Super Smash Bros. Obliteration/Mii Gunner

Mii Gunner is a Free Custom Character in Super Smash Bros. Obliteration. First Appearing in 3DS/WII U these trained soldiers can be created as Male or Female, and are exceptionally skilled in the art of Firearms and will shoot their way to the top of the Mountain of Smashers. Ready to open fire at any opponent who comes to challange them, Mii Gunner is ready to win, in a true fight for the ages.
==Attacks==
Type 	Name	Damage 	Description
Neutral 	 	(3% = Arm Cannon Strike 1-2, 4% = Flame, 10% = Total). 	Mii Gunner swings their arm cannon twice then releases a burst of flame from it. The third hit has good knockback for a jab, able to KO at extremely high percentages, though it is difficult to connect at said percentages,
Forward Tilt 	 	(9% = close, 7.5% = middle, 6% = far). 	Fires a short range energy burst. Has good reach for a close range move, but has noticeable ending lag.
Up Tilt 	 	(10% = Clean, 8% = Late). 	Uppercuts with the arm cannon, releasing flames. An effective anti-air attack with very fast startup and high knockback, being one of the Gunner's best KO moves if hit with the first frame of the attack, but has considerable ending lag. KOs at 141%.
Down Tilt 	 	(14%) 	Fires a burst of flame onto the ground in front of themselves, similarly to Samus's down tilt, though with slightly faster startup and stronger knockback that can KO at 144% (similar to the Brawl iteration of Samus's down tilt) but more ending lag, and it suffers from the most endlag of all the
Mii Gunner's tilts.
Forward Smash	 	(0.8% = hits 1-6, 5% = last hit, 9.8% = Total/All Hits Connect). 	Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents multiple times and has the second longest range of any non-projectile forward smash (right behind Corrin) along with a very long hitbox duration that makes it difficult to challenge as well as great for pressuring shields and edge guarding, and possesses decently low ending lag. However, its knockback is weak and lacks reliable KO potential on-stage, doing so at 148%.
Up Smash 	 	(3% = Hit 1, 2.5% = Hits 2-4, 5% Hit 5, 16.5% = Total/All Hits Connect).	Releases bursts of fire in an arc above its head, similarly to Samus's up smash, Cover Fire, similar to Samus up smash, it has good power, large range above the Gunner, and low ending lag. However, because of the Gunner's height, it can trap opponents in the entire move much easier than Samus, who has trouble getting smaller characters in the blast. KOs at 121%.
Down Smash 	 	(5% = Hit 1, 11% = Hit 2, 16% = Total). 	Fires two bursts of flame onto the ground, first in front then behind of themselves. Enemies that take the first hit are dragged into the second hit, similarly to Ganondorf, Toon Link and Cloud. First hit has deceptively long reach, even outranging certain long ranged moves such as Marth's forward smash,
the back hit KOs at 155% at the stage's center.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(6%) 	Sweeps its arm cannon downward in an arc around themselves. A good "get off me" option due to its duration and range that almost covers 360 degrees, similar to Ike and Black Knight,
Forward	 	(6% = Close, 4% = Far). 	Fires a weak single energy shot projectile that travels a third of Final Destination; the force of the shot pushes the Gunner backwards slightly. Can be absorbed or reflected, but is a great spacing option similar to Villager's slingshot aerials. Low landing lag but extremely high ending lag in the air, especially if using a large Mii,
Back 	 	(12%) 	Releases a burst of flames from its arm cannon behind themselves. The Gunner's most reliable aerial finisher that isn't a meteor smash,
Up 	 	(1% = Hits 1-8, 4% = Hit 9, 12%).	Unleashes a series of energy bursts upwards in quick succession, followed by a stronger burst. Acts like the Gunner's forward smash aimed vertically upwards. Somewhat awkward to use as the attack cuts off abruptly if the Gunner lands before the final shot is used, but is a good juggling tool and KO move if the final hit connects at height, it can also be used to follow up with an up tilt or up smash despite the moves' decently high landing lag.
Down 	 	(10% = Base, 15% = Tip). 	Mii Gunner pauses, then fires a single energy burst below themselves. The tip of the burst deals more damage and is a very strong, aerial-only meteor smash, in a similar fashion to Mega Man's Hard Knuckle, however, the hitbox only lasts for one frame, in a similar fashion to Palutena's down aerial, and it
has incredibly slow startup (twice the startup of her down aerial), making it very difficult to land.
==Other Attacks==
Type 	Name	Damage	Description
Floor Attack (Front)	 	(6%) 	Shoots Flame Bursts In Both Forward/Back Directions, Near The Ground.
Floor Attack (Back) 	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(6%) 	Shoots Flame Bursts In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(7%) 	Swings Their Arm Cannon Ahead While Clombing Up.
Dash Attack 	 	(10%) 	Runs forward and then performs a swinging punch with the arm cannon, blasting the enemy with flames, good knockback, opponents are sent backwards if hit by the Mii rather than the cannon or flames.
==Grabs/Throws==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(3%) 	Hits The Opponent With The Arm Cannon, A Strong But Relatively Slow Pummel.
Forward	 	(3% = Hit 1, 2% = Throw, 5% = Total).	Throws andPunches the enemy away with the arm cannon.
Back 	 	(5% = Hit 1, 2% = Throw, 7% = Total).	Tosses the opponent behind themselves, then fires a single energy pellet at the foe,
similarly to Falco's back throw, this is Mii Gunner's strongest throw,
Up 	 	(3% = Hit 1, 2% = Throw, 5% = Total).	Tosses the enemy above themselves, then fires a single energy pellet at the foe, similarly to Falco's up throw.
Down 	 	(4% = hit 1, 3% = throw, 7% = total 	Tosses the enemy onto the ground. Strangely enough, this down throw is identical to Marth's, with the exact same damage output, launch angle, knockback values, ending lag and animation, although it is not weight-dependent, however, due to the Gunner's slower jump squat and attack speed, it has no certain,
guaranteed followups.
==Taunts==
Up = Mii Gunner points the arm cannon in two directions.
Side = Holds the arm cannon with their hand and cocks it down, similar to one of Samus' victory poses.
Down = Mii Gunner Thrusts with the arm cannon on the ground whilst releasing small bursts of fire.
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Charge Blast	(22% = Fully Charged, 11% = Half Charged, 3.5% = Uncharged).	Charges and fires a large energy sphere. Functions like Samus's Charge Shot
Side Special 	Flame Pillar	(6% = Flame Pillar, 4% = Projectile, 10% = Total). 	Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a
few moments, similarly to Robin's Arcfire and Ness's PK Fire.
Up Special 	Lunar Launch	(8%) 	Releases an explosion beneath themselves, launching into the air.
Down Special 	Echo Shield 	(2% = activation, 1.4x = reflected projectiles). 	Activates an octagonal shield that reflects projectiles, functions
like Fox's and Falco's Reflector Down Specials,
==Final Smash==
Type 	Name 	Damage	Description
Final Smash	Full Blast	(46%) 	The Mii Gunner shoots a strong laser, with two small laser cannons firing smaller lasers, can be angled. Similar to Samus's Final Smash, Zero Laser.
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