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The Mii Gunner is one of the three variations of the Mii Fighters in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U. It is a Mii Fighter who specializes in longer ranged attacks that center around the arm cannon on its right arm.
Like Palutena and the other variations of the Mii Fighters, the Mii Gunner's custom moves are all separate moves rather than altered versions of the same move and all custom moves are available from the start. The Mii Gunner can also be fitted with unique outfits and hats. Mii Gunners cannot be used when playing With Anyone online, but can be used in battles against friends.
Charge Blast/Laser Blaze/Grenade Launch
The Charge Blast is the first basic special move. When used, the Gunner charges and fires a shot of plasma. It is similar to Samus's Charge Shot, though it charges slightly slower and is colored differently. More importantly, Charge Blast deals 3% less damage and has significantly lower knockback at full charge, but also has noticeably faster starting and ending lag.
The Laser Blaze is the second basic special move. When used, the Gunner fires green laser beams that only deal damage, similarly to Fox's Blaster, but rapid-fires at slightly slower rate. These same laser beams appear in some of Mii Gunner's throws, but they deal more damage and knockback, making them only cosmetically similar.
The Grenade Launch is the third basic special move. When used, the Gunner fires a smoking grenade in an arcing trajectory that explodes upon contact with an enemy or after its fuse runs out, but will merely bounce if it hits the ground. Charging the move will make the grenade fly farther, with max charge being able to clear two-thirds of Final Destination, but won't increase its power.
Flame Pillar/Stealth Burst/Gunner Missile
The Flame Pillar is the first side special move. When used, the Gunner fires an energy shot that erupts into a pillar of flame that lingers for a few moments. The move shares properties of both Ness and Lucas's versions of PK Fire, alongside Robin's Arcfire: Like Ness, the Gunner fires the move slightly downward if standing on the ground, but around 45° downward if in midair. Like Lucas, however, the Flame Pillar knocks back opponents instantly instead of trapping them in the fire. Like Robin, and unlike either Ness or Lucas, the shot can also erupt by hitting the stage.
The Stealth Burst is the second side special move. 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. This move is very similar to Zelda's customized side special, Din's Flare, but has some noteworthy differences.
The Gunner Missile is the third side special move. Similar to Samus and her Missiles, the Gunner will fire a standard homing missile with normal input, or a super missile without homing capabilities if the input is that of a smash attack. Compared to Samus's missiles, the Mii Gunner's homing missiles have far more accurate tracking, while the super missiles deal more knockback and have less starting and ending lag.
Lunar Launch/Cannon Uppercut/Rocket Arm
The Lunar Launch is the first up special move. When used, the Gunner releases an explosion beneath himself/herself, launching into the air. The explosion does 7% damage and can allow a Gunner to hit an edgeguarder below them while recovering high, where it would normally be dangerous. It is vaguely similar to Robin's Elwind.
The Cannon Uppercut is the first up special move. When used, the Gunner fires a concussive blast, then propel themselves with the arm cannon while punching into the air. The concussive blast can meteor smash opponents, similarly to Palutena's Rocket Jump. The move can hit twice (the blast and the Mii's fist) and is fairly strong, but as a recovery, it does not cover much distance.
The Rocket Arm is the first up special move. When used, the Gunner fires a small flame burst, then propels himself/herself with a stream of flames (which deals no damage) from the arm cannon. The Gunner can then control the direction that it travels during the launch, with the range being from straight upwards to nearly horizontal. The move overall is similar to Pit's Power of Flight, but with about half the distance.
Echo Reflector/Bomb Drop/Absorbing Vortex
The Echo Reflector is the first down special move. It is essentially a variation of Fox's Reflector: it envelops the Mii in an octagonal barrier which reflects projectiles and deals slight damage and knockback on startup. The reflector multiplies damage and knockback by a 1.5 multiplier.
The Bomb Drop is the second down special move. When used, the Mii Gunner throws a bomb onto the stage that will roll a short distance. If the bomb is dropped in the air, it will fall to the ground. A few seconds after the bomb is dropped, or when it hits an opponent, it explodes similarly to Samus's Bomb, but with more power. The bomb deals 11% at close range and 9% at the farthest range, and does not affect the user. This move has significant lag that limits its onstage utility, but it can be useful for edge-guarding, as the bomb can easily be dropped from a ledge to hit recovering opponents. The lag can also be bypassed by Bomb Dropping in midair.
The Absorbing Vortex is the third down special move. When used, the Gunner can absorb energy-based projectiles, similarly to Ness's PSI Magnet.
The Mii Gunner's Final Smash. Once activated, the Gunner fires a powerful laser beam along with two smaller blasters. The laser itself can be angled by tilting the control stick up or down. The beams push back opponents that get caught in it up to the final blow. This Final Smash is similar to Samus's Zero Laser.
Profiles and statistics
Super Smash Bros. for Nintendo 3DS / Wii U
Blue indicates exclusive to the Wii U version.
Name in other languages