Mii Gunner (SSBU): Difference between revisions

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m (Jab, dash attack, uthrow and dair description updated)
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|neutral2dmg=1.7%
|neutral2dmg=1.7%
|neutral3dmg=1% (cannon), 4.5% (explosion)
|neutral3dmg=1% (cannon), 4.5% (explosion)
|neutraldesc=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''.
|neutraldesc=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''. Sets up tech situations at low percents.
|ftiltname= 
|ftiltname= 
|ftiltdmg=13%(close), 10.5% (middle), 8% (far)
|ftiltdmg=13%(close), 10.5% (middle), 8% (far)
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|dashname= 
|dashname= 
|dashdmg=11%
|dashdmg=11%
|dashdesc=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.
|dashdesc=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 and cross up shields up close. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7)
|fsmashdmg={{ChargedSmashDmgSSBU|1.7}} (hits 1 - 6), {{ChargedSmashDmgSSBU|7.5}} (hit 7)
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|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|10}} (cannon), {{ShortHopDmgSSBU|15}} (burst), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=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 two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land.
|dairdesc=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 two frames, with the rest of the hitbox being a weaker non-meteor smash. As a result, it is difficult to land, made even more difficult by its frame 20 startup. As such, it is usually outclassed for edgeguarding by neutral and back aerial.
|grabname= 
|grabname= 
|grabdesc=The Gunner reaches in front of themself with their left hand.
|grabdesc=The Gunner reaches in front of themself with their left hand.
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|uthrowname= 
|uthrowname= 
|uthrowdmg=7% (throw), 3% (both energy pellets)
|uthrowdmg=7% (throw), 3% (both energy pellets)
|uthrowdesc=Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%, making it among the most damaging throws in the game. It is thus useful for racking up damage and refreshing the [[stale]]ness of the Gunner's other moves.
|uthrowdesc=Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%, making it among the most damaging throws in the game. It is thus useful for racking up damage and refreshing the [[stale]]ness of the Gunner's other moves, and starting juggles.
|dthrowname= 
|dthrowname= 
|dthrowdmg=7%
|dthrowdmg=7%