Mii Gunner Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Mii Gunner Guide

This is a guide to using Mii Gunner in Super Smash Bros. Ultimate. Mii Gunner's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Mii Gunner's matchups, counters, and tier list placement can all be found here.

Mii Gunner Tier and Overview

Stats and General Info

Mii Gunner
Mii Gunner Image
Game Series Super Smash Bros.
Smash Bros. Debut Super Smash Bros. for WiiU/3DS
Fighter Number 53
Unlock Order Default
Number of Jumps 2
Weight 104 Units (22/87)
Dash Speed 1.37 (84/87)
Air Speed 0.93 (73/87)
Fast Fall Speed 2.32 (63/87)
Special Attributes Wall Jump

Tier List Placement

SSBU Mii Gunner Icon C Tier Tier

A fighter that excels in long range combat

Like the other Mii Fighters, Smash Ultimate Mii Gunner has access to a wide variety of specials to choose from when creating. The majority of their moves (including some of their aerials) are projectile based, allowing them to zone out their opponents and take advantage of a mostly defensive playstyle. Thery have many powerful moves, allowing them to KO their opponents at fairly decent percents.

Their weaknesses come in the form of poor mobility and frame data. Most of their moves have severe endlag, leaving them open to a whiff punish after a move ends. Because of this, they struggle greatly up close, so speedy and characters and swordies will have an edge on them. While they are rather heavy, enabling them to survive for a long time, they are easily comboed, and have poor disadvantage. Although Arm Rocket is their best recovery option, it lacks a hitbox, leaving them susceptible to edgeguarding, while their other up specials have somewhat limited recovery power.

Like the other Miis, Gunner mains will need to think hard about which specials suit their playstyle when deciding on the best moves to choose from!

See Our Tier List Here!

Mii Gunner's Strengths and Weaknesses

Strengths ・Long range on moves
・Possesses many powerful projectiles for zoning
・Player can freely choose specials
Weaknesses ・Mediocre recovery options
・Poor frame data, struggles up close
・Easily comboed

Mii Gunner Matchup Chart

Matchup Chart

Mii Gunner Image
-2
FoxWolfZero Suit Samus
-1
Captain FalconChromCloudFalcoGreninjaHeroIkeJokerLinkLucasLucinaMarioMega ManMewtwoMin MinMr. Game & WatchOlimarPalutenaPichuPikachuR.O.B.RoySephirothSheikShulkSimon/RichterSonicToon LinkVillagerYoshiYoung LinkZelda
0
Banjo & KazooieBayonettaCorrinDonkey KongDr. MarioDuck HuntInklingIsabelleJigglypuffKenLucarioMarthMeta KnightMii BrawlerMii SwordfighterNessPac-ManPeach/DaisyPit/Dark PitPokemon TrainerRobinRosalina & LumaSamus/Dark SamusSteveTerryWarioWii Fit Trainer
+1
BowserBowser Jr.BylethDiddy KongIncineroarKing DededeKing K. RoolKirbyLittle MacLuigiPiranha PlantRidleyRyuSnake
+2
GanondorfIce Climbers

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Mii Gunner.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Mii Gunner Combos

Bread and Butter Combos
Nair (Fair)→Dash Attack
(0% to 50% only)
Nair (Fair)→Forward Smash
(0% to 20% only)
Down Throw→Bair
(0% to 20% only)
Down Throw→Nair
(0% to 60% only)

Bread and Butter Combos Explanation

Combo 1
Combo 2
Combo 3
Nair (Fair)→Dash Attack
If you land neutral air or forward air while up close, this combo will be easier to land.
Nair (Fair)→Forward Smash
The percent range to land this combo is small (0% to 20%), but the damage is high.
Down Throw→Bair (Nair)
After grabbing an opponent, down throw them and connect either back air or neutral air.

