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Mii Gunner Smash Ultimate

Mii Gunner’s Best Kill Moves


An in-depth guide to Mii Gunner's best KO options at
different percentages

Shimi • April 1, 2019

So you’re a Mii Gunner main who dominates the


neutral game and consistently builds up damage on
your opponents. But what are your best kill options to
close out the stock? This is vital information that
could help you seal the victory. Lucky for you, I’ve
tested all of Mii Gunner’s moves to obtain this data.
And if you don’t play this character, you can use this
information to avoid certain moves and extend your
stock when fighting against a Mii Gunner.
Testing Methodology
Before we get to the moves and numbers, let’s
discuss the testing methodology to help you better
understand the data. There are currently 77
characters in Smash Ultimate, including echo fighters
(before Joker’s release). I tested the moves on Wario,
Roy, and Wolf on Final Destination with no DI
(directional influence), underdog boost (rage), or
staling. Each of these factors can affect in-game kill
percentages.

Wario is a popular heavyweight with a weight of 107


units, the 12th heaviest character in Smash Ultimate,
and the same weight as Simon, Richtor, Ridley, and
Ike. As a result, Gunner can kill almost all characters
in the game (except for superheavies) at or below the
percentages he kills Wario. Roy is a popular
middleweight with a weight of 95 units, the 37th
heaviest character, and the same weight as Chrom,
Robin, and Pacman. As such, his kill percentages will
be a good reference point for most characters in the
game, and Mii Gunner will kill half the cast at the same
or lower percentages.
I tested Wolf because he is such a common opponent;
I wanted to know his exact percentages, although he
is close in weight to Roy. Wolf is a popular
middleweight character with a weight of 92 units, the
45th heaviest character, and the same weight as Ice
Climbers, Villager, and Lucario. In between Roy and
Wolf are Inkling, Ness, Lucas, and Mii Brawler, so all of
their kill percentages will be similar or identical to Roy
and Wolf. Comparing the Roy and Wolf numbers gives
us an idea of how a small weight difference affects kill
percentages.

One final note: this article discusses the best kill


moves on stage. I didn’t test percentages for edge-
guarding tactics, which may be Mii Gunner’s easiest
and earliest way to kill.

Kill Moves and Percentages


Against Wario, Roy, and Wolf
Here’s the legend for the table below:

SM: SUPER MISSILE.

CB: CHARGE BLAST.


:
L: LEDGE. Opponent is standing onstage near the
ledge but with both feet still touching the ground
(not at absolute edge).

C: CENTER. Opponent is standing in center circle


of Final Destination (respawn position).

DJH: DOUBLE JUMP HEIGHT. Move was


performed at the beginning of a double jump with
opponent immediately above.

SO: STANDING OPPONENT. Opponent is


standing on ground level of stage.

LR: LONG RANGE. Stealth Burst was shot from a


distance of about 1-2 units less than full ledge to
ledge distance. KO’s at upper blastzone.

MR: MEDIUM RANGE. Stealth Burst was shot


while Gunner is at center and opponent stands at
ledge. KO’s at upper blast zone and can kill
opponent standing anywhere.

SR: SHORT RANGE. Stealth Burst was shot from


minimum distance by tapping Side B. This is
about the distance of 1/3 the stage. KO’s at upper
blast zone and can kill opponent standing
anywhere.
:
FC: FULLY CHARGED. Indicates a fully charged
smash attack.

OA: OPPONENT ABOVE. Gunner attacks an


opponent above him.

SB: STEALTH BURST.

Move/Attack Wario Roy Wolf

SM/CB 68% (L); 59% (L); 58% (L);


combo 96% (C) 86% (C) 85% (C)

85% 84% 80%


Cannon
(DJH); (DJH); (DJH);
Jump
112% 106% 100%
Kick
(SO) (SO) (SO)

Up Air
95% 90-91% 88%
(DJH)

85% (L); 76% (L); 75% (L);


Charge Blast
113% (C) 103% (C) 102% (C)

94% (L); 86% (L); 85% (L);


Down Air
127% (C) 116% (C) 115% (C)
:
101%
96-97% 95% (LR);
(LR);
(LR); 118%
129%
Stealth Burst 123% (MR);
(MR);
(MR); 128%
139%
132% (SR) (SR)
(SR)

110%; 103%; 102%;


Up Smash
73% (FC) 68% (FC) 67% (FC)

69% (L); 61% (L); 60% (L);


44% (L) 37% (L) 37% (L)
Down
(FC); (FC); 94% (FC); 91%
Smash (back
102% (C); (C); (C);
hit)
70% (C) 64% (C) 62% (C)
(FC) (FC) (FC)

75% (L); 69% (L); 68% (L);


47% (L) 42% (L) 40% (L)
Forward (FC); 112- (FC); 102- (FC); 101-
Smash 121% (C); 105% (C); 105% (C);
77% (C) 69% (C) 66% (C)
(FC) (FC) (FC)

94% (L); 84% (L); 84-85%


:
Down 65% (L) 58% (L) (L); 58%
Smash (front (FC); (FC); (L)(FC);
hit) 127% (C); 117% (C); 115% (C);
90% (C) 83% (C) 81% (C)
(FC) (FC) (FC)

Grenade/SB
125% 117% 113-115%
combo

93-95%
104% (L); 95% (L);
Back Air (L); 125%
137% (C) 127% (C)
(C)

145%
138% 135%
(SO);
(SO); 125- (SO);
Up Tilt 128-
127% 119%
130%
(OA) (OA)
(OA)

Down Tilt 147% 140% 137%

126% (L); 111% (L); 110% (L);


Dash Attack
183% (C) 169% (C) 165% (C)

Super 130% (L); 117% (L); 118% (L);


