Mii Brawler (SSBU): Difference between revisions

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|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=does a bicycle kick Autocancels from a short hop, has the second lowest ending lag of all the Brawler's aerials (frame 10), and has a wide hitbox; the front hitbox is capable of hitting tall characters out of a short hop (such as {{SSBU|Marth}}). As a result, it is an excellent combo initiator or extender, as a falling up aerial can start grounded combos at low percents, or juggle into itself or any up special move at mid percents.
|uairdesc=Swipes their foot above their head in an arc. Autocancels from a short hop, has the second lowest ending lag of all the Brawler's aerials (frame 10), and has a wide hitbox; the front hitbox is capable of hitting tall characters out of a short hop (such as {{SSBU|Marth}}). As a result, it is an excellent combo initiator or extender, as a falling up aerial can start grounded combos at low percents, or juggle into itself or any up special move at mid percents.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=does a corkscrew kick The clean hit is a powerful [[meteor smash]], and sends grounded opponents diagonally upwards. 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,and can start low percent combo into a special move or a smash attack
|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. 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=kicking the opponent away with with a jumping roundhouse kick.It is the Brawler's best KO throw,it KOs as early as 90% 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 as it KOs at around 144% at the edge of Final Destination.
|bthrowname= 
|bthrowname= 
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdmg=4% (kick), 5% (throw)
|bthrowdesc= does a backflip then kick the opponent behind himself while it only kills around 135% it is mostly used for edgeguards because it sends the opponent diaganaly downward which can be effective if you have half court as your neutral special.  
|bthrowdesc=Kicks the opponent behind themself.
|uthrowname= 
|uthrowname= 
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Knocks the enemy up with
|uthrowdesc=Knocks the enemy up with a palm strike. It is the Brawler's most damaging throw and can initiate aerial juggles, though it has no true followup potential due to its ending lag.
A 540 kick It is the Brawler's best combo throw,it can initiate aerial juggles, though it has true followup potential due to There's no lag.
|dthrowname= 
|dthrowname= 
|dthrowdmg=2% (chop), 4% (throw)
|dthrowdmg=2% (chop), 4% (throw)
|dthrowdesc= lays the opponent on the ground and elbowdrops them,This is the Brawler's combo throw, though it has been significantly buffed from ''Smash 4'' due to it having lower knockback growth. As a result, it is now a reliable combo throw that can be extended into aerials, up special moves, or up aerial chains, though it has lost its potent KO setups at a wide percent range and quickly loses combo potential at high percents.
|dthrowdesc=Karate chops the opponent into the ground. This is the Brawler's combo throw, though it has been significantly nerfed from ''Smash 4'' due to it having higher knockback growth. As a result, it is still a reliable combo throw that can be extended into aerials, up special moves, or up aerial chains, though it has lost its potent KO setups at a wide percent range and quickly loses combo potential at high percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|edgedmg=9%
|edgedmg=9%
|edgedesc=A low backhanded karate chop.
|edgedesc=A low backhanded karate chop.
|nsdefname=half court
|nsdefname=Shot Put
|nsdefdmg=15% (no bounce), 11.2% (first bounce), 8.2% (second bounce)
|nsdefdmg=15% (no bounce), 11.2% (first bounce), 8.2% (second bounce)
|nsdefdesc=A basketball 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 amazing [[edgeguarding]] tool.
|nsdefdesc=A [[wikipedia:shot put|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.
|nsc1name=[[lightspeed knockout]]
|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%. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. However, the move has punishable startup and ending lag (starts on frame 15 and ends on frame 59 if missed). If the first hits are shielded or hits an opponents under the effects of [[armor]], it will not transition to the looping portion of the move and the range of the move is shorter than basket shot or eclipse side kick.
|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%. The move doesn't lose power if used in the air, and the first use will stall the Brawler's descent. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. However, the move has punishable startup and ending lag (starts on frame 15 and ends on frame 59 if missed). If the first hits are shielded or hits an opponents under the effects of [[armor]], it will not transition to the looping portion of the move.
|nsc2name=[[eclipse Side Kick]]
|nsc2name=[[Exploding Side Kick]]
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.2% (aerial, foot), 22.1% (reversed aerial, leg), 23.8% (reversed aerial, foot)
|nsc2dmg=23% (leg), 25% (foot), 26% (reversed, leg), 28% (reversed, foot), 19.5% (aerial, leg), 21.2% (aerial, foot), 22.1% (reversed aerial, leg), 23.8% (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, allowing the Brawler to turn around right before the kick itself. The Brawler gains armor just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has a solar eclipse when it lands, 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 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, allowing the Brawler to turn around right before the kick itself. The Brawler gains 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=rush assault
|ssdefname=Onslaught
|ssdefdmg=16% (highest base damage)<br/>9.8% (lowest base damage)
|ssdefdmg=16% (highest base damage)<br/>9.8% (lowest base damage)
|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. In the air, even after attacking, rush assault leaves the Brawler [[helpless]]. It has excellent KO potential, as it can KO grounded opponents as early as 100%. However, whenever the move is successful, each consecutive use of the move will cause its power to decrease. Rush assault will go back to full power after some time, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite in-game descriptions, accumulated damage doesn't affect the strength of the move, nor does it hasten the reset speed.