Mii Gunner Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B (#2) 6 Frames
Jump → Down B (#1) 6 Frames
Shield Grab 10 Frames
Jump → Down B (#3) 10 Frames
Up Smash 11 Frames

Mii Gunner has quite poor out of shield options, and they differ a bit according to which specials you have equipped. If equipped, Cannon Jump Kick is a quick and powerful out of shield option, but it has the severe disadvantage of being a poor recovery option. Jumping into a down special (Echo Reflector / Absorbing Vortex) is a somewhat niche option that can be used if either these are equipped. If you do not have any of these moves set, then generally you will want to go for a shield grab, or simply not punish out of shield.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.04 5
Jab 2 2.16 4
Jab 3 (Hit 1) 1.2 6
Jab 3 (Hit 2) 5.4 12

Jab

Mii Gunner's jab is one of the fastest moves in their whole kit, so it is great as a get-off-me tool to keep close opponents out so that Mii Gunner can resume their zoning game.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack (Regular)
(Dash + A)
13.2 10
Forward Tilt (← or → + A) 15.6 7
Forward Tilt (Late 1)
(← or → + A)
12.6 9
Forward Tilt (Late 2) 9.6 11
Up Tilt
(↑ + A)
12/10.8 5
Up Tilt (Late) 9.6 8
Down Tilt
(↓ + A)
16.8 8

Dash Attack

Mii Gunner's dash attack has great range, but rather slow startup and long endlag, so it can be punished if whiffed. You'll mostly want to use it as a whiff punish for laggier moves. It can KO at higher percents.

Forward Tilt

Mii Gunner's forward tilt has good range, as well as damage and startup. You can turn around directly by using the attack out of a dash, so it can be used as a spacing tool.

Up Tilt

Up tilt is Mii Gunner's fastest tilt. It has a good sized hitbox in the front facing direciton of Mii Gunner, making it very useful for snuffing out an opponent's aerial approach. It doesn't combo into anything, and Mii Gunner will typically want to zone out opponents with projectiles rather than fight at close range, so only use this move when an opponent is recklessly jumping in with aerials.

Down Tilt

Mii Gunner's down tilt has quick startup, good damage, as well as knockback, making it an excellent quick whiff punish. Explosions can go through the ground, so the move can be used to prevent opponents from grabbing the ledge.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash (Multi Hit)
(Smash ← or → + A)
2.16 17
Forward Smash (Finisher) 9 40
Up Smash (Hit 1)
(Smash ↑ + A)
3.6 11
Up Smash (Hit 2) 3 15
Up Smash (Hit 3) 3 19
Up Smash (Hit 4) 3 23
Up Smash (Hit 5) 8.4 27
Down Smash (Hit 1)
(Smash ↓ + A)
13.8 9
Down Smash (Hit 2) 16.8 23

Forward Smash

Mii Gunner's Forward Smash is a strong move with good damage, range and knockback. Its long lasting hitbox makes it good for a hard read when you can predict your opponent's movement, or as an option to cover an opponent's regular ledge getup.

Up Smash

Mii Gunner's up smash deals great damage and knockback Because it covers most of the space above the Mii Gunner in an arc, it's useful as an anti-air.

Down Smash

Mii Gunner's down smash comes out very quickly and has great knockback. The blast is not as big as it looks, so it's not the best move for preventing an opponent's ledge grab, but the second hit is extremely powerful, so it can be very rewarding if used to cover an opponent's roll.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
12 8
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
9.6 12
Forward Air (Late) 7.2 17
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
15.6 9
Back Air (Late) 13.2 11
Up Air (Start)
(↑ + A While Airborne)
2.16 17
Up Air (Multi Hit) 2.16 18
Up Air (Finisher) 4.8 34
Down Air
(↓ + A While Airborne)
12/18/18 20
Down Air (Late) 9.6/14.4/14.4 22

Neutral Air

Mii Gunner's neutral air comes out quickly and covers a 360° around them. It can be used as a poking tool, as it is moderately safe on shield (-7), and since it has somewhat quick startup, it can be used as a get-off-me tool. Note that the hitbox hits behind Mii Gunner before hiting their front side, so it is not an ideal out of shield option.

Forward Air

Mii Gunner's forward air shoots out a short ranged projectile. It's multiple hits make it a decent poking tool, thanks to its little landing lag. In addition, the Mii Gunner gets pushed back from the blast of the gun, and by holding the stick in that direction, you can go even further, allowing you to use an attack while putting some distance between you and the opponent.

Back Air

Mii Gunner's back air is pretty quick, and deals great damage and knockback. You'll have to be pretty close to use it (where Mii Gunner struggles), but it's a much less risky KO option than a smash attack, making it a very useful tool in Mii Gunner's kit.

Up Air

Mii Gunner's up air has great range and a long lasting hitbox. Its horizontal hitbox is rather narrow, but it goes vertically high and is active for a long time, making it greaet for juggling opponents in disadvantage.

Down Air

Mii Gunner's down air is an explosion that can meteor smash. Since its startup is so slow, and Mii Gunner's recovery moves (other than Arm Rocket) aren't very good, so it's generally best to use it from above the ledge, instead of trying to go too deep with it.

Specials

1v1 Damage (%) Startup Frames
Neutral Special 1 (Ground/No Charge)
(B)
4.8 15
Neutral Special 1 (Ground/Fully Charged) 31.2 15
Neutral Special 2 6 10
Neutral Special 3 (Earliest/Sensor) 0 32
Neutral Special 3
(Earliest/Explosion/Multi Hit)
1.68 ?
Neutral Special 3 (Earliest/Explosion/Finisher) 7.92 ?
Side Special 1
(← or → + B)
2.4 21
Side Special 1 (Multi Hit) 2.64 ?
Side Special 1 (Finisher) 3.36 -
Side Special 2 (Earliest) 14.4+ 36
Side Special 3 (Homing Missile) 9 37
Side Special 3 (Super Missile) 17.4 23
Up Special 1
(↑ + B)
8.4 12
Up Special 2 (Hit 1) 10.8 6
Up Special 2 (Hit 2) 9.6 10
Up Special 2 (Hit 2/Late) 7.2 16
Up Special 3 - -
Down Special 1(Shortest)
(↓ + B)
2.4 3
Down Special 1(Release) - -
Down Special 2 (Bomb) 2.4 18
Down Special 2 (Explosion) 10.8 1
Down Special 3(Shortest) 4.8 7
Down Special 3(Release) - -

Neutral Special 1 - Charge Blast

One of Mii Fighter's Neutral Specials, the Charge Blast, fires a projectile that can be charged up, similar to Samus's neutral special. The charging can be cancelled in five different ways: moving the movement stick left or right to roll, moving the movement stick down to spot dodge, jumping, cancelling with shield, or pressing Special again to fire it. The more charge it has, the stronger its damage and knockback.

Neutral Special 2 - Laser Blaze

Lazer Blaze fires a weak energy shot that has weak damage but long range. You can fire repeatedly by repeatedly tapping the special button.

Neutral Special 3 - Grenade Launch

This Neutral Special fires a grenade in an arc, and it explodes either once it hits an opponent or after a certain amount of time passes. It has a fairly high rate of fire and can attack under ledges, so it's a powerful edge guarding tool.

Side Special 1 - Flame Pillar

Mii Gunner's default Side Special shoots a flame bullet diagonally downward. When it lands, it raises a pillar of fire then explodes. Flame Pillar can be used to combo into other moves, or to set off enemy projectiles, so it's a very powerful special for Mii Gunner.

Side Special 2 - Stealth Burst

Mii Gunner's second Side Special fires an invisible explosive bullet. Press and hold the special button to launch the bullet further, which increases damage and knockback. Let go of the button to detonate the bullet in its current position.

Side Special 3 - Gunner Missile

Gunner Missile has two modes: one when the Special button is pressed when the stick is tilted, the other where the Special button is pressed when the stick is flicked (Smash input). The first input sends out a weaker homing missile, while the latter input sends out a straight shooting but stronger missile. Similar to Samus missiles, these missiles are different in that they have a higher rate of fire, higher damage, but shorter range.

Up Special 1 - Lunar Launch

Mii Gunner's default Up Special shoots a blast downward in order to use the recoil to fly upwards. Since it shoots a blast downward, it can be used to prevent opponent's recoveries, but the blast can be cancelled by an opponent's attack.

Up Special 2 - Cannon Jump Kick

The Cannon Jump Kick is a move where the Gunner does an upward kick while being boosted by an explosion underneath them. It can be used as a powerful out of shield option due to its fast startup, and can also be used to prevent recoveries because the explosion has a meteor effect. It's an excellent grounded option, but it is Mii Gunner's worst special in terms of a recovery option.

Up Special 3 - Arm Rocket

Mii Gunner uses their gun as a rocket booster and flies upward, and the direction can be tilted diagonally to the left or right. While it is the best recovery option that Mii Gunner has, it also does not have a hitbox.

