When used, the Gunner projects a small shining energy shot across the stage that vanishes momentarily, with the Gunner controlling the distance it moves, until he/she releases it or it reaches its max distance (about 3/4 of Final Destination), where it then creates a damaging explosion. If the move is used while in the air, the player will enter a helpless state and fall (though this is no longer the case in Ultimate). This move is very similar to Zelda's customized side special, Din's Flare, but has some noteworthy differences.
As the name suggests, Stealth Burst becomes nearly invisible shortly after being shot, making it hard for the opponent to time a dodge but also difficult for the user to time the explosion (though they can master the latter with enough practice). Unlike Din's Fire, the Gunner does not float while controlling the burst (instead, they'll stop falling for a moment before descending at a slower rate), nor can the move be controlled at all, as it always goes straight forward at a steady rate and explodes when the button is released or it reaches max range.
Due to the slight unpredictability of the move, and the ability to control how far it travels, the Stealth Burst is a very good method for onstage edgeguarding, though it may prove to be somewhat difficult against characters who can reuse their recoveries after getting hit.
In Ultimate, the move can travel far greater distances, deals more damage, and no longer leaves the Gunner helpless. Its earliest explosion also occurs a few frames earlier. However, the move remains invisible for far shorter lengths of time than it used to.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Names in other languages