Missile 178% (C) 165% (C) 162% (C)
:
138% (L); 126% (L); 126% (L);
Grenade
178% (C) 164% (C) 162% (C)

152% (L); 139% (L); 137% (L);


Forward Tilt
209% (C) 193% (C) 190% (C)

157% (L); 141% (L); 141% (L);


Back Throw
212% (C) 196% (C) 193% (C)

Bomb Drop 182% 174% 170%

175% (L); 175% (L);


Forward Air 193% (L)
236% (C) 231% (C)

Full 3-hit Jab 195% (L) 175% (L) 175% (L)

Up Throw 203% 196% 194%

Forward
235% (L) 212% (L) 208% (L)
Throw

Neutral Air 261% (L) 236% (L) 234% (L)

Alright, so that’s a lot of data points but some of the


moves are clearly not useful to us: hopefully you’re not
:
trying to Nair Wario near the ledge at 261% to close a
stock. So let’s narrow it down to Gunner’s best
options. To do that, we’ll look at kill options near the
ledge and at center stage separately.

Best Kill Options at the Ledge


Looking at the numbers above, it’s clear that Gunner
has a much easier time killing (and more kill options)
near the ledge than center stage. Therefore, it’s
important to maintain stage control and keep your
opponent somewhere near the ledge. In fact, stage
control may be the most important aspect of Mii
Gunner’s kill setups.

Here are Mii Gunner’s most useful kill moves when the
opponent is at or near the ledge.

Move/Attack Wario Roy Wolf

SM/CB 58%
68% (L) 59% (L)
combo (L)

Forward 68%
75% (L) 69% (L)
Smash (L)
:
Charge Blast 85% (L) 76% (L) 75% (L)

85% 80%
Cannon (DJH); 84% (DJH); (DJH);
Jump Kick 112% 106% (SO) 100%
(SO) (SO)

Down 84-
Smash (front 94% (L) 84% (L) 85%
hit) (L)

Up Air
95% 90-91% 88%
(DJH)

101% 95%
(LR); 96-97% (LR);
129% (LR); 123% 118%
Stealth Burst
(MR); (MR); 132% (MR);
139% (SR) 128%
(SR) (SR)

93-

Back Air 95%


104% (L) 95% (L)
(L);
125%
:
(C)

Up Smash 110% 103% 102%

Grenade/SB 113-
125% 117%
combo 115%

110%
Dash Attack 126% (L) 111% (L)
(L)

Super 118%
130% (L) 117% (L)
Missile (L)

126%
Grenade 138% (L) 126% (L)
(L)

145%
135%
(SO); 138% (SO);
(SO);
Up Tilt 128- 125-127%
119%
130% (OA)
(OA)
(OA)

Down Tilt 147% 140% 137%

137%
Forward Tilt 152% (L) 139% (L)
(L)
:
141%
Back Throw 157% (L) 141% (L)
(L)

Bomb Drop 182% 174% 170%

175%
Forward Air 193% (L) 175% (L)
(L)

175%
Full 3-hit Jab 195% (L) 175% (L)
(L)

I’ve intentionally left out down air and the back hit of
down smash from this list because I don’t think you
can work them into a kill setup intentionally. If you
happen to be right above an opponent near the ledge
with a chance to strike with a down air, it’s a wonderful
kill option that you should try. But otherwise, you
should focus on the moves above.

Best Kill Options at Center Stage


At center stage (when opponent is standing in the
center circle of FD), Mii Gunner’s best options change
and shuffle order quite a bit. Notably, moves that
:
launch vertically start looking much more attractive.
In fact, the top 4 kills moves (and 6 of the top 8) all KO
at the upper blastzone. These are Mii Gunner’s best
kill options if you find your opponent at center stage:

Move/Attack Wario Roy Wolf

80%
85% 84%
Cannon (DJH);
(DJH); (DJH);
Jump Kick 100%
112% (SO) 106% (SO)
(SO)

SM/CB
96% (C) 86% (C) 85% (C)
combo

Up Air
95% 90-91% 88%
(DJH)

Up Smash 110% 103% 102%

102%
Charge Blast 113% (C) 103% (C)
(C)

101-
Forward 112-121% 102-105%
105%
Smash (C) (C)
(C)
:
Grenade/SB 113-
125% 117%
combo 115%

Down
Smash (front 127% (C) 117% (C) 115% (C)
hit)

118%
129% 123%
(MR);
Stealth Burst (MR); (MR);
128%
139% (SR) 132% (SR)
(SR)

135%
145% 138%
(SO);
Up Tilt (SO); 128- (SO); 125-
119%
130% (OA) 127% (OA)
(OA)

125%
Back Air 137% (C) 127% (C)
(C)

Down Tilt 147% 140% 137%

162%
Grenade 178% (C) 164% (C)
(C)

Super 162%
178% (C) 165% (C)
Missile (C)
:
165%
Dash Attack 183% (C) 169% (C)
(C)

Bomb Drop 182% 174% 170%

Up Throw 203% 196% 194%

190%
Forward Tilt 209% (C) 193% (C)
(C)

193%
Back Throw 212% (C) 196% (C)
(C)

Best Kill Options After a Shield


Break
After a shield break, a charged smash attack is your
best option. Near the ledge, the back hit of down
smash will kill Wario at 44%, and Roy and Wolf at
37%. Down smash is a bit stronger than forward
smash (which kills Wario at 47%, Roy at 42%, and
Wolf at 40%) and its launch angle is also more difficult
to DI. At center stage, you probably should use a fully
charged up smash (kills Wario at 73%, Roy at 68%,
and Wolf at 67%) or fully charged down smash’s back
:
hit, which killed in tests at a few percents lower (70%,
64%, and 62% respectively). I suspect it’s more
difficult to DI up smash, but I’m not sure.
:

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