All aerials except forward aerial have reduced landing lag (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).
  • Neutral aerial:
    • Buff Neutral aerial has increased range and reduced landing lag. It can now lead into followups upon landing.
    • Buff Neutral aerial does more damage (6% → 10%).
  • Forward aerial:
    • Buff Forward aerial does more damage (6/4% (close/far) → 8/6%).
    • Nerf Forward aerial starts later (frame 10 → 12).
    • Nerf Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This makes it worse for spacing.
  • Back aerial:
    • Change Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% → 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).
    • Buff Back aerial's main hitbox has higher knockback growth, making it KO earlier (KOs Mario from the edge of Final Destination at 101% → 97%, or from the center at 147% → 130%).
  • Up aerial:
    • Change Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.
    • Change The move's duration has been shortened, and the final hitbox ends earlier (frame 39 → 34, total frames: 61 → 59). This now allows the move to complete in a short hop, but makes it less effective at trapping air dodges.
      • Change Up aerial now hits 7 times instead of 9 due to its shorter length.
    • Buff Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).
    • Buff Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.

Throws/other attacks[edit]

  • Change The Mii Gunner's pummel is now a knee strike, rather than an arm cannon bash.
  • Change Pummel is much faster, but weaker (2% → 1.2%).
  • Nerf The Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).
  • Nerf Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).
  • Buff All of the Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
  • Forward throw:
    • Buff Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).
  • Back throw:
    • Buff Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).
  • Up throw:
    • Buff Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the second most damaging up throw in the game, behind King K. Rool.
    • Buff Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
  • Down throw:
    • Buff Down throw deals more damage (5% → 7%).
    • Buff Down throw has better combo potential due to its lowered ending lag (frame 42 → 40) and the Gunner's faster jumpsquat, with combos into aerials being more consistent till mid percents.
  • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

Neutral specials[edit]

  • Charge Blast:
    • Change The Mii Gunner no longer spins around before charging or firing a Charge Blast.
    • Buff Like Samus's Charge Shot, Charge Blast can be now charged and canceled with other actions while in mid-air.
    • Buff Charge Blast deals more damage (no charge: 3.15% → 4%, full charge: 22% → 26%) with knockback compensated.
    • Buff Charge Blast charges faster (frame 144 → 132).
  • Laser Blaze:
    • Buff Like Falco's lasers, Laser Blaze now makes opponents flinch, and can now lock.
    • Buff Laser Blaze now has a consistent hitbox that does not lose power, and deals increased damage (3-4% → 5%).
    • Buff Laser Blaze fires faster (frame 12 → 10) and has less ending lag (frame 48 → 42).
    • Nerf Consecutive shots take longer (frame 17 → 22).
  • Grenade Launch:
    • Change The Mii Gunner's arm cannon now glows with a orange-tinted "fuse" while preparing a grenade.
    • Buff Grenade Launch deals much more damage (hits 1-5: 0.5% → 1.3%, hit 6: 6% → 6.5%; total damage: 8.5% → 12.2%).
    • Buff Grenade Launch's final hit KOs slightly earlier (KOs Mario from the edge of Final Destination at 140% → 138%.)
    • Change Grenade Launch can no longer be charged, and now launches a fixed distance. It travels further than an uncharged Smash 4 Grenade Launch, but less than a fully-charged one.
    • Nerf Grenade Launch has significantly higher startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
    • Buff Grenade Launch has lower ending lag (frame 56 → 53), making it safer after firing.
    • Nerf The Mii Gunner can no longer change direction while charging the grenade, although they can still maneuver in midair.

