Mii Gunner

141 moves63 changed by HDR78 vanillainternal miigunner
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-63Sakurai22 / 18-85170, 1, 3shoulderl, arml, top
5-63Sakurai20 / 15-82handl
hdr
Jab
4-73.5Sakurai25 / 25-124200, 1, 3legr, kneer, top
4-73.5Sakurai20 / 20-122kneer
hdr
Jab
5-71350°20 fixed-255330top
5-7190°10 fixed-251top
10-134.5Sakurai64 / 86-180, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
10-1314Sakurai55 / 71-2210460handr
10-1314Sakurai55 / 71-221, 2handr, armr
14-1710Sakurai40 / 71-240handr
14-1710Sakurai40 / 71-241, 2handr, armr

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-129Sakurai56 / 56-207340armr
7-813Sakurai56 / 56-171top
8-1213Sakurai56 / 56-162, 3top
9-1013Sakurai56 / 56-151top
11-1210Sakurai56 / 56-151top
hdr
Up Tilt
5980°50 / 80-235350shoulderr
5-101090°50 / 100-221handr
51090°50 / 100-222, 3top
6-10980°50 / 80-220armr
6-71090°50 / 100-212handr
8-10895°50 / 80-202handr
hdr
Down Tilt
8-12985°60 / 73-208350, 1shoulderr, armr
8-121480°60 / 85-172top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
17-381.8180°7 fixed-5817780top
17-381.85 fixed-581top
40-417.550°47 / 163-310, 1top
427.550°47 / 163-290top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-12396°30 fixed-4111560armr
11-12386°30 fixed-411armr
11-12390°30 fixed-412armr
11-123Sakurai0 / 100-413armr
15-162.5110°30 fixed-370, 1armr
15-162.5Sakurai0 / 100-372armr
19-202.590°25 fixed-330armr
19-202.5Sakurai0 / 100-331armr
23-242.5120°30 fixed-290armr
23-242.5116°30 fixed-291armr
23-242.5218°30 fixed-292, 3armr
27-28790°50 / 150-230, 1armr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-1011.540°40 / 110-359530, 1, 2shoulderr, top, armr
22-251440°70 / 88-210, 1, 2shoulderr, top, armr

Aerial Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-191150°48 / 51-163791-2, 33–0, 1shoulderr, handr
6-191350°48 / 9202handr
hdr↛‡
Forward Air
spawns attackairf_bullet11421133–
hdr↛‡
Forward Air
15-19560°35 / 122-27154737–0, 1, 2shoulderr, armr, handr
20-274Sakurai28 / 122-220, 1, 2shoulderr, armr, handr
hdr
Back Air
9-1210Sakurai29 / 103-4942111-3, 32–0, 1shoulderr, armr
9-1213Sakurai41 / 103-22, 3handr
hdr
Back Air
15-18850°44 / 90-2715491-3, 42–0, 1, 2shoulderr, armr, kneel
15-181055°44 / 90-263, 4handr
19-257Sakurai35 / 100-240, 1, 3shoulderr, armr, handr
hdr
Up Air
141.8140°45 fixed-101457121-11, 55–0top
15-291.8367°25 fixed-100top
15-291.896°25 fixed-101top
15-291.8130°25 fixed-102top
31-33472°50 / 159-80top
hdr
Up Air
20-231890°27 / 77-3320651-110top
20-2314270°56 / 38-351top
24-2913Sakurai30 / 72-310top
hdr
Down Air
16-1915270°18 / 50-31651131-3, 50–0, 1handr
20-2312Sakurai30 / 70-50handr
20-2312Sakurai30 / 70-51handr
hdr‡※
Down Air
18-21varies80°50 / 6518481-9, 47–0, 1handr
18-21varies80°50 / 652handr
22-37865°30 / 90-190, 1, 2handr

Special Attacks

64 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔•
Neutral Special
spawns gunnercharge1013
vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
no hitboxes9
vanilla
Neutral Special
spawns gunnercharge340
hdr
Neutral Special
spawns gunnercharge340
vanilla•‡
Neutral Special
no hitboxes7
hdr
Neutral Special
4-5645°30 / 100-134230armr
vanilla
Neutral Special
no hitboxes15
hdr•‡
Neutral Special
no hitboxes22
hdr➔‡
Neutral Special
spawns grenadelauncher131
hdr➔‡
Neutral Special
11-1525Sakurai61 / 74-2911560top
11-1522Sakurai61 / 74-301top
hdr➔•
Neutral Special
spawns gunnercharge1013
vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
no hitboxes9
SpecialAirN1JumpCancel vanilla
Neutral Special
no hitboxes6
vanilla➔•
Neutral Special
spawns gunnercharge3404
hdr➔•
Neutral Special
spawns gunnercharge3404
vanilla•‡
Neutral Special
no hitboxes7
hdr
Neutral Special
4-5645°30 / 100-134230armr
vanilla
Neutral Special
no hitboxes15
hdr•‡
Neutral Special
no hitboxes22
hdr➔‡
Neutral Special
spawns grenadelauncher131
hdr➔‡
Neutral Special
11-1525Sakurai61 / 74-2911560top
11-1522Sakurai61 / 74-301top
hdr➔‡
Side Special
spawns flamepillar1851
vanilla
Side Special
no hitboxes22
SpecialS2Loop vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes32
vanilla
Side Special
no hitboxes47
hdr
Side Special
no hitboxes50
hdr➔‡
Side Special
spawns flamepillar1851
vanilla
Side Special
no hitboxes22
SpecialAirS2Loop vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes324
vanilla•‡
Side Special
no hitboxes474
hdr
Side Special
no hitboxes50
hdr➔•
Up Special
spawns bottomshoot1237
hdr
Up Special
6-73110°40 fixed+1690top
hdr
Up Special
2-41280°68 / 83-412520top
5-22975°58 / 105-400top
hdr•‡
Up Special
no hitboxes12
hdr•‡
Up Special
no hitboxes35
SpecialHi3F vanilla
Up Special
no hitboxes40
SpecialHi3B vanilla
Up Special
no hitboxes40
hdr➔•
Up Special
spawns bottomshoot1237
hdr
Up Special
6-73110°40 fixed+1690top
hdr•‡
Up Special
no hitboxes12
vanilla•‡
Up Special
no hitboxes16
hdr
Down Special
5569°70 / 92+4560top
SpecialLw1Loop vanilla
Down Special
no hitboxesJC 3
SpecialLw1Hit vanilla
Down Special
no hitboxes20JC 3
SpecialLw1End vanilla
Down Special
no hitboxes16JC 3
hdr➔‡
Down Special
spawns groundbomb1656
hdr•‡
Down Special
no hitboxes8
hdr•‡∅
Down Special
1-22367°25 fixed10top
SpecialLw3Hit vanilla
Down Special
no hitboxes18ADC
hdr
Down Special
1-2855°30 / 70-10118ADC0top
hdr
Down Special
5569°70 / 92+4560top
SpecialAirLw1Loop vanilla
Down Special
no hitboxesJC 3
SpecialAirLw1Hit vanilla
Down Special
no hitboxes20JC 3
SpecialAirLw1End vanilla
Down Special
no hitboxes16JC 3
hdr➔‡
Down Special
spawns groundbomb1656
hdr•‡
Down Special
no hitboxes8
hdr•‡∅
Down Special
1-22367°25 fixed10top
SpecialAirLw3Hit vanilla
Down Special
no hitboxes18ADC
hdr
Down Special
1-2855°30 / 70-10118ADC0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-121160top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
13Sakurai65 / 901230180
1-93Sakurai60 / 1000
10-11448°140 fixed-150top
hdr➔‡
Back Throw
1760°45 / 401035250
1-343Sakurai60 / 1000
hdr➔‡
Up Throw
1790°40 fixed745380
1-193Sakurai60 / 1000
hdr
Down Throw
18102°93 / 481641250
1-403Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
20-22945°90 / 20-2920560top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
22-23748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes32
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes39

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

10 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Bottomshoot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1+780°110 / 300top
1+1245°60 / 1000top

Flamepillar

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
1-25280°40 / 800top
vanilla
Pillar
1-302.2110°15 fixed0, 1, 2top
31+2.845°54 / 860, 1, 2top

Grenadelauncher

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-3 (every 1)0Sakurai5 / 00top
4-800Sakurai5 / 00top
hdr
Explode
1-82160°29 / 90top
9-80850°20 / 1510top

Groundbomb

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-150290°20 fixed0top
hdr
BurstAttack
1-150572°20 / 1720top

Gunnercharge

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-604Sakurai14 / 420top
1-602150°27 / 801top

Laser

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
1-1401.830°16 fixed0top
142-1495Sakurai55 / 1550top

Miimissile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Homing
1+7.526 / 240top

Rapidshot Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
13Sakurai3 fixed0top
2-63Sakurai3 fixed0top
7-242Sakurai0 / 00top
hdr
FlyThrowB
1-243Sakurai20 / 1600top
hdr
FlyThrowHi
1-24390°66 / 1400top
hdr
FlyThrowHi2
1-24190°0 / 00top

Stealthbomb S

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
5-71465°48 / 940top

Supermissile

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Straight
1+1260°50 / 900top
hdr
SBurst
1-32050°49 / 800top

