Mii Brawler (SSBU): Difference between revisions

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→‎Moveset: Fixed some wording, added a bit of technical data for Feint Jump
m (→‎Moveset: Fixed some wording, added a bit of technical data for Feint Jump)
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|neutral2dmg=1%
|neutral2dmg=1%
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutral3dmg=0.5% (loop), 2% (final hit)
|neutraldesc=Two quick punches, followed by a series of rapid punches, ending with a side-kick. It is a useful close-range interceptor on the ground, but as it will only transition into the neutral infinite after the first two hits, it is punishable if shielded since it gives the opponent time to react.
|neutraldesc=Two quick punches, followed by a series of rapid punches, and ended with a side-kick. It is a useful close-range interceptor on the ground, but as it will only transition into the neutral infinite after the first two hits, it is punishable if shielded.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
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|ftiltsidedmg=8%
|ftiltsidedmg=8%
|ftiltdowndmg=8.3%
|ftiltdowndmg=8.3%
|ftiltdesc=A roundhouse kick. Can be angled, which deals more damage when angled up or angled down, and is the Brawler's longest ranged tilt. Unlike the version in ''SSB4'', it no longer has a sourspot. As a result, it is useful for creating space.
|ftiltdesc=A roundhouse kick. The attack can be angled, dealing more damage if done so, and is the Brawler's longest ranged tilt. Unlike the version in ''SSB4'', it no longer has a sourspot, making it useful for creating space.
|utiltname= 
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Punches with an uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at mid-percents. As a result, it can juggle into itself at low percentages, drag the opponent closer for a grounded followup like a tilt, grab or up special, and set up aerial combos at mid percents, including back aerial. The move's hitbox can reach through the lower platforms of [[Battlefield]] and can hit prone opponents, but it cannot hit opponents behind the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.
|utiltdesc=An uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at mid-percents. As a result, it can juggle into itself at low percentages, drag the opponent closer for a grounded followup like a tilt, grab or up special, and set up aerial combos at mid percents, including back aerial. The move's hitbox can reach through the lower platforms of [[Battlefield]] and can hit prone opponents, but cannot hit opponents behind the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.
|dtiltname= 
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
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|usmashname=Cartwheel Kick
|usmashname=Cartwheel Kick
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdesc=A flip kick. It has high speed (frame 8), which makes it a good anti-air and grounded combo finisher at low percents, and it can KO at around 120%. However, the late hit (after the Brawler completes 3/4 of the backflip) has significantly lower knockback growth and only KOs at around 170%. Like up tilt, its hitbox can reach through the lower platforms of Battlefield.
|usmashdesc=A flip kick. Its high speed (frame 8) makes it a good anti-air and grounded combo finisher at low percents, while boasting enough knockback KO at around 120%. However, the late hit (after the Brawler completes 3/4 of the backflip) has significantly lower knockback growth and only KOs at around 170%. Like up tilt, its hitbox can reach through the lower platforms of Battlefield.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Punches forwards and kicks backward simultaneously. Very fast like up smash (frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage, with the kick dealing more knockback, KOing 10% earlier. However, both hits have very poor range.
|dsmashdesc=Punches forwards and kicks backward simultaneously. Like up smash, it boasts a quick startup (active on frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage, with the kick dealing more knockback, KOing 10% earlier. However, both hits have very poor range.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A [[sex kick]], similar to {{SSBU|Mario}}'s [[neutral aerial]]. Its extremely high ending lag has been reduced from ''SSB4''. Due to its startup (frame 3) and low landing lag (frame 6), it is a useful combo breaker and starter, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, [[Thrust Uppercut]] and [[Head-On Assault]] at low percents, or F-Smash or [[Helicopter Kick]] at mid percents. The strong hit is able to combo into down tilt, up tilt, neutral attack, and suplex until mid percents and effectively sets up a tech situation at mid percents. [[Autocancel]]s from a full hop.