|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. In the air, even after attacking, Onslaught leaves the Brawler [[helpless]]. It has excellent KO potential, as it can KO grounded opponents as early as 110%. However, whenever the move is successful, each consecutive use of the move will cause its power to decrease. Onslaught will go back to full power after some time, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite in-game descriptions, accumulated damage doesn't affect the strength of the move, nor does it hasten the reset speed.
|ssc1name=[[flare gun special]]
|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 chargable, 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 majority of its utility from ''Smash 4'', though it is still an effective approach move due to its quick startup, and can also KO at high percents.however it doesn't put you helpless it can combo and even kill out of forward airels.
|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 chargable, 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 majority of its utility from ''Smash 4'', though it is still an effective approach move due to its quick startup, and can also KO at high percents.
|ssc2name=[[pile-driver]]
|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 backwards pile-driver, 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 average knockback scaling, but can be used to effectively rack up damage. If used in midair, the move causes helplessness; it can grab foes near an edge and drag them off as a [[Sacrificial KO]], though it can ko both players at the same time pile-driver can only ko the opponent first if Mii brawler and his opponent have one stock left pile-driver has useful horizontal recovery option, as it actually travels more distance than rush assault.
|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 backwards 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. If used in midair, the move causes helplessness; 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.
|usdefname=up dunk flip
|usdefname=Soaring Axe Kick
|usdefdmg=4% (hits 1 and 3), 3% (hit 2)
|usdefdmg=4% (hits 1 and 3), 3% (hit 2)
|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 a meteor-smashing axe kick. 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.  
|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 a meteor-smashing axe kick. 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.  
|usc1name=[[bayblade spinkick]]
|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 bayblade spinKick'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 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. 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 throw, its knockback has been heavily reduced from ''Smash 4'', making it unable to KO extremely early near the sides of the stage.
|usc2name=[[shotgun upperpump]]
|usc2name=[[Thrust Uppercut]]
|usc2dmg=13%
|usc2dmg=13%
|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. Like bayblade spinkick Kick, shotgun upperpump 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%. As a result, Thrust Uppercut's combos are more suited for damage racking, though it can KO near the top blast line at around 110%.
|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. 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%. As a result, Thrust Uppercut's combos are more suited for damage racking, though it can KO near the top blast line at around 140%.
|dsdefname=skullbreakege
|dsdefname=Head-On Assault
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing)
|dsdefdmg=6% (flip kick), 1% (multi-hits), 14% (landing)
|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 is very powerful and can KO consistently at 120%, though 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. The move does a high amount of [[shield damage]], being able to break full shields if both hits connect.
|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 is very powerful and can KO consistently at 120%, though 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. The move does a high amount of [[shield damage]], being able to break full shields if both hits connect.
|dsc1name=[[feather switchblade]]
|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 divekick while surrounded by a blue aura. The startup offers brief [[intangibility]]. Similarly to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent midair 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.
|dsc1desc=Flips off the ground and, when the special button is pressed again, performs a divekick while surrounded by a blue aura. The startup offers brief [[intangibility]]. Similarly to {{SSBU|Zero Suit Samus}}'s [[Flip Jump]], by landing on an opponent midair 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.
|dsc2name=[[backbreaker layup]]
|dsc2name=[[Counter Throw]]
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2dmg=1.5× (minimum 14%), 9% (collateral hit)
|dsc2desc=The Brawler enters a defensive stance, bringing their arms close to their face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind themself. The slam will lightly damage nearby opponents. Unlike other counters, backbreaker layup has a short duration, but low ending lag, allowing it to be used more flexibly. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit their legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|dsc2desc=The Brawler enters a defensive stance, bringing their arms close to their face. Upon being hit, the Brawler will [[counterattack]] by grabbing the opponent and slamming them on the ground behind themself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit their legs (i.e. attacks from underneath the Brawler), and moves with sufficiently disjointed hitboxes will cause the retaliating grab to miss. As a result, the counterattack can be rather inconsistent.
|fsname=flame punch assault death kick
|fsname=Omega Blitz
|fsdmg=56.4%
|fsdmg=56.4%
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch.
|fsdesc=Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch.
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*Mii Brawler is the only Mii Fighter that does not possess a reflector.
*Mii Brawler is the only Mii Fighter that does not possess a reflector.
**Additionally, they do not have a Spirit battle with a Legend Spirit unlike the other Miis.
**Additionally, they do not have a Spirit battle with a Legend Spirit unlike the other Miis.
*Mii Brawler’s pose in the group artwork for Ultimate resembles its [[neutral aerial]].
*Mii Brawler’s pose in the group artwork for ''Ultimate'' resembles its [[neutral aerial]].




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