Mii Brawler (SSBU)/Neutral special/Default
Overview[edit]
Mii Brawler spawns a black iron ball, referred to as the shot, behind their head, winds up their arm, then throws the ball forward and slightly overhead with all their might before the ball comes cratering back to earth, dealing a massive 18% (assuming the move is not staled) if it comes into contact with a fighter before it falls onto the ground during a 1-on-1 match. If the shot lands on the ground, it now deals significantly less damage and knockback.
Compared to other, standard neutral specials that also function as projectiles, such as Mario's Fireball or Pikachu's T-Jolt, the move is incredibly sluggish, having nearly half a second of startup, and taking over a second to complete. This makes it extremely risky to use in neutral, as opponents can rush Mii Brawler down and stuff the move; shorter characters can even punish the move after its startup, as the shot has the tendency to completely miss short fighters who are grounded and next to Mii Brawler when he throws the ball over their head. As a tradeoff, the move's strong hit is much, much better as an edgeguarding tool: it loses no power over time, meaning it can deal 18% the entire time it's in the air until it falls offscreen, and falls incredibly fast, making it difficult to dodge for characters who lack aerial mobility. Clanking against the move is also a non-option for the majority of fighters, since most fighters lack a move that is both able to be performed in the air and deals more than 7%.
The weak shot is, by contrast, a terrible edgeguarding tool, since it barely sends the opponent horizontally; in exchange, it's a much better tool for performing more varied, albeit niche, options. For example, if set up correctly, it can be used as a combo starter, provided the Mii Brawler player performed the move far enough away for the move to complete before the ball collided with the opponent. It can also be used as a way to counter characters who heavily rely on projectiles, such as Samus. Most projectiles, when they come into contact with a hurtbox, will deal damage and knockback then immediately despawn. How this matters for shot put is that, when the shot transitions from strong to weak, a hurtbox spawns, attached to the ball;[1] what this means, in practice, is that throwing a shot onto the stage against a projectile-based fighter creates a buffer zone on Mii Brawler's side, where Mii Brawler can stay mobile without fear of being clipped by a ground-level projectile, although opponents can circumvent this by firing projectiles higher in the air above the shot. Besides this, there are lots of uses for a weak ball that are matchup-dependent; as just one example, Mii Brawler can toss a shot into Piranha Plant's side special, which will deny the Piranha Plant the ability to pass through the poison cloud harmlessly. This is because, ordinarily, after having the hurtbox hit, the shot's weak hitbox deactivates. However, if it's kept in hitlag by a multi-hit move, such as the aforementioned side special, then the hitbox is kept active and able to hit the opponent.
Probably the single-most technical and niche use for the shot put is a tech known as a Shot Parry. Surprisingly, the shot, which is thrown and can deal damage on frame 28, spawns behind Mii Brawler's head on the very first frame of the move; before it's thrown, it has all the properties of a grounded ball.[1] When combined with the ability to B-reverse the move, what this enables is the ability to tank a projectile, turn Brawler around, and throw the shot at the fighter who just fired a projectile at Brawler. This can be used as a counter to projectile-based characters, but is basically never seen in competitive play for a multitude of reasons: It's extremely risky, leaving Brawler open for a punish and/or getting hit by the projectile if timed incorrectly, it gives very little reward for the amount of risk, and it's only useful against moves that have enough end lag for the opponent to be unable to shield or dodge the incoming shot.
Overall, Shot Put is a great projectile when used in specific scenarios, and very risky otherwise. Competitive Ultimate players are likely to see this move over the two other options, partly because it fills a niche Mii Brawler struggles to fill otherwise (edgeguarding), and partly because the other options are even more situational.
Hitboxes[edit]
Timing[edit]
* Before the shot is thrown, it has a hurtbox attached, which can take damage and despawn projectiles that collide with it. It also has this hurtbox after it collides with the ground.
| Shot hurtbox | 1-27 |
|---|---|
| Hitbox | 28-99 |
| Interruptible | 68 |
| Animation length | 75 |
| Shot | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Brawler |
Lag time |
Hitbox |
Vulnerable |
Prop event |
Interruptible |
References[edit]
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