Side specials[edit]

  • Flame Pillar:
    • Buff Flame Pillar now hits multiple times with a stronger final hit, similar to Robin's Arcfire, making it better for pressuring shields and allowing it to set up for actual follow-ups, instead of only acting as a spacing tool.
    • Buff As it is now a multi-hit move, Flame Pillar's total damage has increased (total damage: 10% → 11.6%) despite its hits dealing less damage (projectile: 4% → 2%, flame pillar: 6% → 2.2/2.6% (hits 2-5/6)).
    • Buff Flame Pillar no longer cancels if the Mii Gunner lands before the projectile can fire.
    • Nerf Flame Pillar has slightly more ending lag (frame 59 → 63).
  • Gunner Missile
    • Change Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).
    • Buff All missiles do much more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
    • Buff The move starts faster (frame 29 → 27) and ends much quicker (frame 62 → 46).
    • Nerf The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.
    • Buff Super Missiles have vastly improved KO potential, now KOing as early as 120% from the edge of Final Destination (compared to Smash 4's, which couldn't KO at any reasonable percent).
  • Stealth Burst:
    • Change The Mii Gunner no longer spins around before firing a Stealth Burst.
    • Buff Stealth Burst travels faster and further.
    • Buff Like Din's Fire, Stealth Burst no longer leaves the Mii Gunner helpless.
    • Buff Stealth Burst deals much more damage (10.8 - 15.4% → 12.1 - 18%). All charge levels have higher KO potential, and no-charge/fully-charged Stealth Bursts can now KO at around 133%/110%.
    • Buff Stealth Burst's earliest explosion starts earlier (frames 42-75 → 36-66).
    • Nerf Stealth Burst no longer turns invisible after some travel distance.

Up specials[edit]

  • Lunar Launch:
    • Change Lunar Launch's projectile now launches opponents opposite to where the Mii Gunner is facing. This allows it to stage spike, but makes it more difficult to edgeguard conventionally.
    • Buff Lunar Launch's projectile deals much more knockback, allowing it to KO at the edge of Final Destination at 175% → 130%.
    • Buff Lunar Launch grants much more vertical distance, making it better for recovering from below.
    • Nerf Lunar Launch has 1 more frame of landing lag (frame 18 → 19).
  • Cannon Jump Kick:
    • Change Cannon Uppercut has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.
    • Buff Cannon Jump Kick's hits have faster startup (hits 1/2: frame 11/15 → 6/10), making it much more effective as an out of shield option.
    • Buff Cannon Jump Kick grants intangibility on frame 6.
    • Buff Cannon Jump Kick's late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often. This significantly improves the move's KO power.
    • Buff Cannon Jump Kick travels slightly more vertical distance.
    • Nerf Cannon Jump Kick has even worse horizontal recovery range than Cannon Uppercut.
  • Arm Rocket:
    • Buff Arm Rocket can now be angled during the flight, similar to Diddy Kong's Rocketbarrel Boost.
    • Buff Arm Rocket's landing lag has been significantly reduced (frame 34 → 14).

Down specials[edit]

  • Echo Reflector:
    • Change Echo Reflector has been redesigned. The Mii Gunner now plants their arm cannon downwards into the ground to generate a transparent green barrier with two yellow hexagons rotating around it. This does not change the effects of the move. The Mii Gunner can still turn around during the move, but this is aesthetic.
    • Buff Echo Reflector has less ending lag (frame 40 → 38).
    • Nerf Echo Reflector now stalls the Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.
  • Bomb Drop:
    • Change Bomb Drop's bombs are more detailed, now having a slight octagonal exterior made of metal and a glowing blue interior, instead of being a simple circular shape with four metal outer reinforcements.
    • Buff Bomb Drop can now be triggered manually by using the move again; this detonates the bomb currently in play and drops another. This allows a bomb to act as a deterrent while launching a second bomb.
    • Buff The bombs have a much longer fuse (frame 72 → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.
    • Buff Bomb Drop has significantly lower ending lag (frame 63 → 53).
    • Nerf Bombs can now be knocked away by attacks, making it harm the Mii Gunner instead.
  • Absorbing Vortex:
    • Change The vortex now appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.
    • Buff Much like Ness' PSI Magnet, Absorbing Vortex now produces a weak hitbox upon startup, allowing for safer use of the move in general.
      • Buff The move's weak hitbox is also produced upon absorbing projectiles.
    • Buff Absorbing Vortex's healing multiplier is higher (1.2x → 1.4x).
    • Buff Absorbing Vortex has less ending lag (frame 29 → 27).
  • Final Smash
    • Change Full Blast's main laser now is now green in color, and the background turns blue during the Final Smash.
    • Buff The laser beam is now noticeably larger in width, making it easier to hit opponents.

Update History[edit]

Mii Gunner has received a mixture of buffs and nerfs in balance patches, but was overall nerfed. 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.

Super Smash Bros. Ultimate 1.2.0

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Fixed a rare glitch where the Mii Gunner using Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent's vertical movement and animation.
  • Buff Forward aerial auto-cancels earlier (frame 49 → 43).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Charge Blast deals less shield damage.
  • Nerf Grenade Launch deals less shield damage.
  • Nerf Flame Pillar deals less shield damage.
  • Nerf Gunner Missile deals less shield damage.
  • Nerf Bomb Drop deals less shield damage.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up smash's hits connect more reliably.

Super Smash Bros. Ultimate 4.0.0

  • Buff Up smash's hits connect more reliably, due to new autolink angle (368°), with knockback on multihits adjusted to prevent opponents being at unusually high speed.

Moveset[edit]

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.7% A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. Holding the attack button will have the Gunner repeat the jab. The first two hits can lock floored opponents. The third hit consists of two hits, one from the cannon and one from the explosion; both hits easily lead into each other, unlike the version in Smash 4.
1.7%
1% (cannon), 4.5% (explosion)
Forward tilt   13%(close), 10.5% (middle), 8% (far) Fires a short range energy burst. The burst deals more damage up close. The Mii Gunner's fastest ground move, and is much faster in comparison to the version in Smash 4. However, it is also weak, as it KOs Mario on the edge of Final Destination at around 143%. As such, it is more effective as a spacing or "get-off-me" option.
Up tilt   10% (clean), 8% (late) Uppercuts with their arm cannon, releasing a discharge of flames. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside her, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%.
Down tilt   14% Fires a burst of flame onto the ground in front of themself, similarly to Samus's down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.
Dash attack   11% Performs a swinging punch with the arm cannon, blasting the enemy with flames. Grants a lot of forward momentum overall, allowing it to punish distant foes. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag.
Forward smash   1.7% (hits 1 - 6), 7.5% (hit 7) Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game (surpassed only by the Belmonts and Corrin). Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is safe on shield at max distance due to its decently low ending lag. For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. However, it is the Gunner's slowest smash attack (frame 17).
Up smash   3% (hit 1), 2.5% (hits 2 - 4), 7% (hit 5) Releases five bursts of fire in an arc above her head, similarly to Samus's up smash. Starts on frame 11 and deals good damage. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. Like in Smash 4, opponents may fall out of the looping hits if they are at an extremely high percent, are hit by the sides of the explosion's hitboxes, or while they are standing on a platform above the Gunner. KOs Mario on Final Destination at 122%.
Down smash   11.5% (front), 14% (behind) Fires two bursts of flame onto the ground, first in front then behind of themself. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Both hits have deceptively high range, especially the second hit. The second hit uses the combined damage of the Gunner's previous down smash, which connected into each other; as a result, it has very high KO power, KOing Mario from the edge of Final Destination at 66%.
Neutral aerial   10% Sweeps their arm cannon downward in an arc around themself. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. 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. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. 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.
Forward aerial   8% (close), 6% (far) Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. The recoil of the forward aerial can be used by the Mii Gunner to do a gundash to aid in recovery or for evasion (tilting the stick backwards while shifting back from recoil allows Mii Gunner to effectively keep distance from opponents more than air dodging). Though its range was shortened from Smash 4 (it now travels 1/4 of Final Destination instead of 1/3), it has reduced ending lag, which makes it better for performing combos. If used while close to the ground (the energy projectile hitting the opponent just before the Gunner lands), the Gunner will be able to act almost immediately upon landing.
Back aerial   13% (early), 11% (late) Releases a burst of flames from the arm cannon behind themself. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop.
Up aerial   1.7% (hits 1 - 6), 4% (hit 7) Unleashes a series of energy bursts upwards in quick succession, followed by a stronger burst. Acts like the Gunner's forward smash aimed vertically upwards. Unlike in Smash 4, it now deals less hits but more damage, and can complete in a short hop, making it less awkward to use. However, the attack still cuts off abruptly if the Gunner lands before the final shot is used. A good juggling tool and KO move if the final hit connects at height, and can limit the aerial options of opponents or force them to air dodge. Up aerial's looping hits can also combo into other moves when landing, such as into up tilt as a KO combo.
Down aerial   10% (cannon), 15% (burst), 12% (late) The Gunner pauses, then fires a single burst of flame below themself. The burst itself deals more damage and is a very strong, aerial-only meteor smash. However, the meteor hitbox only lasts for one frame, and turns into a weaker non-meteor smashing hitbox one frame later. As a result, it is difficult to land.
Grab   The Gunner reaches in front of themself with their left hand.
Pummel   1.2% A knee strike.
Forward throw   4% (punch), 3% (throw) Punches the enemy away with the arm cannon.
Back throw   7% (throw), 3% (energy pellet) Tosses the opponent behind themself, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided with DI.
Up throw   7% (throw), 3% (both energy pellets) Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%; it is the second most damaging up throw if both hits connect, surpassed only by King K. Rool. It is thus useful for racking up damage and refreshing the staleness of the Gunner's other moves.
