Mii Brawler (SSBU)/Neutral attack/Hit 1: Difference between revisions
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(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Mii Brawler's first jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateH...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MiiBrawlerJab1SSBU.gif|thumb| | [[File:MiiBrawlerJab1SSBU.gif|thumb|250px|Hitbox visualization showing Mii Brawler's first jab.]] | ||
==Overview== | ==Overview== | ||
The Mii Brawler punches in front of themself. At frame 2, this is the Mii Brawler's fastest move, and can be used in tandem with low-lag moves like Neutral Air to create difficult pressure situations for the opponent, where they must guess if the Brawler will continue the pressure with jab or grab, or back off. Jab can also jab lock, but is prone to whiffing opponents who lay very low on the floor when missing a tech. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 9: | Line 10: | ||
|damage=1.8% | |damage=1.8% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=25 | |ks=25 | ||
Line 14: | Line 16: | ||
|r=1.6 | |r=1.6 | ||
|bn=top | |bn=top | ||
|ypos=7.5 | |ypos=7.5 | ||
|zpos=4.5 | |zpos=4.5 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=S | |slvl=S | ||
Line 27: | Line 27: | ||
|damage=1.8% | |damage=1.8% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=25 | |ks=25 | ||
Line 32: | Line 33: | ||
|r=1.6 | |r=1.6 | ||
|bn=top | |bn=top | ||
|ypos=7.5 | |ypos=7.5 | ||
|zpos=7.0 | |zpos=7.0 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=S | |slvl=S | ||
Line 45: | Line 44: | ||
|damage=1.8% | |damage=1.8% | ||
|angle=180 | |angle=180 | ||
|af=3 | |||
|hitbits=Fighter only | |||
|bk=20 | |bk=20 | ||
|ks=15 | |ks=15 | ||
Line 50: | Line 51: | ||
|r=1.8 | |r=1.8 | ||
|bn=top | |bn=top | ||
|ypos=7.5 | |ypos=7.5 | ||
|zpos=10.0 | |zpos=10.0 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=S | |slvl=S | ||
Line 63: | Line 62: | ||
|damage=1.8% | |damage=1.8% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=20 | |bk=20 | ||
|ks=15 | |ks=15 | ||
Line 68: | Line 68: | ||
|r=1.8 | |r=1.8 | ||
|bn=top | |bn=top | ||
|ypos=7.5 | |ypos=7.5 | ||
|zpos=10.0 | |zpos=10.0 | ||
|ff=1.8 | |ff=1.8 | ||
|type=Hand | |type=Hand | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
Line 83: | Line 82: | ||
|2-3 | |2-3 | ||
|- | |- | ||
! | !Continuability window | ||
|5 | |5-30 | ||
|- | |||
!Consecutive jab frame | |||
|7 | |||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 94: | Line 96: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c= | {{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=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=16}} | ||
|- | |||
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=26}}{{FrameStrip|t=Blank|c=1}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=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 19:22, July 28, 2022
Overview[edit]
The Mii Brawler punches in front of themself. At frame 2, this is the Mii Brawler's fastest move, and can be used in tandem with low-lag moves like Neutral Air to create difficult pressure situations for the opponent, where they must guess if the Brawler will continue the pressure with jab or grab, or back off. Jab can also jab lock, but is prone to whiffing opponents who lay very low on the floor when missing a tech.
Hitboxes[edit]
Timing[edit]
Hitboxes | 2-3 |
---|---|
Continuability window | 5-30 |
Consecutive jab frame | 7 |
Interruptible | 16 |
Animation length | 31 |
Lag time |
Hitbox |
Loop point |
Continuable |
Earliest continuable point |
Interruptible |
|