Shulk 101

Mii Gunner

Community Rating:
+0.5 (Slight Advantage)

Professional Rating:
+0.8 (Advantage)
Note: Due to lack of competitive plays on the Miis, the guide will be concise and mostly focus on default (1111) moves. A Quick Guide section is not needed.
MG: Mii Gunner


  • NS Charge Blast (think like Samus’s Charge Shot): Chargeable, powerful projectile.
    • NC1 Laser Blaze (think like Fox’s Blaster): Laser beams with no knockback nor flinching. Slight pushback effect.
    • NC2 Grenade Launch: Grenade in an arcing trajectory that explodes upon contact with an enemy or after its fuse runs out. Can travel far with more charge. It explodes multiple times to trap opponents. Good tool to edgeguard or for spacing. Shulk cannot use Nair against the grenades because it will explode and hurt Shulk.
  • SideB Flame Pillar (think like Robin’s Arcfire and Ness’s PK Fire, but with Lucas’s strong PK Fire): A miniature inferno diagonally toward the ground. Useful for ledge trapping.
    • SC1 Stealth Burst (think like Zelda’s Din Flare): An invisible, long-ranged, forward shot before exploding. Very good for edgeguarding unless the opponent can resue their recoveries after getting hit.
    • SC2 Gunner Missile (think like Samus’ Missiles): Homing missile or super missile without homing. Homing is more accurate tracking while super missiles deal more knockback and have less starting and ending lag.
  • UpB Lunar Launch: Recoil launch below for vertical recovery. Can be used to edgeguard below.
    • UC1 Cannon Uppercut (think like Palutena’s Rocket Jump): A concussive blast, then fly in the air while punching into the air. The blast can spike, can hit twice, and is strong, but its recovery is lacking.
    • UC2 Arm Rocket (think like Pit’s Power of Flight): A small flame burst that propels MG with a stream of flames. MG can control the direction from straight upwards to nearly horizontal. Better recovery than Lunar Launch.
  • DownB Echo Reflector (think like Fox’s Reflector): Octagonal barrier that reflects projectiles with slight damage and knockback on startup.
    • DC1 Bomb Drop (think like Samus’ Bomb): Shoots a bomb that rolls in a short distance. Explodes after a few seconds or it hits the opponent with more power. Has a lot of lag onstage, but can be used for edgeguarding.
    • DC2 Absorbing Vortex (think like PSI Magnet): Absorbs energy-based projectiles. After a jump, it pushes MG upward slightly for an increased recovery distance.


  • Jump or Speed Art
    • Aggressive mobility Arts are great at breaking MG’s zone, pressure, and poor mobility.
    • Shield Art should be avoided as MG has no reason to approach. MG may also get Shulk offstage.
  • MG has top tier neutral with fast attacks, versatile projectiles, fast grab, and superb range. SH Fair and Charge Blast are long ranged and safe poking projectiles (similar to Villager’s aerial slingshots) that also gives MG great burst of mobility and decent mobility overall in the form of Gundashing. Grenades and Bombs are useful to cover the floor/platforms in unison. Missiles are very potent walling tools that can also switch to offense.
    • MG has a very poor grab game with very low damage throws, lacks combos, and kills. For a long-ranged fighter, they lack long-ranged KO options. Their strongest moves are effective at close range.
    • Being a projectile and defensive user, MG can camp, but Shulk can also camp with his mobility Arts.
  • When MG is forced to fight up close, it will use Jab, tilts, grabs, or Usmash/Dsmash. Utilt OoS is great, and Fsmash can cover rolls and spot dodges.
  • Vision should be avoided against Gunner’s Fair as they can react with a Charge Shot or a Dash Grab.
  • When Shulk is at kill %, Shulk must space himself as MG is forced to get up close to use their kill moves.
    • MG’s Usmash at spawn ledge of Final Destination: +128%.
    • MG’s Dsmash 2nd hit behind at spawn ledge of Final Destination: +132%.
    • MG’s full Charge Blast at spawn ledge of Final Destination: +138%.
    • MG’s Dtilt at spawn ledge of Final Destination: +141%.
    • MG’s Bair at spawn ledge of Final Destination: +144%.


  • Juggling
    • Breaking their zone leads MG into their weak game. MG cannot deal with pressure and thrives off of having space to control the opponent's movement while limiting their potions.
    • Monado Purge does not work, but it can kill at +72%.
  • Offstage
    • Shulk can edgeguard against MG’s subpar recovery (at least 1111).


  • Juggling
    • MG’s Uair can cover air dodges.
  • Offstage
    • MG wants to throw Shulk off stage or at the ledge to land a kill. They will use Fair to poke if Shulk tries to recover horizontally. MG's tilts and smash attacks can hit and kill Shulk hanging on with no ledge invulnerability. Dropping down with Uair intercepts most horizontal and diagonal recoveries. Grenades, Bombs, and Missiles cover recoveries and the ledge itself. UC2 Arm Rocket’s spike hitbox completely obliterates all non-sweetspotted recoveries.
  • Ledge
    • Flame Pillar is great at limiting Shulk’s ledge options. A well-timed Fsmash can theoretically cover all ledge options, SH Nair and Usmash catches ledge jump, and Dsmash and Fsmash catches ledge roll. MG’s smash attacks, however, are risky and can be punished.
  • MG's smash attacks are decently strong, but are multi-hit moves, allowing Shulk to fall out of them.

Other Notes

  • Notable good attributes:
    • Can wall jump.
  • Notable bad attributes:
    • Ledge Getup: Intangible 1-43; FAF 45 [55th-58th]
    • Ledge Hanging Hurtbox Vulnerability: Low Tier
    • Run Speed: 1.3 [53rd-54th]
Author: TrueSapphire
Sources: Sir Antoine’s competitive guide, Smash Wiki, and public information of the MG’s community.

Mii Gunner (100)-

  • Against Dtilt, DI down and away.
  • Against Usmash and Dsmash’s 2nd hit, DI in.
  • Forward Throw (C)
    • For this one DI doesn't matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don't get read on that either. DI away if you want. At low percent it doesn't even send you hard enough that you will need a tech so don't worry about it.
  • Up Throw/Down Throw (C)
    • I can kinda sorta maybe see these comboing into up air, so DI up and in for down throw and up only for up throw.
  • Up Throw (K)
    • Try to DI forward to avoid the laser, this might work with some characters but from my testing it seems that Mario always get hit with the laser at percent normally seen in a competitive match. If the laser hits it kills at about 190%
  • Back Throw (K)
    • If you DI up and forward, the laser shouldn't hit at kill percent so this move won't kill (at least with Mario). Otherwise it kills from the edge at about 170%

Information from this guide on Smashboards

Note: Flat stages, wide stages, and Lunar Launch stage spikes are the best for MG. Platforms can interfere MB’s projectiles because opponents can land on the platforms.
Preferred Starters: 1) LC, 2) BF, 3) SV
Counterpicks: 1) LC, 2) BF, 3) DL64, 4) SV
Ban/Strike: 1) FD, 2) T&C

Gunner's Best Stages:

  • Final Destination
    • A flat stage boosts MG’s zoning game as the opponent has limited options to land.
  • Town & City
    • With platforms, Platforms allow MG’s opponents to land in different places, hindering MB’s zoning game.
    • When the stage transitions to Final Destination, it boosts MG’s zoning game.
  • Smashville
    • While the stage is mostly flat, it is a small stage, thus lowering MG’s zoning game.
    • The moving platform allows MG’s opponent to escape Flame Pillar edgeguards, but not a full Charge Blast if MG reads the landing.

Gunner's Worst Stages:

  • Battlefield
    • Platforms allow MG’s opponents to land in different places, hindering MB’s zoning game.
  • Dream Land 64
    • Platforms allow MG’s opponents to land in different places, hindering MB’s zoning game.
  • Lylat Cruise
    • Platforms allow MG’s opponents to land in different places, hindering MB’s zoning game.
    • Tilting can mess up MG’s projectiles.
      • Flamer Pillar at the ledge is impossible to use to edgeguard.
    • A small stage for MG’s opponents to approach easily.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • The flat stage can help MG’s zoning game, but the tree and bush allow their opponents to land and camp. Shulk excels at this with his Jump Art camping.
    • The birds can interfere MG’s projectiles.
    • With a vertical wall, it prevents MG’s stage spikes.
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Last updated by TrueSapphire on July 29th, 2018 at 05:48 PM