It’s by far the most popular choice among Mii Gunner players, and the reason is clear. Woops! catching a landing after they burn a double jump). Pro player, HugS, currently runs 1232, which is the moveset with the most KO power. down special doesn’t matter i just use the one that sends me straight down as it kills at low percents and off stage i can get hilarious kills, (Exploding sidekick) it’s ok but pick it because the others suck, (That side specail that punches them a bunch the kicks the upward) this one is GREAT because it kills at one hundred and it has a bigger rage buff than a lot and if ur damage is high u can get some Jane early kills, (Soaring axe kick) this one is a kill option at high percent and a Great suicide option to kill opponents, (Counter throw) pick bowser vs ur mii have bowser fully charge his f-smash counter it and boom u will love it, Hope this helps Also pick the baby voice with a high pitch, New comments cannot be posted and votes cannot be cast. With 1132, Gunner lacks control of horizontal space, which is key to Gunner’s success. But if you know you’re facing a Belmont, Link, or other projectile character in tournament, you can use reflector instead. Super missile will KO at about 117%. What do you recommend? If you opt to use CJK for your up special, you probably must choose Echo Reflector or Absorbing Vortex as your down special. Shot Put is an incredible edgeguarding projectile; it's basically the Belmont's axe.
Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts! Uncharged, Charge Blast is a small projectile that inflicts only 4.8% damage, causing your opponent to flinch but otherwise having no knockback. Mixing up homing and super missiles in neutral is a great way to keep opponents off guard.
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But be careful because opponents can hit bombs back at you with melee attacks, causing you to take the damage instead. It really isn't useful when using on enemies regularly, but in a situation when the enemy attempts a recovery from the bottom blast zone, you can time your throw and aim right so the shot put shoots off the edge, possibly hitting the enemy which stops their recovery from working. GameCube Controller Super Smash Bros. up special must be the one thats like clouds (i think it is called soaring axe kick) it is a good suicide and flat kill move as it has a huge spike if you press repeatedly for your guy to fly up and down. Down special Recommendation: Bomb Drop is your best option because it’s effective against all opponents. The second reason the two work together so well is that you can force opponents to react to missiles (by jumping or rolling) and catch them with a well timed Charge Blast (i.e. This requires aim/timing and Gunner is stuck in place until the projectile explodes. It’s often difficult to land on smart opponents but sometimes chains into itself several times in a row. from an intangible opponent that just respawned) because it covers so much distance and has relatively low end-lag on landing. I'm not so sure on Tallest/Fattest. Bomb Drop is a nice additional tool that controls short range space and helps pressure opponents during ledge traps and edge guards. Defeating Mii Swordfighter automatically adds the default Mii Swordfighter under the name Mii with a default 1111 moveset to the list of Mii Fighters for all modes where Mii Swordfighters are usable. But I sometimes use the latter because it’s just such a blast. if that was the case, then i think mach punch would be a more viable pick, as you float when you activate it for the first time when in the air.
I have been doing some research on different kinds of Mii's and came to some discoveries: the thin Mii's have the shortest range and the short Mii's have faster walking and running speed. But this hitbox otherwise has no use. While this special does serve a purpose, the other two options are clearly better. shotput for edge guard, as well as decently safe projectile mixup. Ultimate Edition Pro Controller - Switch, Nintendo Switch Super Smash Bros. Only use I see for SAK is the suicide kill factor offstage and maybe power onstage if the down kick is strong since TU is pretty weak when it comes to launch power. Welcome to Smashboards, the world's largest Super Smash Brothers community! side special is indecisive. It inflicts 14.6% damage and can KO at 126%. Missiles and Charge Blast are redundant in the sense that they control the same horizontal space. With the 1332 moveset, you have 4 powerful projectiles (missiles are two projectiles) and strong control of horizontal space. You must log in or register to reply here. As a Mii Fighter, their specials are determinant on the player's choice.
A fully charged blast will cause about 70% shield damage, taking away your opponent’s shield option for a while decent shield damage (Version 3.0 nerfed shield damage considerably). Woops! Stealth Burst shines in catching landings and airborne fighters who are are trying to make it back to stage.
Mii Gunner’s up specials give you two great recovery options and one bad one that’s an amazingly strong attack. Instead of doing a planned aerial attack, if you see the opponent shielding, you can drop a bomb that you can follow up on after you land. The neutral’s are all niche and it’s hard to argue against having the only available projectile in the arsenal, but the other two options have their uses. Its explosion lingers for quite some time: whether it hits an opponent or his shield, you have enough time to run up and grab the opponent, up tilt, or dash attack. Ultimate Edition, Nintendo Super Smash Bros. idk, they nerfed helicopter kick so much I’d say 1112 is better now. It’s two projectiles in one special, a super missile (flick/smash input) and homing missile (tilt input). Option 1 is Flame Pillar, which is similar to a Belmont holy water or Ness PK fire. Echo Reflector and Absorbing Vortex are niche specials that provide their main benefits against only certain characters. I prefer the Reversal slash for facing projectile special opponents and blocking recoveries. Opponents can negate the projectile (before it explodes) with any hitbox, but that’s risky business. Soaring Axe Kick actually seems to provide rather equal vertical and horizontal distance with Thrust Uppercut though the former reaches its peak faster, the latter goes horizontal faster (SAK has you fall faster since you reach the peak faster, then you just drift while TU can be angled like Super Jump Punch and Blazer) and the hitbox comes out faster. For example, a 10% projectile can be reflected back for 15% damage to your opponent. Option 1 is Echo Reflector, which is similar to Fox’s reflector. For B (Or Special Move), I use the Shot Put.
Ultimate. I want to mention that Blade Counter seems to have far more knockback than other counter moves. I’m of the mindset that every special has its use. It’s certainly a strange addition to the Smash Ultimate roster. You are currently viewing our boards as a visitor. As for up-b, skyward slash dash if you want more recovery distance, & hero's spin if you want more kill power.
None, really. And each projectile serves a unique purpose. Mii Gunner’s Best Special Moves and Movesets, Armada’s Smash Pro Analysis of Cosmos (Inkling) vs. Marss (Zero Suit Samus), How, When, and Where Smash Pros Kill — Part 3 (Dabuz), Sometimes difficult to hit a smart opponent, If reflected, difficult to avoid due to high speed, will cause heavy damage (probably 40-45%) and possibly KO, Active explosion that allows follow up attacks, Usually safe on reflectors due to launch and landing angle, but not always, Unlike Charge Blast, there is no need to charge. Half my victories come from countering a smash at the right moment and sending them flying after dealing 30% damage from that one hit. They are tied with Link, Captain Falcon, and Yoshi in terms of weight, possess an average walking speed, and the 5th slowest dashing speed in the game. At the beginning of the move, it has a fire hitbox that shoots downward from Gunner’s arm cannon. axe kick because you can barely recover below ledge without it. Option 3 is Arm Rocket, a great movement special that has no hitbox. JavaScript is disabled. In fact, missiles are Gunner’s best tool for consistent control of horizontal space.