Down throw   7% Slams the enemy onto the ground, launching them upward. Can start combos into aerials till mid percents, though it quickly loses effectiveness. Unlike in SSB4, down throw is no longer completely identical in function to Marth's equivalent move.
Floor attack (front)   7% Thr Gunner quickly fires a flame burst on either side as they stand up.
Floor attack (back)   7% Similar to their frontal floor attack.
Floor attack (trip)   5% Shoots a blast of fire in front then behind themself.
Edge attack   9% Swings their arm cannon ahead.
Neutral special Default Charge Blast 4% (uncharged), 26% (fully charged) Charges and fires a large energy sphere. The Mii Gunner can charge the blast in midair, and charge cancel by jumping or using an air dodge. Pressing any attack button while charging will fire the sphere. It is the Gunner's strongest projectile special move, with a fully-charged shot being capable of KOing from center-stage at 105%. Uncharged versions can lock floored opponents.
Custom 1 Laser Blaze 5% Fires spammable green energy pellets that cause flinching. Similar to Falco's Blaster, but fires at a slightly slower rate while inflicting slightly more damage. It does not lose strength while traveling, making it a useful damage racker. The lasers can also lock floored opponents.
Custom 2 Grenade Launch 1.3% (hits 1 -5), 6.5% (hit 6) After a pause, the Mii Gunner fires a grenade from their arm cannon. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. The grenade will explode around one second after launch, or detonate on impact with enemies, dealing multiple hits with a final launching hit. The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. The Mii Gunner can maneuver in the air while preparing to fire the grenade. It is overall a useful move for covering and limiting movement options, or edgeguarding recovering opponents; coupled with its low ending lag, it can start low percent combos or constantly deter approaches.
Side special Default Flame Pillar 2% (hit 1), 2.2% (hits 2 - 5), 2.7% (hit 6) Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a few moments. The pillar, similar to Robin's Arcfire, hits multiple times, with the last hit launching opponents away. If used in midair, the projectile's angle is more diagonal and travels further. The pillar will slowly drift downwards if it hits an aerial opponent, allowing it to function as an edgeguard if it hits an enemy near a ledge. It is otherwise a useful deterring tool, and can start combos from careless approaches.
Custom 1 Stealth Burst 12.1 - 18% Fires a small shining energy shot that detonates when the button is released, similarly to Zelda's Din's Fire but only traveling straight. As the name suggests, Stealth Burst is very hard to telegraph due to how small its particle effect is, making it useful for mindgames and edgeguarding. Holding the button gives the shot more distance and power before detonating. Using it in the air will slow the Gunner's fall speed momentarily. All charge levels have KO potential, with no-charge/fully-charged Stealth Bursts KOing at around 133%/110%. However, its hitbox is rather small, especially if uncharged.
Custom 2 Gunner Missile 7.5% (homing missile), 14.5% (super missile) Functions like Samus's Missile: holding the button will fire a homing missile, and inputting like a smash attack fires a super missile. Each missile travels a different distance, with the homing variant traveling more than half of Final Destination, and the super variant traveling almost the stage's full length. The homing missiles have decent homing capabilities, while the super missiles speed up after an initial pause and have good KO potential, able to KO Mario at the edge of Final Destination from 120%. The super missile can combo into Charge Blast if both are fired one after another against an opponent at medium distance.
Up special Default Lunar Launch 7% The Gunner fires a flaming projectile beneath themself, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%.
Custom 1 Cannon Jump Kick 9% (concussive blast), 8% (kick), 6% (late) Fires a concussive blast, then propels themselves with the arm cannon while kicking into the air. A sweetspotted concussive blast can meteor smash midair opponents. The kick itself is extremely powerful and the clean hit lasts for most of the move; coupled with it starting on frame 6 and granting intangibility on the same frame, it is an excellent out of shield option. KOs as early as 115% onstage. However, it is extremely ineffective for recovery, as it covers the lowest vertical distance out of all the Mii Gunner's up specials.
Custom 2 Arm Rocket 0% Propels themself with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move acts like an unchargeable version of Rocketbarrel Boost but without any damaging hitboxes, and grants the most distance and maneuverability out of all the Gunner's up specials.
Down special Default Echo Reflector 2% (activation), 1.5× damage (reflected projectiles) Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. Reflects projectiles at 1.5x their original strength. Despite its appearance, projectiles from above will also be reflected. It is similar to Fox's Reflector, however the hitbox at the beginning deals less knockback, and it does not provide brief intangibility, but in return the reflected projectiles deal an extra 0.1x damage.
Custom 1 Bomb Drop 2% (bomb), 9% (explosion) 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). Functions similarly to Samus's Bombs, but with more damage and knockback. Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. 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%. However, opponents can knock the bomb away with their own attacks, and the bomb will harm the Mii Gunner while it is knocked around.
Custom 2 Absorbing Vortex 4% Covers themself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's PSI Magnet. Heals 1.4x the damage the Gunner would have taken. Upon activation, as well as when absorbing projectiles, any nearby opponents will take slight damage. This hitbox is capable of locking.
Final Smash Full Blast 67.1% (maximum damage) The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. Can be angled during the move. The middle of the laser does slightly more damage than the beginning. The Final Smash also does more damage if angled (as the opponent will be hit by both the big and small lasers).

