... Nintendo Japanese Amiibo Mii Gunner Mini Figure. First and foremost Gunner is down for that slow campy, whittle them down, style game-play. •The enemy's ranged weapons have increased power, •The enemy's energy attacks have increased power, •The enemy will suddently have a Final Smash after a while, •Hostile assist trophies will appear after a little while, Emerges from an energy field, which resembles. As the long range and projectile-heavy Mii Fighter, many of their specials excel at neutralizing approaches, racking up damage, edgeguarding, and shield pressure from a distance.
However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. DC Direct Toys & Action Figures. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. As with the other Mii Fighters, the Miis have 12 voice options, provided by Yūji Kishi, Takashi Ōhara, Ryōtarō Okiayu, Michihiko Hagi, Hideo Ishikawa, Kiyoyuki Yanada, Umeka Shōji, Ayumi Fujimura, Makiko Ōmoto, Minami Takayama, and Kimiko Saitō. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. 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.
Nearly their entire set of attacks revolves around shooting something from their arm cannon, but how far it goes varies. Of course, the Gunner does not come without their flaws. 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. 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. Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. The clean hit KOs Mario on Final Destination at 139%. VIEW. Sweeps their arm cannon downward in an arc around themself similar to Ike’s. Despite this, the Gunner was one of the most obscure characters in competitive play in the early metagame; both the Mii Gunner and Mii Brawler were overshadowed by the extremely positive perception of the Mii Swordfighter, who took in most of the Mii Fighter's representation overall. The Gunner fires a flaming projectile beneath themself, launching into the air from the recoil. This is especially prominent with their up and down tilt, 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. 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 small playerbase and sparse results. We're a community of creatives sharing everything Minecraft! Ultimate. Additionally, the Mii Gunner can also further solidify their defensive playstyle with the usage of Echo Reflector and Absorbing Vortex, both of which aid in countering other campy or projectile-based characters. Points their arm cannon to their right, then glances to their left cautiously. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag. Commissioned by PupusaBoy08 Thanks again for the support!! 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. Like the other Mii Fighters, the Mii Gunner retains their general moveset, with many direct changes to how their special moves function.
For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. 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. However, the Mii Gunner has received notable nerfs. Grants a lot of forward momentum overall, allowing it to punish distant foes.
Arm Rocket possesses no damaging hitbox despite its fantastic mobility and distance, Lunar Launch, while in possession of good vertical distance and a relatively powerful projectile, has poor horizontal distance, and Cannon Jump Kick is a terrible recovery move, providing very little distance both horizontally and vertically while also being very slow and easily intercepted. Their multitude of projectiles provide them with countless options to keep opponents away, rack up damage, and edgeguard. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no true followups. Like in. Unleashes a series of energy bursts in quick succession, followed by a stronger burst. More Skins by Drazile. The Gunner's most damaging throw, dealing 13%; it is the third most damaging throw in the game if both hits connect, surpassed only by, Slams the enemy onto the ground, launching them upward. This combined with their heavy weight gives the Mii Gunner a decent ability to survive at higher percents. Name Email Required. Batman 1966 TV Series. 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. Can be angled during the move. Cartwheels into view, fires multiple shots then poses with their arm canon pointed forward. Plush Figures. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. just a wholesome animation featuring mii gunner sitting on a ledge music: Nintendo 3DS Music - StreetPass Mii Plaza Theme 1 A sweetspotted concussive blast can meteor smash midair opponents. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. As with the other two Mii Fighter types, the Gunner has access to 12 different special moves: Charge Blast, Laser Blaze, and Grenade Launch (Neutral Special), Flame Pillar, Stealth Burst, and Gunner Missile (Side Special), Lunar Launch, Cannon Jump Kick, and Arm Rocket (Up Special), and Echo Reflector, Bomb Drop, and Absorbing Vortex (Down Special). 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. Forward smash and up aerial are both among the longest-ranged moves in the game (the latter which can secure very early KO's at the top of the blast line and the former being an excellent way of reading rolls and covering landing options), forward tilt and neutral air are good tools to push pressuring opponents off of them, and forward aerial is a very useful move, which not only can edgeguard and space opponents from a distance due to it being a projectile, but it also can be used to perform a technique called gundashing, which is an excellent technique that significantly helps mitigate the Mii Gunner's lacking mobility and their recovery. 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. Ultimate, first playable in Super Smash Bros. for Nintendo 3DS and Wii U. In the mode itself, the default Mii Gunner can be found on the island that leads to the Forest Hill.