Down Special 1 - Echo Reflector

Echo Reflector is used to reflect back projectiles sent to the Mii Gunner. The reflected projectile deals increased damage and travels at a higher speed. You can cancel out of it with a roll or jump the moment it reflects.

Down Special 2 - Bomb Drop

As the name suggests, Mii Gunner drops a bomb in front of them. The bomb goes off when it touches an opponent, a certain amount of time passes, or if you press Down Special again. Take note that bombs will be bounced away by enemy attacks.

Down Special 3 - Absorbing Vortex

Mii Gunner's third down special is a barrier that will absorb energy based attacks and explosions to restore HP, similar to Ness's down special. While very useful in matchups against characters that have energy based moves (Snake's forward smash, Pikachu's neutral B, etc), note that physical moves like Link's arrows or boomerang will go through it and hit Gunner. The move has a hitbox on its startup too, and can be used in the air as a recovery mixup.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 6
Dash Grab - 9
Pivot Grab - 10
Forward Throw (Hitbox)
(← or → While Grabbing)
4.8 10
Forward Throw (Throw) 3.6 12
Back Throw (Hitbox)
(← or → While Grabbing)
3.6 20
Back Throw (Throw) 8.4 10
Up Throw (Hitbox, Hit 1-2)
(↑ While Grabbing)
3.6 18/28
Up Throw (Throw) 8.4 7
Down Throw (Throw)
(↓ While Grabbing)
8.4 16

Forward Throw

The Mii Gunner's forward throw is a move that launches your opponent forward. It can't be used for combos, so use it when you want to send your opponent off stage.

Back Throw

The Mii Gunner's back throw is a move that launches your opponent behind you. Like the forward throw, it can't be used for combos, so use it when you want to put your opponent off stage and gain stage control.

Up Throw

The Mii Gunner's up throw is a move that launches your opponent upwards. It can't be used for combos, so use it when you want to put an opponent with poor disadvantage in the air. It is also Mii Gunner's highest damaging throw.

Down Throw

Mii Gunner's down throw is a move that will slightly launch an opponent upward after slamming them down. It only works at low %, but it can be used as a combo starter, so use it to combo into an aerial and rack up damage.

Final Smash

Attack How to Use Effect
Full Blast Press B after obtaining the Smash Ball The Mii Gunner unleashes a long-range beam of powerful thermal energy. The laser can be aimed up or down. Any opponents captured in the beam are hit repeatedly for significant damage.

Mii Gunner Balance Changes

Version 12.0.0 Balance Patch

Change
Neutral Special 2 Increased the amount of time for additional button inputs to continuously use attacks.
Up Special 1 Increased attack speed.
Up Special 2 Extended the invincibility time.
Down Special 3 Reduced vulnerability.

Version 11.0.0 Balance Patch

Change
Forward Smash Increased attack range.
General Matched the vulnerability with other fighters when falling in place.

Version 10.1.0 Balance Patch

Change
Up Throw Adjusted launch angle.
Increased attack range for the shot fired after the throw.

Version 4.0.0 Balance Patch

Change
Up Smash Attack Made it easier to hit multiple times.
Shortened launch distance when the full combo doesn't connect.

Version 3.1.0 Balance Patch

Change
Up Smash Attack Made it easier to hit multiple times.

Version 3.0.0 Balance Patch

Change
Down Special 2 Reduced the power against shields.
Neutral Special 1 Reduced the power against shields.
Neutral Special 3 Reduced the power against shields.
Side Special 1 Reduced the power against shields.
Side Special 3 Reduced the power against shields.

Version 2.0.0 Balance Patch

Change
Forward Air Attack Shortened the landing time after using the move.

Major Changes From Smash 4

  • Can now be used in Online Smash
  • Head and body frame is much larger
  • Most actions were made stronger

How to Unlock Mii Gunner

Unlocking Via Smash Mode
NoneーUnlocked by creating a Mii Fighter
Unlocking via Classic Mode
NoneーUnlocked by creating a Mii Fighter
Unlocking via World of Light
Alola Islands

Mii Gunner can be unlocked from the beginning by going to Games & More and selecting Mii Fighter. They also can be unlocked in World of Light.

How to Unlock Characters Fast

Mii Gunner Reveal Trailer

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