Super Smash Bros. Ultimate

Mii Brawler (SSBU)/Up tilt: Difference between revisions

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(Up tilt already had competitive expertise, so i removed the marker.)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MiiBrawlerUTiltSSBU.gif|thumb|450px|Hitbox visualization showing MiiBrawler's up tilt.]]
[[File:MiiBrawlerUTiltSSBU.gif|thumb|450px|Hitbox visualization showing MiiBrawler's up tilt.]]
{{competitive expertise}}
==Overview==
==Overview==
Mii Brawler puts his entire body into a lengthy uppercut, sweeping the area directly in front of and above him. Up Tilt acts as a general combo tool for Brawler at mid-percents and a niche kill confirm move at higher percents. Around 20% to 50% on most characters, the move can be comboed into and out of using a wealth of moves including his Neutral and Up Aerials, leading to very damaging strings that give the opponent little time - if any - to escape. At higher percents, Up Tilt can be used to lead into Helicopter Kick or Thrust Uppercut, moves that kill reliably near the ledge and near the upper blast zone respectively, leading to potentially early KOs.
Mii Brawler puts his entire body into a lengthy uppercut, sweeping the area directly in front of and above him. Up Tilt acts as a general combo tool for Brawler at mid-percents and a niche kill confirm move at higher percents. Around 20% to 50% on most characters, the move can be comboed into and out of using a wealth of moves including his Neutral and Up Aerials, leading to very damaging strings that give the opponent little time - if any - to escape. At higher percents, Up Tilt can be used to lead into Helicopter Kick or Thrust Uppercut, moves that kill reliably near the ledge and near the upper blast zone respectively, leading to potentially early KOs.

Revision as of 02:00, July 16, 2021

Hitbox visualization showing MiiBrawler's up tilt.

Overview

Mii Brawler puts his entire body into a lengthy uppercut, sweeping the area directly in front of and above him. Up Tilt acts as a general combo tool for Brawler at mid-percents and a niche kill confirm move at higher percents. Around 20% to 50% on most characters, the move can be comboed into and out of using a wealth of moves including his Neutral and Up Aerials, leading to very damaging strings that give the opponent little time - if any - to escape. At higher percents, Up Tilt can be used to lead into Helicopter Kick or Thrust Uppercut, moves that kill reliably near the ledge and near the upper blast zone respectively, leading to potentially early KOs.

In addition, Up Tilt hits remarkably low, letting it connect with some fighters' ledge hanging animations.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 6.0% 0 AngleIcon96.png Standard 28 130 0 HitboxTableIcon(False).png 4.0 arml 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6.0% 0 AngleIcon96.png Standard 28 130 0 HitboxTableIcon(False).png 5.2 arml 4.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 5-12
Interruptible 30
Animation length 55
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible