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Mii Brawler (SSBU)/Up aerial: Difference between revisions

(Added competitive expertise. Could add even more if i felt like it.)
 
(One intermediate revision by one other user not shown)
Line 7: Line 7:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=9.0%
|damage={{ShortHopDmgSSBU|9.0}}
|angle=75
|angle=75
|bk=9
|bk=9
Line 15: Line 15:
|bn=legr
|bn=legr
|xpos=3.0
|xpos=3.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 25: Line 21:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=9.0%
|damage={{ShortHopDmgSSBU|9.0}}
|angle=75
|angle=75
|bk=9
|bk=9
Line 33: Line 29:
|bn=kneer
|bn=kneer
|xpos=5.0
|xpos=5.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
Line 73: Line 67:
|-
|-
!Animation length
!Animation length
|57
|30
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=47}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}

Latest revision as of 19:59, July 28, 2022

Hitbox visualization showing Mii Brawler's up aerial.

OverviewEdit

Mii Brawler swings their foot over their head. With low base knockback, this move is a poor choice to use on opponents at low percentages. However, at medium-to-high percentages, up air can become a key combo tool for damage and KOs, as landing it while fastfalling can - at variable percents - lead into any aerial, up smash, an upward-angled forward smash, Suplex, and more. Most notably, a falling up air leads into up specials Helicopter Kick and Thrust Uppercut for extremely large percent windows, and can kill for much of those windows as well, making it a strong option for taking stocks while staying relatively safe. In addition, the move can be autocancelled out of a fast fall short hop, provided that the fast fall is delayed by a few frames. This allows for Mario-like up air chains and confirms into Mii Brawler's faster moves.

HitboxesEdit

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 9.0% 0   Standard 9 100 0   4.0 legr 3.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 9.0% 0   Standard 9 100 0   5.0 kneer 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initital autocancel 1
Hitboxes 6-10
Ending autocancel 23-
Interruptible 36
Animation length 52
                                                                                                       
                                                                                                       

Landing lagEdit

Interruptible 11
Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible