Mii GunnerSmash Ultimate

Mii Gunner’s Best Kill Moves

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

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/AttackWario RoyWolf
SM/CB combo 68% (L); 96% (C)59% (L); 86% (C)58% (L); 85% (C)
Cannon
Jump
Kick
85% (DJH); 112% (SO)84% (DJH); 106% (SO) 80% (DJH); 100% (SO)
Up Air
(DJH)
95%90-91%88%
Charge Blast85% (L); 113% (C)76% (L); 103% (C)75% (L); 102% (C)
Down Air94% (L); 127% (C) 86% (L); 116% (C) 85% (L); 115% (C)
Stealth Burst101% (LR); 129% (MR);
139% (SR)
96-97% (LR); 123% (MR); 132% (SR) 95% (LR); 118% (MR); 128% (SR)
Up Smash110%; 73% (FC)103%; 68% (FC)102%; 67% (FC)
Down Smash (back hit) 69% (L); 44% (L)(FC); 102% (C);
70% (C)(FC)
61% (L); 37% (L)(FC); 94% (C);
64% (C)(FC)
60% (L); 37% (L)(FC); 91% (C);
62% (C)(FC)
Forward Smash 75% (L); 47% (L)(FC); 112-121% (C); 77% (C)(FC)69% (L); 42% (L)(FC); 102-105% (C); 69% (C)(FC) 68% (L); 40% (L)(FC); 101-105% (C); 66% (C)(FC)
Down Smash (front hit)94% (L); 65% (L)(FC); 127% (C);
90% (C)(FC)
84% (L); 58% (L)(FC); 117% (C);
83% (C)(FC)
84-85% (L); 58% (L)(FC);
115% (C); 81% (C)(FC)
Grenade/SB combo125%117%113-115%
Back Air104% (L); 137% (C) 95% (L); 127% (C) 93-95% (L); 125% (C)
Up Tilt145% (SO); 128-130% (OA)138% (SO); 125-127% (OA) 135% (SO); 119% (OA)
Down Tilt147%140%137%
Dash Attack126% (L); 183% (C) 111% (L); 169% (C) 110% (L); 165% (C)
Super Missile130% (L); 178% (C)117% (L); 165% (C) 118% (L); 162% (C)
Grenade138% (L); 178% (C)126% (L); 164% (C) 126% (L); 162% (C)
Forward Tilt152% (L); 209% (C)139% (L); 193% (C) 137% (L); 190% (C)
Back Throw157% (L); 212% (C)141% (L); 196% (C) 141% (L); 193% (C)
Bomb Drop182%174%170%
Forward Air193% (L)175% (L); 236% (C)175% (L); 231% (C)
Full 3-hit Jab195% (L)175% (L)175% (L)
Up Throw203%196%194%
Forward Throw235% (L)212% (L)208% (L)
Neutral Air261% (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/AttackWario RoyWolf
SM/CB combo 68% (L)59% (L)58% (L)
Forward Smash 75% (L)69% (L) 68% (L)
Charge Blast 85% (L) 76% (L) 75% (L)
Cannon Jump Kick85% (DJH); 112% (SO)84% (DJH); 106% (SO) 80% (DJH); 100% (SO)
Down Smash (front hit) 94% (L) 84% (L)84-85% (L)
Up Air
(DJH)
95%90-91%88%
Stealth Burst101% (LR); 129% (MR);
139% (SR)
96-97% (LR); 123% (MR); 132% (SR) 95% (LR); 118% (MR);
128% (SR)
Back Air 104% (L)95% (L)
93-95% (L); 125% (C)

Up Smash

110%

103%

102%
Grenade/SB combo125%117%113-115%
Dash Attack 126% (L)111% (L) 110% (L)
Super Missile 130% (L)117% (L) 118% (L)
Grenade 138% (L)126% (L)126% (L)
Up Tilt145% (SO); 128-130% (OA)138% (SO); 125-127% (OA) 135% (SO); 119% (OA)
Down Tilt147%140%137%
Forward Tilt152% (L)139% (L) 137% (L)
Back Throw157% (L)141% (L) 141% (L)
Bomb Drop182%174%170%
Forward Air193% (L)175% (L)175% (L)
Full 3-hit Jab195% (L)175% (L)175% (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/AttackWario RoyWolf
Cannon Jump Kick 85% (DJH); 112% (SO) 84% (DJH); 106% (SO) 80% (DJH); 100% (SO)
SM/CB combo 96% (C)86% (C)85% (C)
Up Air
(DJH)
95%90-91%88%
Up Smash 110%103% 102%
Charge Blast113% (C)103% (C)102% (C)
Forward Smash 112-121% (C)102-105% (C)101-105% (C)
Grenade/SB combo 125% 117% 113-115%
Down Smash (front hit) 127% (C)117% (C)115% (C)
Stealth Burst129% (MR); 139% (SR)123% (MR); 132% (SR) 118% (MR); 128% (SR)
Up Tilt 145% (SO); 128-130% (OA) 138% (SO); 125-127% (OA) 135% (SO); 119% (OA)
Back Air 137% (C) 127% (C) 125% (C)
Down Tilt 147% 140% 137%
Grenade 178% (C) 164% (C) 162% (C)
Super Missile 178% (C) 165% (C) 162% (C)
Dash Attack 183% (C) 169% (C) 165% (C)
Bomb Drop 182% 174% 170%
Up Throw 203% 196% 194%
Forward Tilt209% (C)193% (C) 190% (C)
Back Throw212% (C)196% (C) 193% (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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