On-screen appearance[edit]

  • Emerges from an energy field, which resembles Absorbing Vortex, then points their arm cannon to the left side of the screen.

Taunts[edit]

  • Up taunt: Using their free hand to hold the arm cannon, they aim it towards the left side of the screen, slightly kneeling down in a "readying" pose. They then proceed to aim to the right, with the arm cannon slightly angled higher. Each time the Gunner points their arm cannon, it makes a clicking noise while emitting a brief flash from the tip. No matter what direction the Gunner faces, they always aim at the same directions. Unlike in Smash 4, the Mii Gunner now shows an angry expression instead of a neutral one.
  • Side taunt: They raise their arm cannons in an upward position and cock them while facing forward. A brief flash is emitted from the tip of the arm cannon.
  • Down taunt: While kneeling, they thrust their arm cannon onto the ground and proceed to release small bursts of fire.

Idle poses[edit]

  • Briefly examines their arm cannon.
  • Points their arm cannon to their right, then glances to their left cautiously.

Victory poses[edit]

  • Left: Rolls in from offscreen, then fires their arm cannon left and right before spinning and firing one final shot.
  • Up: Performs their up smash, a cannon shot in front, then a barrage of shots similar to their forward smash.
  • Right: Swings arm cannon around twice before firing it while pointing it ahead. Appears similar to the Mii Gunner's neutral attack in Smash 4.
A portion of Lifelight, the main theme of Super Smash Bros. Ultimate.

In competitive play[edit]

Notable players[edit]

Role in World of Light[edit]

Finding Mii Gunner in World of Light

Although the Mii Gunner has been 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.

In the mode itself, the default Mii Gunner can be found on the island that leads to the Forest Hill.