|nairdesc=A [[sex kick]], similar to {{SSBU|Mario}}'s [[neutral aerial]]. Its extremely high ending lag has been reduced from ''SSB4'', and the move can [[Autocancel|autocancel]] from a full hop. Due to its startup (frame 3) and low landing lag (frame 6), it is a useful combo breaker and starter, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, [[Thrust Uppercut]] and [[Head-On Assault]] at low percents, or a forward smash or [[Helicopter Kick]] at mid percents. The strong hit is able to combo into down tilt, up tilt, neutral attack, and Suplex until mid percents and effectively sets up a tech situation at mid percents.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
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|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdesc=A swinging back kick. Very fast (frame 7) and is the Brawler's most reliable KO option in midair. Has a small chance of tripping grounded opponents at low percents. However, its hitbox is very brief. Autocancels from a short hop, which allows it to wall out opponents.
|bairdesc=A swinging back kick. Very fast (frame 7) and is the Brawler's most reliable KO option in midair. It has a small chance of tripping grounded opponents at low percents. However, its hitbox is very brief. Autocancels from a short hop, which allows it to wall out opponents.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
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|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=Swings both fists beneath themself in a double axe handle. The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards, as a fairly strong kill move. However, it is the Brawler's slowest aerial in terms of startup lag, ending lag, and landing lag. Autocancels from a full hop and double jump fast fall.
|dairdesc=Swings both fists beneath themself in a double axe handle. The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards as a fairly strong kill move. However, it is the Brawler's slowest aerial in terms of startup lag, ending lag, and landing lag. Autocancels from a full hop and double jump fast fall.
|grabname= 
|grabname= 
|grabdesc=The Brawler reaches in front of themself.
|grabdesc=The Brawler reaches in front of themself.
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|fthrowname= 
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Launches the opponent away with a backhand. It is the Brawler's KO throw, though it does so poorly as it KOs at around 144% at the edge of Final Destination.
|fthrowdesc=Launches the opponent away with a backhand. It is the Brawler's KO throw, though it does so poorly, KOing at around 144% at the edge of Final Destination.
|bthrowname= 
|bthrowname= 
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdmg=4% (kick), 5% (throw)
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|nsdefname=Shot Put
|nsdefname=Shot Put
|nsdefdmg=15% (no bounce), 11.25% (first bounce), 8.4% (second bounce)
|nsdefdmg=15% (no bounce), 11.25% (first bounce), 8.4% (second bounce)
|nsdefdesc=A {{s|wikipedia|shot put}} is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, which deals lower damage; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool. Shotput also has a surprisingly generous [[B-reverse]] window.
|nsdefdesc=A shot is thrown into the air as an arcing [[projectile]]. Bounces twice upon landing, dealing less damage with each bounce; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful [[edgeguarding]] tool. The move also has a surprisingly generous [[B-reverse]] window, allowing it to be used as a landing mixup.
|nsc1name=[[Flashing Mach Punch]]
|nsc1name=[[Flashing Mach Punch]]
|nsc1dmg=0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect
|nsc1dmg=0.4% (hits 1-21), 9.5% (hit 22); 17.9% if all hits connect
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches, the maximum total being 22. The last hit deals good vertical knockback, KOing at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded or hit opponents under the effects of [[armor]], it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents. By inputting this move during Brawler's jumpsquat, it is possible to not stall during the first aerial usage, this allows Flashing Mach Punch to be used as an out of shield option and mix-up tool.
|nsc1desc=The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches before ending with an uppercut, with a maximum of 22 hits. The last hit deals good vertical knockback, KOing middleweights at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. Although it has respectably fast startup (frame 10), it has noticeable ending lag that makes it easy to punish if whiffed. If the first few hits are shielded or hit opponents under the effects of [[armor]], it will not transition to the looping portion of the move. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. Subsequent uses will have the Brawler fall while punching, which can act as a niche landing option to catch approaching opponents. By inputting this move during Brawler's jumpsquat, it is possible to not stall during the first aerial usage, allowing Flashing Mach Punch to be used as an out of shield option and mix-up tool.
|nsc2name=[[Exploding Side Kick]]
|nsc2name=[[Exploding Side Kick]]
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot)
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.25% (aerial, foot), 22.1% (reversed aerial, leg), 23.75% (reversed aerial, foot)
|nsc2desc=Stands on one leg and charges their leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind (9-30), allowing the Brawler to turn around right before the kick itself. The Brawler gains [[super armor]] just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
|nsc2desc=Stands on one leg and charges their other leg in [[flame]], before unleashing a powerful burning kick. Functions like [[Falcon Punch]]. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind (9-30), allowing the Brawler to turn around right before the kick itself. The Brawler gains [[super armor]] just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag, which was further reduced in the 2.0.0 patch; the move is safe on shield as a result.
