Editing Mii Gunner (SSBU)

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
The Mii Gunner has received a mix of buffs and nerfs in their transition from ''SSB4'' to ''Ultimate'', but was buffed overall. Despite the faster pace of ''Ultimate'', many of their moves have seen several improvements that counteract this, and some of their weaknesses have been lowered to some degree.
The Mii Gunner has received a mix of buffs and nerfs in their transition from ''SSB4'' to ''Ultimate'', but was buffed overall.


Like the other {{SSBU|Mii Fighter}}s, the Mii Gunner now has set attributes, including high [[weight]] (now weighing as much as {{SSBU|Captain Falcon}}, surpassing the largest possible Mii Fighter in ''SSB4'') that significantly increases their survivability in general, especially since the Gunner's below average [[falling speed]] has been unaltered. The Gunner has retains their general moveset, though with various buffs to it. Their inconsistent [[neutral attack]] 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 (most notable with [[forward tilt]]), greatly increased damage, or KO potential. The second hit of [[down smash]] now acts individually for each hit instead of leading into one another, making it more useful as a traditional smash attack. Their [[grab]] game was also improved; standing grab has vastly more range, all of their [[throw]]s deal more damage (especially [[up throw]]), and [[down throw]] is now much more reliable for starting combos until mid percentages. As well, a few of the universal changes are benefitial for the Gunner, with the universal frame 3 jumpsquat and reductions to [[landing lag]] giving them faster access to their air game and leaving them less vulnerable against shielded attacks, and the latter change isn't as detrimental due to their decent [[out of shield]] game.
Like the other {{SSBU|Mii Fighter}}s, the Mii Gunner now has set attributes, including high [[weight]] (now weighing as much as {{SSBU|Captain Falcon}}, surpassing the largest possible Mii Fighter in ''SSB4'') that significantly increases their survivability in general, especially since the Gunner's below average [[falling speed]] has been unaltered. The Gunner has retains their general moveset, though with various buffs to it. Their inconsistent [[neutral attack]] 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 (most notable with [[forward tilt]]), greatly increased damage, or KO potential. The second hit of [[down smash]] now acts individually for each hit instead of leading into one another, making it more useful as a traditional smash attack. Their [[grab]] game was also improved; standing grab has vastly more range, all of their [[throw]]s deal more damage (especially [[up throw]]), and [[down throw]] is now much more reliable for starting combos until mid percentages. As well, a few of the universal changes are benefitial for the Gunner, with the universal frame 3 jumpsquat and reductions to [[landing lag]] giving them faster access to their air game and leaving them less vulnerable against shielded attacks.


Most of the Gunner's zoning-based special moves have been significantly buffed. Many of their strongest projectiles (such as [[Charge Blast]], grenades from [[Grenade Launch]], super missiles from [[Gunner Missile]], and [[Stealth Burst]]) deal vastly increased damage or knockback, alleviating some of the Gunner's difficulty to land KOs. Special moves that haven't gained power buffs instead have improved utility: [[Flame Pillar]] is now a multi-hit move that can initiate follow-ups; [[Laser Blaze]] has no damage falloff, improving its usage in long-distanced camping; [[Echo Reflector]] reflects projectiles with more power and far higher speed; [[Bomb Drop]] has less ending lag, a longer fuse, and can be manually detonated, improving its use in stage control; and [[Absorbing Vortex]] heals for more damage in addition to having an actual hitbox, giving it situational use for combos and disrupting. The Gunner's [[recovery]] moves have also been buffed, as [[Lunar Launch]] and [[Cannon Jump Kick]] travel a longer distance, the latter now has excellent [[out of shield]] KO power, and [[Arm Rocket]]'s trajectory can be altered during travel.
Most of the Gunner's zoning-based special moves have been significantly buffed. Many of their strongest projectiles (such as [[Charge Blast]], grenades from [[Grenade Launch]], super missiles from [[Gunner Missile]], and [[Stealth Burst]]) deal vastly increased damage or knockback, alleviating some of the Gunner's difficulty to land KOs. Special moves that haven't gained power buffs instead have improved utility: [[Flame Pillar]] is now a multi-hit move that can initiate follow-ups; [[Laser Blaze]] has no damage falloff, improving its usage in long-distanced camping; [[Echo Reflector]] reflects projectiles with more power and far higher speed; [[Bomb Drop]] has less ending lag, a longer fuse, and can be manually detonated, improving its use in stage control; and [[Absorbing Vortex]] heals for more damage in addition to having an actual hitbox, giving it situational use for combos and disrupting. The Gunner's [[recovery]] moves have also been buffed, as [[Lunar Launch]] and [[Cannon Jump Kick]] travel a longer distance, the latter now has excellent [[out of shield]] KO power, and [[Arm Rocket]]'s trajectory can be altered during travel.
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However, the Mii Gunner has received notable nerfs. Their powerful tilts have been slightly toned down, limiting their fastest grounded KO options. [[Forward aerial]], previously a pinnacle of the Gunner's [[neutral game]], had its distance reduced without compensation for landing lag. Albeit vastly buffed, some of the Gunner's specials have also seen downgrades; Grenade Launch's startup was heavily increased and it can now only fire in one direction and trajectory, while its lowered ending lag does not compensate for its loss in utility, and Gunner Missile's homing missiles now sacrifice homing ability for speed, making them less effective.
However, the Mii Gunner has received notable nerfs. Their powerful tilts have been slightly toned down, limiting their fastest grounded KO options. [[Forward aerial]], previously a pinnacle of the Gunner's [[neutral game]], had its distance reduced without compensation for landing lag. Albeit vastly buffed, some of the Gunner's specials have also seen downgrades; Grenade Launch's startup was heavily increased and it can now only fire in one direction and trajectory, while its lowered ending lag does not compensate for its loss in utility, and Gunner Missile's homing missiles now sacrifice homing ability for speed, making them less effective.


