The transition from Super Smash Bros. 4 to Super Smash Bros. Ultimate changed a lot. Several top-tier characters in the previous title were nerfed, and as a result their tier placement in Ultimate is lower. Mii Gunner, however, is exactly the opposite: in Smash 4, she was below-average at best and low-tier at worst; in Ultimate, she is considered one of (if not the) best characters in the game and has taken the championship titles of many tournaments.
Changes from Super Smash Bros. 4
Mii Gunner has been significantly buffed from Super Smash Bros. 4. In that game, Mii amiibo were able to have “sizes” – small, medium, and large – in Ultimate, these have been removed, and all Mii Gunner amiibo are considered heavyweight fighters. This improves the character’s overall consistency as well as its in-game survivability. Most of her melee options are now stronger, faster, and reach farther; however, her biggest buff was to her special moves. Gunner Missiles now inflict much more damage and knockback, and Super Missiles can now KO at realistic percentages. This encourages a keepaway playstyle that proves especially effective against fellow heavyweights.
Unfortunately, Mii Gunner has also received a few nerfs. Her optimal neutral special, Grenade Launch, has much higher startup and cannot change direction. Although Grenade Launch is still her ideal neutral special, these nerfs reduce its effectiveness. Mii Gunner’s mobility, which was already lacking in Smash 4, has been slightly reduced. She now walks slower and has decreased air speed.
Spirits Stats & Effects
Mii Gunner amiibo have won several tournament championships; as a result, an optimal setup has emerged. Running balanced Attack and Defense (2100 / 2100) alongside Great Autoheal comes highly recommended and is essentially the only setup trainers run on the character. The tournament-winning Mii Gunners spam Super Missiles from afar to rack up damage, score KOs, and take advantage of Great Autoheal. There are no better options; if you are training Mii Gunner, this build is mandatory.
The best setup of custom moves for Mii Gunner is Grenade Launch, Gunner Missile, Arm Rocket, and Bomb Drop. Custom moves do not need to be farmed in Ultimate; they are all unlocked from the beginning.
Most of the time, Mii Gunner should only be using one move: Super Missile. Run to the edge of the stage and spam Super Missile until the opponent is KOed. It’s simple, but it works, and it’s won many tournaments. Grenade Launch and Bomb Drop can be used as situational edgeguards. Here is a breakdown of the rest of Mii Gunner’s moves and when they should be used (if at all):
- Neutral attack: A fairly fast jab that works as a get-off-me move. If the opponent is too close and using a Super Missile is too risky, Mii Gunner’s neutral attack is a safe option.
- Forward tilt: Best used at mid- to close-range. It’s got quite a bit of startup, though, so keep this one back-burnered for the most part.
- Up tilt: A short uppercut with fast startup but very high ending lag. Keep away from this one, as it leaves Mii Gunner highly vulnerable afterward.
- Down tilt: Has extremely high ending lag, but decent knockback. Not the best idea to use this one due to its sluggishness.
- Dash attack: Best left unused. Mii Gunner plays best when she spams Super Missiles, and dash attack is the exact opposite of that.
- Forward smash: It’s somewhat slow, but it reaches far and has respectable power. It can be used as a highly situational KO move, but nothing more than that.
- Up smash: Hits multiple times and deals good damage. Can be used to catch aerial opponents, and is a good tertiary move to teach the amiibo.
- Down smash: Strikes on both sides. It has very high KO power and is Mii Gunner’s fastest smash attack. Can be used as a situational kill move.
- Neutral aerial: A quick sweep with high knockback. Can’t combo into anything, so it’s best to avoid this move.
- Forward aerial: Shoots a small laser that pushes Mii Gunner backward. It’s entirely outclassed by Super Missiles, so don’t bother much with this one.
- Back aerial: Quite powerful, and can be used in a pinch as a very situational kill move. Don’t focus on this one.
- Up aerial: A lot of range and power, but it’s quite slow. Again, don’t focus on this move. Super Missiles are Mii Gunner’s bread and butter.
- Down aerial: A strong meteor smash. Mii Gunner doesn’t need to go off-stage to gimp, though, because Bomb Drop and Grenade Launch are usually enough.
- Forward throw: Very weak and deals little knockback. Mostly useless.
- Back throw: Also very weak, but it can at least KO at high percentages.
- Up throw: One of the most damaging up throws in the game. Don’t grab much (if at all) while playing against the amiibo; none of its throws are good enough to be worth the potential ending lag of missing the grab.
- Down throw: Mostly useless. Doesn’t combo into too much and is outclassed because Mii Gunner could fire two Super Missiles in the time it takes to down throw.
- Grenade Launch: Best used infrequently as an edgeguard. Charge it up and let loose. Don’t use it if the opponent is on-stage.
- Gunner Missile: Mii Gunner’s best move. Spam it to no end. As silly as it sounds, Super Missile (which is fired when inputting the move like a smash attack) is what makes this character top-tier. Only stop firing Super Missiles when the opponent is directly next to you.
- Arm Rocket: For recovery purposes only. It can be aimed fluidly and mid-ascent, and will almost always get Mii Gunner back on-stage.
- Bomb Drop: Can be used in the air and at close range. Don’t use it too often, though, or else the amiibo will prioritize bombs over missiles. Missiles should be its top priority.
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This guide was cross-posted from our sister site Exion Vault.