Defeating Mii Gunner automatically adds the default Mii Gunner under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Fighters are usable. Cannot be restored if deleted.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
53
Mii Gunner SSBU.png
Mii Gunner Grab 7,500 Tortimer Island Final Destination - Super Smash Bros. for 3DS / Wii U


Spirits[edit]

Mii Gunner's Fighter Spirit is available periodically for purchase in the shop for 500 coins. Unlocking Mii Gunner in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, the spirit for the Mii Gunner only uses the default Gunner's artwork from Ultimate.

In Spirit battles[edit]

As a main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
1,140
Sukapon 3.png
Sukapon Joy Mech Fight Mii Gunner MiiGunnerHeadSSBU.png (Moveset 1111, Bear Hat, Bear Suit)
Grab
13,700 Coliseum •Attack Power ↑
Assist Trophy Enemies (Sukapon)
Stamina battle
•Hostile assist trophies will appear
•The enemy has increased attack power after a little while
Clu Clu Land
1,160
Raymk3.png
Ray Mk II Custom Robo series Mii Gunner MiiGunnerHeadSSBU.png (Moveset 3212, Ray Mk III Helmet, Ray Mk III Outfit)
Grab
3,600 Pokémon Stadium 2 N/A •The enemy's ranged weapons have increased power
•The enemy favors special moves
•The enemy starts the battle with a Rocket Belt
Marionation Gear
1,164
Saki Amamiya.png
Saki Amamiya Sin & Punishment series Mii Gunner MiiGunnerHeadSSBU.png (Moveset 2121, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
Attack
9,200 Moray Towers (Battlefield form) N/A •The enemy's ranged weapons have increased power Opening Stage
1,206
Chibi Robo.png
Chibi-Robo Chibi-Robo! series •Tiny Mii Gunner MiiGunnerHeadSSBU.png (Moveset 1321, Chibi-Robo Hat, Chibi-Robo Outfit)
Grab
3,500 Living Room •Sudden Damage
Assist Trophy Enemies (Nintendog)
•The enemy's energy attacks have increased power
•Hostile assist trophies will appear after a little while
•The enemy takes serious damage after a little while
Noisy Notebook
1,299
Let's Go Eevee Spirit.png
Partner Eevee Pokémon series Mii Gunner MiiGunnerHeadSSBU.png (Moveset 2221, SSB T-shirt)
Neutral
8,000 Pokémon Stadium •Attack Power ↑
•Defense ↑
•Item: Poké Ball
•The enemy has increased defense
•The enemy has increased attack power
•Only certain Pokémon will emerge from Poké Balls (Eevee)
Road to Viridian City - Pokémon Red / Pokémon Blue

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
43
Shyguy.png
Shy Guy Super Mario series Mii Brawler MiiBrawlerHeadSSBU.png (Shy Guy Mask, Standard Outfit)
Mii Gunner MiiGunnerHeadSSBU.png (Shy Guy Mask, Standard Outfit)
Mii Swordfighter MiiSwordfighterHeadSSBU.png (Shy Guy Mask, Standard Outfit)
Neutral
1,500 Mushroom Kingdom II (Battlefield form) •Item: Throwing Types •The enemy favors neutral specials
•The enemy is easily distracted by items
Ground Theme - Super Mario Bros. 2 Shy Guy
1,079
Sebastian Tute.png
Sebastian Tute Wii Music Mii Swordfighter MiiSwordfighterHeadSSBU.png (Moveset 2312, Prince's Crown, Butler Outfit)
Mii Gunner MiiGunnerHeadSSBU.png (Moveset 2312, Saki Amamiya Wig, Steampunk Getup)
Mii Brawler MiiBrawlerHeadSSBU.png (Moveset 2312, Isaac Wig, Toy-Con Outfit)
Grab
8,900 Tomodachi Life (Battlefield form) N/A •Defeat the main fighter to win
•Only certain Pokémon will emerge from Poké Balls (Meloetta)
•Reinforcements will appear during the battle
Final Results - Wii Party U Mii
1,080
Charlie the Party Phil.png
Party Phil Wii Party series Mii Brawler MiiBrawlerHeadSSBU.png (Top Hat, Standard Outfit)
Mii Swordfighter MiiSwordfighterHeadSSBU.png (Top Hat, Standard Outfit)
Mii Gunner MiiGunnerHeadSSBU.png (Top Hat, Standard Outfit)
Shield
8,800 WarioWare, Inc. (Battlefield form) Bob-omb Festival •Bob-ombs will rain from the sky
•Explosion attacks aren't as effective against the enemy
Final Results - Wii Party U Mii
1,084
Coraline Spirit.png
Coraline StreetPass Mii Plaza series Isabelle IsabelleHeadYellowSSBU.png
Mii Gunner MiiGunnerHeadSSBU.png (Moveset 1111, Pirate Hat, Splatoon 2 Outfit)
Grab
1,800 Wuhu Island (Speedboat) N/A •The enemy favors side specials Mii Plaza Mii
1,094
SSBUSmashBall.png
Smash Ball Super Smash Bros. series Mii Brawler MiiBrawlerHeadSSBU.png (SSB T-shirt)
Mii Gunner MiiGunnerHeadSSBU.png (SSB T-shirt)
Mii Swordfighter MiiSwordfighterHeadSSBU.png (SSB T-shirt)
Grab
9,600 Final Destination (Battlefield form) •Sudden Final Smash
•Item: Food
•Survive until the timer runs out
•The enemy will suddenly have a Final Smash
•You'll get a Final Smash
Final Destination Mii Gunner
1,165
Spirits isa jo.png
Isa Jo Sin & Punishment series Shulk ShulkHeadBlueSSBU.png
Mii Gunner MiiGunnerHeadSSBU.png (Moveset 2222, Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1)
Shield
3,600 Midgar (Battlefield form) N/A •The enemy starts the battle with a Ray Gun
•The enemy starts the battle with a Rocket Belt
Opening Stage Saki Amamiya
1,260
Nikki.png
Nikki Swapnote series Mii Brawler MiiBrawlerHeadSSBU.png (Moveset 11?1, Standard Outfit, Green Outfit Color)
Mii Gunner MiiGunnerHeadSSBU.png (Moveset 111?, Standard Outfit, Green Outfit Color)
Mii Swordfighter MiiSwordfighterHeadSSBU.png (Moveset 1111, Standard Outfit, Green Outfit Color)
Grab
8,900 PictoChat 2 (Ω form) Assist Trophy Enemies (Nikki) •Hostile assist trophies will appear Mii Plaza Nikki (Gunner)
1,310
Ryuji Persona 5.png
Ryuji Sakamoto Persona series Captain Falcon CaptainFalconHeadBlackSSBU.png
Mii Gunner MiiGunnerHeadSSBU.png (Pirate Hat, Steampunk Getup)
Shield
4,800 Luigi's Mansion (Battlefield form) •N/A •Defeat the main fighter to win
•The enemy starts the battle with a Home-Run Bat
Last Surprise Captain Kidd
1,320
Toy-Con VR Goggles Spirit.png
Toy-Con VR Goggles Nintendo Labo series R.O.B. ROBHeadYellowSSBU.png
Mii Gunner MiiGunnerHeadSSBU.png (Toy-Con Visor, Red Standard Outfit)
Mii Gunner MiiGunnerHeadSSBU.png (Toy-Con Visor, Blue Standard Outfit)
Shield
3,800 Gamer (Single building layout) Assist Trophy Enemies (Yuri Kozukata)
Dragoon Parts
•Hostile assist trophies will appear after a little while Garage Neon Red & Blue Joy-Con controllers

Alternate costumes[edit]

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Out of all the special moves that can be used by any Mii, Arm Rocket is the only one that doesn't give damage.
  • Despite no longer wearing the ammo backpacks, the Palutena's Guidance conversation about Mii Gunner still referenced them prior to patch 1.2.0.
  • Mii Gunner is one of five characters whose unlocking battle in World of Light is not on either Final Destination or an Ω form. The other four are Peach, Daisy, Toon Link, and King K. Rool.
    • This makes them the only Mii Fighter whose unlocking battle is not in Final Destination.
  • The Mii Gunner is the only Mii that does not possess a counterattack.