mii gunner

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Ground Attacks

Jab 1
5
25
--
Transitions to jab 2 as early as frame 8
1.7
7
3
--
-17
5—6
Jab 2
4
25
--
Transitions to jab 3 as early as frame 11
1.8
4
3
--
-18
4—6
Jab 3
6/12
36
--
--
1.0/4.5
3/6
0/5
--
-19
6—8, 12—13
Forward Tilt
7
33
--
--
13.0/10.5/8.0
9/8/7
12/10/8
Early/Late/Later
-14
7—8/9—10/11—12)
Up Tilt
5
37
--
--
10.0
8
10
--
-22
5—7/8—9
Down Tilt
8
40
--
--
14.0
10
13
--
-19
8—10
Dash Attack
10
45
--
--
11.0
8
15
--
-20
10—14
Forward Smash
17/21/25/29/33/37/40
77
--
Charge hold is frame 5
1.8/7.5
4/16
3/6
Multi/Final
-31
17/21/25/29/33/37/40
Up Smash
11/15/19/23/27
55
--
Charge hold is frame 7
3.0/2.5/7.0
5/5/7
3/3/6
First/multi/final
-22
11—12/15—16/19—20/23—24/27—28
Down Smash
9/23
52
--
Charge hold is frame 5
11.5/14.0
9/10
8/10
--
-35/-19
9/23—25

Aerial Attacks

Neutral Air
8
41
11
Autocancels on frame 1-3 and 35 onward
10.0
8
4
--
-7
8—21
Forward Air
12
43
12
Autocancels on frame 44 onward
8.0/6.0
7/6
4/3
Early/Late
-1
12—16
Back Air
9
47
11
Autocancels on frame 1-3 and 32 onward
13.0
9
5
--
-6
9—10
Up Air
17/18/21/24/27/30/34
59
13
Autocancels on frame 1-10 and 58 onward
1.8/4.0
4/5
2/3
Multi/Final
-11/-10
17/18/21/24/27/30/34
Down Air
20
54
17
Autocancels on frame 1-3 and 54 onward
15.0/10.0/12.0
10/8/9
5/4/5
Far/close/late
-12/-13/-12
20—21/22—25

Special Attacks

Charge Blast
3(+12)
39
--
Startup is 3 from charge state. 12 frames to enter charge state. 4 to cancel charge with shield. Takes 132 frames to reach full charge
4.0—26.0
8—23
2—8
--
-26 to -5
**
Laser Blaze
10
42
--
Fire rate is one shot per 22 frames
5.0
6
3
--
-23
10—**
Grenade Launch
36
53
--
Explosion hits are: 1/6/11/16/18
1.3/6.5
4/6
-/3
Multi/Final
+10
**
Flame Pillar
21
63
--
Eruption hits: 1/9/17/25/33. Will not erupt on shields
2.2/2.7
4
2
Multi/Final
-36
**
Stealth Burst
36—66
70—105
--
Startup is 5 from release.
12.1—18.0
9—11
4—6
--
-21 to -17
**
Gunner Missile (Homing)
27
46
--
--
7.5
7
3
--
-9
27—121
Gunner Missle (Super)
23
49
--
--
14.5
10
5
--
-11
23—93
Lunar Launch
12
--
18
--
7.0
7
3
--
--
12—25
Cannon Jump Kick
6/10
--
28
Invulnerable on frame 6 on the ground.
9.0/8.0/6.0
16/15/13
9/8/6
first/second/late
**
6—7/(10—15/16—30)
Arm Rocket
**
--
14
--
--
--
--
--
--
**
Echo Reflector
3 (4 is Start of Reflector)
38
--
Reflects on 4. Total frames is the minimum usage. Endlag is 15 frames otherwise.
2.0
7
3
--
-32
**
Bomb Drop
18—133
53
--
Auto detonates on 134. Or six frames after contact
2.0/9.0
4/7
-/4
contact/explosion
-18
18—133/1—4
Absorbing Vortex
7
27
--
Endlag from extended use is 9. Total frames is the minimum use. Absorbs on frame 7
4.0
5
5
--
-10
7—11

Grabs / Throws

Grab
6
34
--
--
--
Dash Grab
9
42
--
--
--
Pivot Grab
10
37
--
--
--
Pummel
1
19
--
Total frames includes 14 frames of hitlag
1.3
Forward Throw
10/12
33
--
--
4.0/3.0
Backward Throw
10
49
--
Shoots blaster on 20.
7.0/3.0
Up Throw
7
51
--
Shoots blaster on 18 and 28
7.0/3.0
Down Throw
16
40
--
--
7.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
52
10
Invulnerable on frame 3-29
Air Dodge, Down
73
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
82
11-19
Invulnerable on frame 3-21
Air Dodge, Left/Right
87
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
103
11-19
Invulnerable on frame 3-21
Air Dodge, Up
114
11-19
Invulnerable on frame 3-21

Misc Info

Weight — 104
Gravity — 0.098
Walk Speed — 1.00
Run Speed — 1.37
Initial Dash — 1.63
Air Speed — 0.93
Total Air Acceleration — 0.053
SH / FH / SHFF / FHFF Frames — 34 / 49 / 24 / 35
Fall Speed / Fast Fall Speed — 1.45 / 2.32
Out of Shield, Up B(#2) — 6 frames
Out of Shield, Neutral Air or Up Smash — 11 frames
Out of Shield, Back Air or Up B(#1) — 12 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)