Despite their numerous buffs, universal gameplay changes have been detrimental to the Gunner overall. The weakening of [[rage]] slightly tones down their KO power at low percentages (though in a few cases, this is compensated by their moves' standalone KO power being increased). The biggest hindrance comes from the universal increase in mobility, which hurts the Gunner more than any other character; unlike the rest of the cast, the Gunner's mobility has been reduced itself, as many of their stats are now significantly below average or even among the worst (notably their [[dash|run]] and initial dash speeds, and their [[air speed]]), and the roster's generally faster speed favors faster-paced, more aggressive gameplay, allowing the cast to get past the Gunner's zoning tools with varying degrees of ease. This is further pronounced by the nerfs to projectiles' shield damage, as the Gunner's playstyle highly revolves around them, thus hindering the Gunner more than most other characters. The two lattermost changes thus force them to rely on more precise spacing to compensate for their significantly lowered movement speed and their projectiles' lower threat level.
Despite their numerous buffs, universal gameplay changes have been detrimental to the Gunner overall. The weakening of [[rage]] slightly tones down their KO power at low percentages (though in a few cases, this is compensated by their moves' standalone KO power being increased). The biggest hindrance comes from the universal increase in mobility; it prioritizes faster-paced, more aggressive gameplay, and this allows some most of the cast to get past the Gunner's zoning tools with varying degrees of ease, while the Gunner's mobility has been reduced itself, as many of their stats being significantly below average or even among the worst (notably their [[dash|run]] and initial dash speeds, and their [[air speed]]). This forces them to rely on spacing to compensate for their significantly lowered movement speed.


Overall, the Mii Gunner's changes have further pronounced their caveats and flaws. Their playstyle has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, relying on their above average staying power and their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to {{SSBU|Samus}} and {{SSBU|Simon}}; changes to their special moves also allow many more of their combinations to shine through. However, the Gunner's slower attributes further enforces their zoner-centric playstyle, which doesn't tend to fare as favorably as in ''SSB4'' due to the quicker pace of ''Ultimate''. The Gunner must also still contend with weaknesses from the previous game, predominantly a poor melee [[approach]] and their moveset's heavy ending lag, and slight difficulty in landing some of their powerful KO options. Besides, it's important to note that game updates have given other returning veterans various buffs, whereas the Gunner has received comparatively less significant changes, as well as the nerfs to projectiles' shield damage adversely affecting them. In the end, the Gunner is a better character than they were in ''SSB4'', they are considered the second most viable of the three Miis, and perform better relative to the cast, though not at the same level of various other returning characters.
Overall, the Mii Gunner's changes have further pronounced their caveats and flaws. Their playstyle has been repurposed into a slow-moving, hard-hitting heavyweight projectile fighter, relying on their above average staying power and their special moveset's zoning abilities to rack up damage and force opponents into making a mistake to capitalize on, similar to {{SSBU|Samus}} and {{SSBU|Simon}}; changes to their special moves also allow many more of their combinations to shine through. However, the Gunner's slower attributes further enforces their zoner-centric playstyle, and they must still contend with a decidedly poor melee [[approach]], their moveset's heavy ending lag, and difficulty in landing some of their powerful KO options. It's also important to note that game updates have given other returning veterans various buffs, whereas the Gunner has received comparatively less significant changes, as well as nerfs from their projectiles' shield damage affecting them more than most other characters. In the end, the Gunner is a better character than they were in ''SSB4'', they are considered the second most viable of the three Miis, and perform better relative to the cast, though not at the same level of various other returning characters.


{{SSB4 to SSBU changelist|char=Mii Gunner}}
{{SSB4 to SSBU changelist|char=Mii Gunner}}

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