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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|500px|Hitbox visualization showing Mii Brawler's first jab.]]
[[File:MiiBrawlerJab1SSBU.gif|thumb|250px|Hitbox visualization showing Mii Brawler's first jab.]]
{{competitive expertise}}
==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
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=4.5
|zpos=4.5
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|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
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=7.0
|zpos=7.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|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
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=10.0
|zpos=10.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|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
|xpos=0.0
|ypos=7.5
|ypos=7.5
|zpos=10.0
|zpos=10.0
|ff=1.8
|ff=1.8
|type=Hand
|type=Hand
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
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|2-3
|2-3
|-
|-
!Earliest continuable
!Continuability window
|5
|5-30
|-
!Consecutive jab frame
|7
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=11|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=16}}
{{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

Hitbox visualization for Mii Brawler's jab 1
Hitbox visualization showing Mii Brawler's first jab.

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]

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 1.8% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 1.6 top 0.0 7.5 4.5 1.8× 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 1.8% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 1.6 top 0.0 7.5 7.0 1.8× 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
2 0 0 1.8% 0 AngleIcon180.png Forward 20 15 0 HitboxTableIcon(False).png 1.8 top 0.0 7.5 10.0 1.8× 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
3 0 0 1.8% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 1.8 top 0.0 7.5 10.0 1.8× 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]

Hitboxes 2-3
Continuability window 5-30
Consecutive jab frame 7
Interruptible 16
Animation length 31
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(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(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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible