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Mii Brawler (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MiiBrawlerJab2SSBU.gif|thumb|500px|Hitbox visualization showing Mii Brawler's second jab.]]
[[File:MiiBrawlerJab2SSBU.gif|thumb|250px|Hitbox visualization showing Mii Brawler's second jab.]]
{{competitive expertise}}
==Overview==
==Overview==
Mii Brawler jabs again, this time with their opposite hand. Like the first hit of jab, this move can also be used to jab lock, but is a weaker option as it has 3 more frames of endlag than jab 1. This extra endlag prevents certain punish options, such as forward smash.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 12: Line 13:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=25
|ks=25
Line 17: Line 19:
|r=3.0
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=7.0
|zpos=7.0
|ff=1.2
|ff=1.2
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
Line 30: Line 30:
|damage=1.0%
|damage=1.0%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=25
|bk=25
|ks=20
|ks=20
Line 35: Line 37:
|r=3.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=11.0
|zpos=11.0
|ff=1.2
|ff=1.2
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
Line 48: Line 48:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=20
|ks=20
Line 53: Line 54:
|r=3.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=11.0
|zpos=11.0
|ff=1.2
|ff=1.2
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|2-3
|2-3
|-
|-
!Earliest continuable
!rowspan=2|Continuability!!Pressed repeatedly
|6
|5-18
|-
!Held on hit
|7
|-
|-
!Interruptible
!colspan=2|Interruptible
|19
|19
|-
|-
!Animation length
!colspan=2|Animation length
|31
|31
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2|e=LagContinuableS}}{{FrameStrip|t=Lag|c=13|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=13}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=2|s=LagContinuableE|e=LagContinuableS}}{{FrameStrip|t=Lag|c=12|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=13}}
|-
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=13}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}


{{MvSubNavMiiBrawler|g=SSBU}}
{{MvSubNavMiiBrawler|g=SSBU}}
[[Category:Mii Brawler (SSBU)]]
[[Category:Mii Brawler (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 19:30, July 28, 2022

Hitbox visualization showing Mii Brawler's second jab.

Overview[edit]

Mii Brawler jabs again, this time with their opposite hand. Like the first hit of jab, this move can also be used to jab lock, but is a weaker option as it has 3 more frames of endlag than jab 1. This extra endlag prevents certain punish options, such as forward smash.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 2 connects into neutral infinite more reliably.

Hitboxes[edit]

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 1.0% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 3.0 top 0.0 7.5 7.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 1.0% 0 AngleIcon180.png Forward 25 20 0 HitboxTableIcon(False).png 3.5 top 0.0 7.5 11.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 1.0% 0 Sakurai angle Forward 25 20 0 HitboxTableIcon(False).png 3.5 top 0.0 7.5 11.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.

Hitboxes 2-3
Continuability Pressed repeatedly 5-18
Held on hit 7
Interruptible 19
Animation length 31
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible