Editing Mii Gunner (SSBU)

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Mii Gunner does not come without their flaws. While many of their moves have tremendous range or KO'ing power, most of them are very laggy. This is especially prominent with their up and down tilts, which both have decent start up but significant ending lag while moves that are fast such as forward tilt and neutral air have poor range and KO potential. As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast. Laser Blaze is a fairly slow and easily interceptable projectile; Grenade Launch travels in a very slow and short-ranged arc that no longer can be charged or controlled; Flame Pillar has relatively substantial lag on both ends and doesn't last as long as other flame-arc moves; and Bomb Drop can be hit back to the Gunner, making it a poor choice to use against opponents with disjoints.
Mii Gunner does not come without their flaws. While many of their moves have tremendous range or KO'ing power, most of them are very laggy. This is especially prominent with their up and down tilts, which both have decent start up but significant ending lag while moves that are fast such as forward tilt and neutral air have poor range and KO potential. As a result, they struggle to acquire reliable KOs outside of a fully charged Charge Blast. Laser Blaze is a fairly slow and easily interceptable projectile; Grenade Launch travels in a very slow and short-ranged arc that no longer can be charged or controlled; Flame Pillar has relatively substantial lag on both ends and doesn't last as long as other flame-arc moves; and Bomb Drop can be hit back to the Gunner, making it a poor choice to use against opponents with disjoints.


As mentioned before, the Mii Gunner has terrible mobility. 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. Additionally, their status as a heavyweight makes them very easy to combo despite their decent survivability, and while their recoveries are good, they do not come without their weaknesses. Arm Rocket, despite its fantastic mobility and distance, possesses no damaging hitbox and allows the Mii Gunner to be easily gimped by opponents with attacks that can [[reverse]] the Mii Gunner such as {{SSBU|Mario}} and the {{SSBU|Mii Swordfighter}}; Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance; and Cannon Jump Kick trades recovery potential for offensive power, providing very little distance both horizontally and vertically while also being slow and easily intercepted.
As mentioned before, the Mii Gunner has terrible mobility. 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. Additionally, their status as a heavyweight makes them very easy to combo despite their decent survivability, and while their recoveries are good, they do not come without their weaknesses. Arm Rocket possesses no damaging hitbox despite its fantastic mobility and distance which can be easily gimped by opponents with attacks that can [[reverse]] the Mii Gunner such as {{SSBU|Mario}} and the {{SSBU|Mii Swordfighter}}; Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance; and Cannon Jump Kick trades recovery potential for offensive power, providing very little distance both horizontally and vertically while also being slow and easily intercepted.


Overall, the Mii Gunner is a jack-of-all-trades amalgamation of various projectile-based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic character, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have fatal flaws to prevent them from being overpowered and/or are inferior versions of similar moves other fighters possess. Their strengths do marginally outweigh their weaknesses, and as a result, Mii Gunner is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provides them with countless options to keep opponents away, rack up damage, and edgeguard. However, they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. They are a relatively simple character to pick up with a playstyle similar to {{SSBU|Samus}} and can be a potent zoner, but due to their aforementioned weaknesses, they are considered to be worse at zoning than characters such as Samus, {{SSBU|Snake}}, and the [[Belmonts]].
Overall, the Mii Gunner is a jack-of-all-trades amalgamation of various projectile-based fighters. The ability to mix and match several different special moves adds a unique layer of versatility by allowing several different playstyles for the same basic character, making Mii Gunner among the most unpredictable to fight against. However, all of the customizable special moves have fatal flaws to prevent them from being overpowered and/or are inferior versions of similar moves other fighters possess. Their strengths do marginally outweigh their weaknesses, and as a result, Mii Gunner is a fighter that excels at walling out opponents while struggling up close. Their multitude of projectiles provides them with countless options to keep opponents away, rack up damage, and edgeguard. However, they must be mindful and extremely careful, as one mistake can cause them to take a huge chunk of damage. They are a relatively simple character to pick up with a playstyle similar to {{SSBU|Samus}} and can be a potent zoner, but due to their aforementioned weaknesses, they are considered to be worse at zoning than characters such as Samus, {{SSBU|Snake}}, and the [[Belmonts]].

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