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Mii Brawler (SSB4)/Up tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssb4=y}} {{SSB4|Mii Brawler}}'s up tilt in ''Super Smash Bros. 4'' is an uppercut. ==Hitboxes== Aside from positioning, the hitboxes have the same properties. {{...)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{SSB4|Mii Brawler}}'s [[up tilt]] in ''[[Super Smash Bros. 4]]'' is an uppercut.
 
==Overview==
{{competitive expertise}}
{{SSB4|Mii Brawler}}'s [[up tilt]] in ''[[Super Smash Bros. 4]]'' is an uppercut. It can chain into itself until about 30%.


==Hitboxes==
==Hitboxes==
Aside from positioning, the hitboxes have the same properties.
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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|ks=130
|ks=130
|fkv=0
|fkv=0
|r=4
|r=4.0
|bn=16
|bn=16
|xpos=0
|ypos=0
|zpos=0
|trip=0
|type=Hand
|type=Hand
|u17=t
|effect=Normal
|effect=Normal
|ff=1.0
|ff=1.0
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|r=5.2
|r=5.2
|bn=16
|bn=16
|xpos=4
|xpos=4.0
|ypos=0
|zpos=0
|trip=0
|type=Hand
|type=Hand
|u17=t
|effect=Normal
|effect=Normal
|ff=1.0
|ff=1.0
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|}
|}


==Frame data==
==Timing==
{{Technical data}}
This only represents the timing for default sized Miis.
{|class="wikitable"
{|class="wikitable"
|-
|-
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|-
|-
!Animation length
!Animation length
|?
|55
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=26}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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{{MvSubNavMiiBrawler|g=SSB4}}
{{MvSubNavMiiBrawler|g=SSB4}}
[[Category:Mii Brawler (SSB4)]]
[[Category:Up tilts (SSB4)]]

Latest revision as of 00:17, April 13, 2022

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Mii Brawler's up tilt in Super Smash Bros. 4 is an uppercut. It can chain into itself until about 30%.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6% 0 AngleIcon96.png 28 130 0 4.0 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 6% 0 AngleIcon96.png 28 130 0 5.2 16 4.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

This only represents the timing for default sized Miis.

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


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.