|ssdefname=Onslaught
|ssdefname=Onslaught
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8)
|ssdefdmg=2% (hit 1), 2.0% (hits 2-6), 1.5% (hit 7), 7% (hit 8)
|ssdefdesc=Charges forward with their knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double-fisted axe handle swing) concluded by a backflip kick. If whiffed, there is noticeable endlag, which also occurs if it is shielded or parried. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential (although the aerial variant is significantly worse at this), as it can KO grounded opponents as early as 95%. It does weight-independent knockback, meaning KO potential is affected by fallspeed rather than weight, notably shown by the fact {{SSBU|Bowser}} dies earlier than {{SSBU|Fox}}, despite being much heavier. Onslaught deals increased knockback as the Mii Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
|ssdefdesc=Charges forward with their knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double axe handle) and conclude by a backflip kick. If whiffed, there is noticeable endlag, which also occurs if it is shielded or parried. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential (although the aerial variant is significantly worse at this), as it can KO grounded opponents as early as 95%. It deals weight-independent knockback, meaning KO potential is affected by fall speed rather than weight, notably shown by the fact that {{SSBU|Bowser}} dies earlier than {{SSBU|Fox}}, despite being much heavier. Onslaught's knockback also increases as the Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. Onslaught will go back to full power after approximately 8 seconds, indicated by a brief purple flash on the Brawler's shoes. Despite its in-game description, accumulated damage doesn't affect the damage of the move.
|ssc1name=[[Burning Dropkick]]
|ssc1name=[[Burning Dropkick]]
|ssc1dmg=13%
|ssc1dmg=13%
|ssc1desc=Extends both legs in front of themself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargeable, so it deals set damage. Furthermore, it now covers a set, albeit vastly reduced distance, and can now miss entirely if started right next to an opponent. As a result, it has lost a majority of its utility from ''SSB4'', though it is still an effective approach move due to its quick startup, and can also KO at high percents.
|ssc1desc=Extends both legs in front of themself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargeable, dealing set damage and knockback. Furthermore, it now covers a set, albeit vastly reduced distance, and can now miss entirely if started right next to an opponent. As a result, it has lost a majority of its utility from ''SSB4'', though it is still an effective approach option due to its quick startup, and can KO at high percents.
|ssc2name=[[Suplex]]
|ssc2name=[[Suplex]]
|ssc2dmg=18%, 3% (collateral grab), 4.5% (collateral descent), 15% (collateral slam)
|ssc2dmg=18%, 3% (collateral grab), 4.5% (collateral descent), 15% (collateral slam)
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with their arms out in a grabbing motion. If it connects, the Brawler will lift the opponent into the air and do a backward suplex, slamming the opponent headfirst into the ground. The Brawler gains super armor while throwing an opponent. Any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage and set up juggle situations. If used in midair, the move causes helplessness (although it has vastly reduced total frames); it can grab foes near an edge and drag them off as a [[sacrificial KO]], though it will always KO the Brawler first. Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught.
|ssc2desc=A [[command grab]] in which the Brawler dashes forward a short distance with their arms out in a grabbing motion. If it connects, the Brawler will jump into the air, lifting the opponent with them, and do a backward suplex, slamming the opponent headfirst into the ground. The Brawler gains 14% heavy armor when grabbing an opponent, and any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage and set up juggle situations. If used in midair, the move causes helplessness (although it has vastly reduced total frames); it can grab foes near an edge and drag them off as a [[sacrificial KO]], though it will always KO the Brawler first. In addition, Suplex makes for a poor horizontal recovery option, as it travels less distance than Onslaught and halts the Brawler's momentum completely upon ending in midair.
|usdefname=Soaring Axe Kick
|usdefname=Soaring Axe Kick
|usdefdmg=4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave)
|usdefdmg=4% (hit 1), 3% (air hit 2), 6% (ground hit 2), 4% (shockwave)
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick followed up by an axe kick that meteor smashes opponents in the air. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it deals weight independent set knockback, allowing it to KO non-floaties before the Brawler (with the exception of [[Town and City]]). The move is also extremely disjointed, notably outranging Lucina's f-smash, making it an extremely useful out of shield option.
|usdefdesc=Performs an upward flip kick. Similar to {{SSBU|Cloud}}'s [[Climhazzard]], a second press of the special move button will have the flip kick transition into an axe kick that meteor smashes aerial opponents. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. The meteor smash is notably powerful, as it deals high, weight independent set knockback, allowing it to KO non-floaties before the Brawler (with the exception of [[Town and City]]). The move is also extremely disjointed, notably outranging Lucina's forward smash, making it an extremely useful out of shield option.
|usc1name=[[Helicopter Kick]]
|usc1name=[[Helicopter Kick]]
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1dmg=3% (hit 1, ground), 1.5% (hit 1, air), 1.5% (hits 2 - 5), 6% (hit 6)
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal while holding back will make its knockback more vertical. This allows the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from ''Smash 4'', making it unable to KO extremely early near the sides of the stage.
|usc1desc=Performs a flurry of spinning kicks while traveling diagonally upward, similar to {{SSBU|Fox}}'s [[forward aerial]]. Travels much higher if initiated from the ground. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal while holding back will make its knockback more vertical, allowing the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, its knockback has been heavily reduced from ''Smash 4'', making it unable to KO extremely early near the sides of the stage.
|usc2name=[[Thrust Uppercut]]
|usc2name=[[Thrust Uppercut]]
|usc2dmg=0.8% (hits 1-5), 9% (hit 6)
|usc2dmg=0.8% (hits 1-5), 9% (hit 6)
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than the previous version ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. However, as of update 4.0.0, it boasts commendable kill power on platforms, often killing from a down throw below 50.
|usc2desc=The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. It has very fast startup (frame 3), and renders the Brawler's arm intangible from frames 3 to 7. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. However, it is much weaker than its predecessor, ([[Piston Punch]]), which was capable of KOing out of a down throw from 65%. As of update 4.0.0, it boasts commendable kill power on platforms, often killing from a down throw below 50%.
|dsdefname=Head-On Assault
|dsdefname=Head-On Assault
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing), 16% (aerial hit, grounded opponents only)
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing), 16% (aerial hit, grounded opponents only)
|dsdefdesc=The Brawler leaps up, performing a backflip kick with both of their legs, and plummets downward with a corkscrewing headbutt. If performed in the air, the Brawler will just perform the headbutt. On the ground, the initial leap sends the opponent into the main headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit has moderate strength, being able to KO below 130 with bad or no DI, although DI makes the move unable to KO past 140. It is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguard (although only when facing the ledge). The move does a very high amount of [[shield damage]], being able to break full shields, although you can simply roll out of the rising hit before the falling hit hits your shield.
|dsdefdesc=Leaps up with a backflip kick with both of their legs, before plummeting downward with a corkscrewing headbutt. On the ground, the initial leap sends the opponent into the main headbutt, while the aerial version has the Brawler simply perform the headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit has moderate strength, being able to KO below 130% with bad or no DI, although proper DI makes the move unable to KO past 140%. It is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguard (although only when facing the ledge). The move does a very high amount of [[shield damage]], being able to break full shields, although opponents can simply roll out of the rising hit before the falling hit hits their shield.
|dsc1name=[[Feint Jump]]
|dsc1name=[[Feint Jump]]
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1dmg=10% (diving kick), 7% (meteor smashing kick)
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a dive-kick while surrounded by a blue aura. The startup offers brief [[intangibility]]. Similar to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent mid-air during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Also similarly to [[Flip Jump]], the Brawler will perform a wall jump when pressing up on the Control Stick or the Jump button while touching a wall, with the maximum number being 5 times.
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a dive-kick while surrounded by a blue aura. The startup offers three frames of [[intangibility]], starting from frame 2. Similar to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent mid-air during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of {{SSBU|Ryu}}'s down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Also similarly to [[Flip Jump]], the Brawler will perform a wall jump when pressing up on the Control Stick or the Jump button while touching a wall, with the maximum number being 5 times.
|dsc2name=[[Counter Throw]]
|dsc2name=[[Counter Throw]]
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
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