mimgrim
Smash Hero

Tricks and ATs will be rated on a 1-5 scale

? - means I'm not sure
Always something up the sleeve - Tricks

Usefulness -
What to do - Set Up-Special to option 2 "Canon Uppercut". Run or walk off the ledge and instantly preform an Up Special.
What should happen - Gunner should send out the first hitbox of the move (which is a spike) and then immediately grab the ledge without the other hitbox coming out.
When to use - It's mostly useful in edge guarding a vertically recovering opponent if they have gotten past your projectile edge-guarding.
Grenade Charge Momentum
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch". Jump into the air and preform a Grenade Launch and charge it. While Charging it move the control stick left or right.
What should happen - Gunner should retain air momentum and be able to move rather significantly through the air left or right.
When to use - If you need to get closer to or further way from the opponent while your in the air and charging Grenade Launch this is a good way to do it. It also makes you a bit harder to predict when charging the move. You can also follow the Nade's trajectory when launched so as to keep yourself protected.
Short Flame
Usefulness - ?
What to do - Set Side Side Special to option 1 "Flame Pillar". Short Hop forward and then use Flame Pillar in midair or run off a platform and the moment you leave the platform activate Flame Pillar.
What should happen - The pillar created by the move should be very close to the Gunner's body.
When to use - ?
I need more lab time with this.
Stealthy Hop
Usefulness -
What to do - Set Side Special to option 2 "Stealth Burst". Short Hop and immediately activate Stealth Burst.
What should happen - Gunner will slide forward a little. If you detonate Stealth Burst immediately after activation it will explode right in front of Gunner.
When to use it - You can possibly use it once or twice to keep the opponent honest but overall the lag on Stealth Burst doesn't make it practical to use a lot or even some. Use it rarely.
Double Grenade
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch". Short Hop Froward and activate Grenade Launch without charging and then activate Grenade Launch again without charging.
What should happen - Gunner will have launched two Grenades.
When to use it- It's a good way to approach and keep your opponent on their toes while you are zoning them.
Quick Grenade explosions
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch". Launch a grenade lightly on a platform.
What should happen - It will quickly bounce and explode quicker than usual. In some instances, it can also instantly explode if the underside of the ledge is shaped similarly to Smashville.
When to use - Stages with platforms, especially against tall characters
Point Blank Grenade Landing
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch". B-reverse/momentum shift and release a grenade point blank at the enemy.
What should happen - The opponent will instantly be hit. If they're shielding or attacking, they'll be stuck. They can dodge if they roll or spot dodge.
When to use - Landing mixup if the opponent likes to shield or wait on the ground
Absorbing vortex lift
Usefulness -
What to do - Set Down Special to option 3 "Absorbing Vortex". Jump/Double jump and then hold down B.
What should happen - You gain extra height on your jump.
When to use - Recovery or as a semi-stall in the air.
B-reverse mixed with Grenade/Bomb momentum control
Usefulness -
What to do - With the Grenade Launch Neutral B or Bomb Drop down B, use B-reversing as needed in the air.
What should happen - You can control your aerial horizontal movement freely at any point during these moves. Follow the grenades/bombs closely depending on the opponent's movement.
When to use - It's a very helpful mix-up combined with Grenade Charge Momentum and Bomb Shuffling to keep yourself unpredictable.
No Bounce Bomb
Usefulness -
What to do - Set Neutral Special to option 2 "Bomb Drop". While under a platform preform a short hop and at the peak of your shot hop preform a Bomb Drop.
What should happen - The bomb should land on the platform with bouncing or moving.
When to use - Practical use for this trick is rather low due to the bomb not staying around for long but it can be used as a sparse mix-up to catch your opponent off guard. If the bomb lasted just a little bit longer it would be better.
Special note - I have only tested this with a minimum Shortness Gunner and have not tested with other heights. Other heights might have different timing or results for how this trick works for them due to the change in height and jump height.
Grenade Spike
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch" and Side Special to option 2 "Cannon Uppercut". While an opponent is offstage, hit them with Grenade Launch, then use Cannon Uppercut.
What should happen - If the grenade connects, it should keep your opponent in place long enough to set up the spike. Alternatively, if the grenade misses and the opponent is recovering, you'll likely have enough time to spike them into the grenade blast.
When to use - When the opponent is recovering below the edge near the stage. At high enough percents, the spike can KO. The alternative can push the opponent back/KO (when used at higher percents) and allow you to set up your other edgeguarding options. Don't use it too often when edgeguarding.
Never Ending Fireworks
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch" and have the opponent be Villager. Launch the grenade at the Villager's Upsmash.
What should happen - The visual effect of the Upsmash remains in place.
When to use - For kicks and giggles or to show off to an audience in a match who aren't aware of the visual glitch.
Gotta Stay Technical - Advance Techniques
Gundashing
Usefulness -
What to do - Preform a Fair with the C-stick while holding backwards on the control stick or Preform a Fair and quickly hit back on the control stick. For maximum distance use the first method.
What should happen - See the gif above.
When to use it - It's an incredibly useful tool in the neutral state because it makes Fair even safer. The only time you don't want to be using it is when you are going to follow-up from an fair (usually with another Fair).
Bomb Shuffle
Usefulness -
What to do - Set Down Special to option 2 "Bomb Drop". Jump and preform a Bomb Drop and move the control stick left or right.
What should happen - Gunner will move with or away from from the bomb.
When to use - It's a good way to cover yourself when approach or a way to set-up a nasty projectile when retreating.
Flame/Missle Cancel
Usefulness -
What to do - Set Side Special to option 1 "Flame Pillar" or option 3 "Gunner Missile". Run towards an edge and preform a turnaround Flame Pillar or Gunner Missile to where you slide off the edge.
What should happen - Gunner should fall off the edge (if off the stage edge Gunner should auto snap to the ledge) while preforming Flame Pillar or Gunner Missile and all lag should be cut from the move.
When to use - While it helps to cancel out the lag of otherwise laggy moves you are limited when you can use it. I would recommend using it whenever you are on a stage with platforms or you find yourself retreating to an edge.
Multi-Reversal Grenades
Usefulness -
What to do - Set Neutral Special to option 3 "Grenade Launch". Watch this video https://www.youtube.com/watch?v=QeKoAUQgpjM# (it will explain better then I could).
What should happen - Look at video in the "What to do" part.
When to use - Its useful for mind-gaming your opponent or for getting the Grenade to go the direction you need.
Jab Cancel
Usefulness -
What to do - Depending on the opponent's weight jab once or twice
What should happen - There should be enough time to jab again (hold down), utilt if they're up close, dtilt, dsmash, or just shield->punish if the opponent has a quick aerial
When to use - If you're up close and outside of utilt range with jab as your best option. Works much better with Miis around 20-50% height.
Discuss Gunner's ATs and tricks in this thread. If you find something new post it here and I will update the OP when I can. Disagree with a usefulness rating? Post below with why you feel that way? Do I have an AT listed in the "Tricks" section or a trick listed in the "Advance Techniques" section? Make sure to let me know so I can fix it. Have fun with the plethora of nifty things Gunner can do.
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