Attributes

Weight & Size

Weight
101
Jostle Weight
6
Shield Radius
9.5

Ground Movement

Walk Speed
1
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.26
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.076

Jumps

Jumpsquat
5
Jump Initial Y
11.0468
Full Hop Height
30.9
Short Hop Height
14
Air Jump Height
29.3
Jump Count
2
Horizontal Jump Speed
1.18
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
0.99
Air Accel (add)
0.01
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.102
Fall Speed
1.78

Landing Lag

Nair
9
Fair
11
Bair
11
Uair
12
Dair
13
Empty Landing
4
Heavy Landing
5

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3, Forward Tilt, Down Tilt, Neutral Air, Forward Air, AttackAirFboost, AttackAirBboost, Up Air, AttackAirHiBoost, Down Air, AttackAirLwBoost, Neutral Special (2Start), Neutral Special (3Start), Neutral Special (3End), Neutral Special (1Neon), Neutral Special (Air, 2Start), Neutral Special (Air, 3Start), Neutral Special (Air, 3End), Neutral Special (Air, 1Neon), Side Special (1), Side Special (31), Side Special (Air, 1), Side Special (Air, 31), Up Special (2Squat), Up Special (3Start), Up Special (3), Up Special (Air, 2Squat), Up Special (Air, 3Start), Up Special (Air, 3End), Down Special (1Start), Down Special (2), Down Special (3Start), Down Special (3Hold), Down Special (Air, 1Start), Down Special (Air, 2), Down Special (Air, 3Start), Down Special (Air, 3Hold), Grab, Forward Throw, Back Throw, Up Throw
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.AttackAirLwBoost
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 3+: out, but unable to collide with a fighter, so not counted as active frames.Down Special (3Hold), Down Special (Air, 3Hold)
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Flamepillar is on the field for up to 25 frames (param_flamepillar.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Flamepillar: Shoot
  • Grenadelauncher is on the field for up to 80 frames (param_grenadelauncher.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Grenadelauncher: Fly, Grenadelauncher: Explode
  • Groundbomb is on the field for up to 150 frames (param_groundbomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Groundbomb: Fly, Groundbomb: BurstAttack
  • Gunnercharge is on the field for up to 60 frames (param_gunnercharge.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Gunnercharge: Shoot
  • Rapidshot Bullet is on the field for up to 24 frames (param_rapidshot_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Rapidshot Bullet: Fly, Rapidshot Bullet: FlyThrowB, Rapidshot Bullet: FlyThrowHi, Rapidshot Bullet: FlyThrowHi2
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from attackairf_bullet — the engine's name for it, and there is no table for it here.Forward Air
  • Also spawns attackairf_bullet — the engine's name for it, and there is no table for it here.AttackAirFboost
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Gunnercharge — see Projectiles & Articles below.Neutral Special (1Start), Neutral Special (1Fire), Neutral Special (1FireMax), Neutral Special (Air, 1Start), Neutral Special (Air, 1Fire), Neutral Special (Air, 1FireMax)
  • Also spawns Rapidshot Bullet — see Projectiles & Articles below.Neutral Special (2Loop), Neutral Special (Air, 2Loop), Back Throw, Up Throw
  • Damage comes from Grenadelauncher — see Projectiles & Articles below.Neutral Special (3End), Neutral Special (Air, 3End)
  • Also spawns Gunnercharge — see Projectiles & Articles below.Neutral Special (1Neon), Neutral Special (Air, 1Neon)
  • Damage comes from Flamepillar — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
  • Damage comes from Bottomshoot — see Projectiles & Articles below.Up Special (1), Up Special (Air, 1)
  • Damage comes from Groundbomb — see Projectiles & Articles below.Down Special (2), Down Special (Air, 2)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (1Start), Neutral Special (2Start), Neutral Special (3Start), Neutral Special (Air, 1Start), Neutral Special (Air, 2Start), Neutral Special (Air, 3Start), Side Special (2Start), Side Special (Air, 2Start), Up Special (1), Up Special (3Start), Up Special (3), Up Special (3F), Up Special (3B), Up Special (Air, 1), Up Special (Air, 3Start), Up Special (Air, 3End), Down Special (1Hit), Down Special (3Start), Down Special (3Hit), Down Special (Air, 1Hit), Down Special (Air, 3Start), Down Special (Air, 3Hit), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (1Hold), Neutral Special (Air, 1Hold), Side Special (2Loop), Side Special (Air, 2Loop), Down Special (1Loop), Down Special (3Hold), Down Special (Air, 1Loop), Down Special (Air, 3Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, 1Fire), Neutral Special (Air, 1FireMax), Side Special (Air, 2End)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, 31)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.